This is my mod for adding shader based visual effects to the game which adds lighting and reflection effects to water surfaces, cloud shadows, and cascading shadow maps to extend shadows to the full draw distance. I'm new to both graphics programming and modding and having fun learning with this, so am super grateful to hear how it does or doesn't work for you!
An optimization pass on the terrain shadows rendering pipeline. Ideally you won't notice any visual difference in game, but a lot under the hood has changed and under most conditions the mod should improve fps compared to not using the mod.
There's stuff I still want to implement, but I think it's decently stable and the performance improvements are substantial. The one major gap is that for some complicated reasons shadows can't be cast onto water surfaces until I update the underlying chunk loading.
As part of this rework I've removed the dependency on OpenGL 4.6 and the allowSSBO setting, the mod now uses some fall back paths for where some newer features are still better if available. Instead, shadows now require SSAO to be turned on.
Features
Deferred Shadows Shader
Effects to extend the game's shadowing. Moves shadow rendering to it's own pass, improving shadow blending as well as game performance.
Terrain Shadows
Renders cascaded shadow maps for loaded terrain.
Cloud Shadows
Builds a shadow map based on the clouds.
Water Surface Shader
Layers visual effects onto surface water. Some general lighting such as fresnel and specular effects, as well as reflections and waves.
Skybox reflections
Uses a cubemap to add reflections of the sky from any direction.
Screen space reflections
Uses ray marching to reflect everything else, but is limited to what's visible on screen. Settings allow for balancing fidelity and performance.
The mod is updated for game version 1.22.6. The mod version 1.2+ won't work with versions of the game older than 1.22 due to some rendering changes that version made.
Shadows require the game setting SSAO to be turned on
Using the settings UI requires the mod [VSImGUI](https://mods.vintagestory.at/imgui) be installed, but it isn't required and the settings can be changed in the modconfig directly.
Water effects and deferred shadows make changes to many of the game's base shaders by replacing code at run time. It uses pattern matching so could fail if specific lines are changed, and probably won't work at all if a mod replaces or disabled base game shaders.
Terrain and cloud chadows can be run without patching base game shaders by setting DeferBaseShadows to false in the mod config, though at the moment this will almost definitely cause some overshadowing.
Troubleshooting
This mod touches a lot of the game's rendering, so often platform specific crashes show up that are hard to anticipate. The mod also patches a lot of game code and shader code, which can be fragile to changes by other mods. Unfortunately most issues I'll have to figure out a fix for after they come up, but here's what you can do to make it as easy for me to help as possible.
The game loads but part of the mod is disabled
Make sure SSAO is turned on in your clientsettings config. Otherwise, a disabled effect with show a tooltip on hover in the GUI that can help determine the issue.
Deferring shadows depends on having the game setting SSAO be on. You can adjust it in Settings under Graphics with 'all available settings' being shown.
I can load into a game, but something is broken
Share your client-main.log here as a comment.
The mod should crash the game if there's a startup issue with the mod (unless you disabled 'Crash on setup failure') but sometimes something will go wrong in a weird way and the game loads in with something only partially working. If something weird is happening, share your VintageStoryData/Logs/client-main.log here and I'll try to help. The log is usually super long so the most helpful bit is the startup issue section, which is between two bars of ========, and then any lines that read [Warning] or [Error] anywhere after that.
The game crashed :(
Sorry about that. Copy the crash log and post it here as a comment and I'll try to help.
It's also helpful if you include the startup summary section like in the previous point.
Settings
See the source readme for info on all the settings, but a couple you'll want to take a look at:
Water Effects Settings
SettingsGUIHotkey
Default K
Hotkey for opening settings GUI if VSImGUI is installed. Can only be changed in the config file, not in game.
SSREdgeAdjustEnabled
Default on
As the camera is pitched down the perspective shift causes some SSR rays near the edge of the screen to miss, and the abrupt transition to sky can be very noticeable. This pulls SSR to the edge a bit to cover that contrast, but doing so causes some sliding motion, so you can turn that off here if you prefer. No effect on performance.
Stride
Default 2
How many pixels between samples while ray marching SSR. Increasing value will progressively introduce noise and banding but will greatly improving performance, with diminishing returns. Screenshots are included to show how it compares at different settings with waves disabled, as well as low and high settings with waves enabled.
Cloud Shadow Settings
Cloud Shadow Style
The shadows can either be soft, blurry shadows (style 1) or have harder edges more in line with the game's geometry. There is a little extra performance overhead for blurry shadows, but it should be marginal.
Cloud Shadow Max
Default 40%
The upper limit on how dark the cloud shadows can get, shadows will be complete darkness at 100%. I like 40% because the game has a lot of clouds so it makes them apparent without making things really dark all the time.
Terrain Shadow Settings
Soft Shadows
Blurs the edges of shadows to hide sharp edges. Currently only a simple method implemented.
Don't Mix With Base Shadows
Whether to draw shadows where the game is already doing so. Generally the game shadows are higher resolution and will look better, but they don't render distant terrain which can leave a bright area around the player.
Cascade Count
The number of shadowmap cascades to draw, meaning how far from the player shadows will be cast. Can be 1-4, with 4 requiring ExtendShadowmapCascades to be active.
Terrain Shadow Max
Default 50%
The upper limit on how dark the terrain shadows can get, shadows will be complete darkness at 100%. The terrain shadows take into account the game's shadow intensity state so at 50% should match what the game is already doing.
VSRMaxChunkCount
This is used as a base value from which all buffer sizes used for terrain shadows are derived, and if set to -1 is calculated as 5 * (2 * viewDistance / 32)^2, which is 5120 for a view distance of 512.
If set too low shadows will have a really bad flicker. I don't recommend lowering it to try and improve performance, at a view distance of 512 the mod should only use around 40MB of VRAM.
Known Issues
Fixes or improvements I'd like to implement but have not.
A few people have reported a memory leak causing tons of RAM to be taken up quickly, crashing their system
Hopefully fixed in v1.2.2-pre.4
Shadows are not cast onto water surfaces
The current shadow system doesn't render water so often culls voxels that would cast shadows onto water, causing them to flicker or pop in and out. Disabled until I update the voxel loading system.
Ice blocks are treated as fully transparent
Snow is also ignored. This causes occlusion testing to fail in icy areas, making it likely the buffer will be overloaded which causes shadows to flicker.
Loading is dependent on the game's chunk loading
This means settings changes like max chunks require a restart. With custom loading I could also do better LOD handling, greedy meshing, etc.
Reflections are drawn over transparent objects
The mod doesn't use the game's OIT "revealage" because it is shared between water and transparent objects, meaning I need to build out a process for tracking transparent revealage independently.
There is color banding on the sun specular reflection
Shadows are applied after opaque terrain. This is a substantial performance improvement.
An option is available to move the game's base shadows to this pass as well, which improves fps vs not using the mod.
Due to this change, the mod now requires the game setting SSAO to be greater than 0.
If the base game's shadows are not deferred, it's not recommended to use cloud shadows as the cloud shadows don't know where the base game shadows are and overshadow.
An option is also available to not patch any base game shadow shaders, which might help with mod compatibility but will make this mod ignore block lighting.
Soft shadows
With the performance improvements of deferring shadows, more complex shadow sampling is now an option.
Currently only a basic algorithm is implemented, but improving it is next on my to do list.
Shadow pipeline overhaul
Voxel data memory allocator allows for chunks to be assigned memory based on voxel count.
Multi stage occlusion and shadow casting culling to lower draw counts and improve performance. Also renders an early-z pass which can be used for other fun stuff in the future.
Overall the memory footprint is reduced by ~80%, should be around 40MB for view distance 512.
Changed
Reduce OpenGL dependency to 4.3
The mod now will check for more advanced extensions but fall back to 4.3 if not available.
This happens regardless of your game setting, though it's possible setting your context to 4.6 will help performance as some hardware might not make newer extensions available in an older context version.
Removed dependency on game setting allowSSBOs
Deferring shadows means the mod doesn't need complex patching.
This means the mod can run on Intel gpus, early testing shows it can run but still has some bad visual artifacts.
Add dependency on SSAO setting being greater than zero
Deferred shadows uses the base game's gbuffer textures, which don't get rendered if SSAO isn't on.
If you really want this to work without SSAO for some reason let me know and I can add a patch to force the gbuffer to run.
Fixed
Buffer initialization issues
This is a likely candidate for many of the crashes reported.
Switch terrain shadow loading to await a bounded channel
With the tesselation data fix in pre.2 memory is now being allocated when siphoning chunk data from the game. This was piling up enough for some folks to trip safety checks or outright throw out of memory exceptions, so some backpressure on loading to make sure it gets a share of processing time is necessary.
From profiling it's hard to believe this would ever cause a noticable effect, but if something breaks it can stall the game's chunk loading. This is better than causing silent out of memory exceptions, but I should probably add a message so it's clear it's this mod's fault if it happens.
If you reported a crash with v.1.2.1 please try again with this update, it might not fix the crash but it changes what's reported so a new crash report will be a lot more helpful for me to help fix it.
Changed
Revise terrain shadow chunk loading pipeline
Double max chunks tracked, but not loaded voxels. At a view distance of 512 this adds roughly 64MB RAM, 360KB VRAM.
Remove some unneeded complexity, add better handling of duplicate tasks at each stage.
More, earlier safety checks. Deliberate crashes when saturated, ie if there's a runaway memory issue.
I haven't reproduced the memory issues, but these changes include two things that had the potential to be causing them.
Fixed
Validate patching error checking
Compile errors were caught by intercepting error logs, but this could cause thread hopping if another thread happened to error at the perfect time.
Errors are now targeted without making any assumptions about when they'll happen.
Updated for game version 1.22.2, but probably still fine on any 1.22+
This update is bug fixes and improved error communication, if you weren't having any problems you shouldn't notice a difference.
Changed
Better handling of startup failures
Added more safety checks, better requirement checking, and error handling during startup.
If an effect fails to load it will show in the GUI with an explanation so problems are less mysterious.
If an effect crashes during startup, it will now delay the exception until after startup so a crash log is created specific to the problem.
An option is added to instead disable the effect without crashing.
Consolidate shader patching
Created a registry layer for patching existing shaders.
More importantly, patching now catches compile errors and crashes the game with a much more helpful report.
This isn't optional for now because it's more complicated to recover from.
Add GLSL validation
To better catch multiplatform support issues, glslangValidator is now run against all the new and patched shaders at build time. Doesn't add anything to the shipped mod.
Fixed
Properly re-patch shaders if reloaded
Some shader patches were only applied once, so if something triggered a reload the patches would be gone. The mod wouldn't know this, so would crash the game trying to use the missing patched code.
The patching registry now standardizes patching and hooks directly into shaders being loaded.
I found some new things about the game's UBO system that meant how I had been hooking into it was causing all sorts of problems, including silently deleting buffers.
The mod now handles it's own UBO management, and hooks into the game via the usual shader patches.
A lot of crashes were coming up where the mod had a problem during setup but didn't die gracefully, then would run half loaded and crash the game.
I've rewritten the loading pipeline to allow effects to disable themselves if they can't load so the other mod systems can finish launching without them.
I also added an option to instead crash on startup issues which will provide a crash report specific to the startup issue. This should make investigating problems a lot easier without first needing folks to share additional logs.
pre.3: Set the crash on setup failure option to be enabled by default.
Add glslang validation
I added some stuff to the build process mostly for my own benefit, but now glslangValidator is run against all the new and patched shaders.
Hopefully this is the end of problems caused by nVidia drivers being overly cool with non-spec stuff.
Fixed
Properly re-patch shaders if reloaded
Some shader patches were only applied once, so if something triggered a reload the patches would be gone. The mod wouldn't know this, so would crash the game trying to use the missing patched code.
The mod now checks if patches should be applied every time a shader program is loaded. Probably not the most elegant solve, but it shouldn't be happening during normal play so I think it's ok.
I found some new things about the game's UBO system that meant how I had been hooking into it was causing all sorts of problems, including silently deleting buffers.
The mod now handles it's own UBO management, and hooks into the game via the usual shader patches.
Hopefully this fixes the weird crashes that have been happening.
A lot of crashes were coming up where the mod had a problem during setup but didn't die gracefully, then would run half loaded and crash the game.
I've rewritten the loading pipeline to allow effects to disable themselves if they can't load so the other mod systems can finish launching without them.
I also added an option to instead crash on startup issues which will provide a crash report specific to the startup issue. This should make investigating problems a lot easier without first needing folks to share additional logs.
If you've tried v1.2 and had a crash, please try again and let me know how it goes! If it does still crash, the crash report should be more informative for me than before so please add it in a comment.
Fixed
Properly re-patch shaders if reloaded
Some shader patches were only applied once, so if something triggered a reload the patches would be gone. The mod wouldn't know this, so would crash the game trying to use the missing patched code.
The mod now checks if patches should be applied every time a shader program is loaded. Probably not the most elegant solve, but it shouldn't be happening during normal play so I think it's ok.
Some shader patches were only applied once, so if something triggered a reload the patches would be gone. The mod wouldn't know this, so would crash the game trying to use the missing patched code.
The mod now checks if patches should be applied every time a shader program is loaded. Probably not the most elegant solve, but it shouldn't be happening during normal play so I think it's ok.
Cast simplified shadows past the existing shadows, to the draw limit.
Voxel Sprite Renderer
The system used to cheaply render the shadow maps.
The moon
To reflections
Changed
Effect loading
Rewrote the effect loading/reloading code to better allow for effects to only be loaded on demand and to have tighter controls on stale references.
Fixes some memory leaking. Hopefully all of it.
Uniform handling
Rewrote how uniforms are updated. Reduces average per-frame allocation by ~60%.
Moved many shared uniforms into UBOs to further reduce overhead.
Fixed
Reflection noise when dark
This was caused by an old attempt at optimizing dark reflections, but just introduced a bunch of noise and probably wasn't helping with performance anyway.
Thanks Venkyz, SmileWolf, and JavaBeans for the comments and screenshots! Nice to finally figure this out!
Only patch intended shaders
Patching was applied to any shader program that used the fogandlight include, but then failed if other patterns weren't present. Changed to only patch an explicit list of programs.
This should fix the crash with farseer, though the mods won't otherwise interact.
Cast simplified shadows past the existing shadows, to the draw limit.
pre.1: Voxel Sprite Renderer
The system used to cheaply render the shadow maps.
pre.1: The moon
To reflections
Changed
pre.1: Effect loading
Rewrote the effect loading/reloading code to better allow for effects to only be loaded on demand and to have tighter controls on stale references.
Fixes some memory leaking. Hopefully all of it.
Fixed
pre.2: Reflection noise when dark
This was caused by an old attempt at optimizing dark reflections, but just introduced a bunch of noise and probably wasn't helping with performance anyway.
Thanks Venkyz, SmileWolf, and JavaBeans for the comments and screenshots! Nice to finally figure this out!
pre.3: Only patch intended shaders<
Patching was applied to any shader program that used the fogandlight include, but then failed if other patterns weren't present. Changed to only patch an explicit list of programs.
This should fix the crash with farseer, though the mods won't otherwise interact.
Chunks marked dirty were unloaded before their replacements were loaded in, causing them to not be rendered for a frame or so. This adds a threadsafe delay to unloading.
pre.4: AMD/Linux GLSL compatibility
Fix some GLSL syntax issues that Nvidia drivers don't report.
Cast simplified shadows past the existing shadows, to the draw limit.
pre.1: Voxel Sprite Renderer
The system used to cheaply render the shadow maps.
pre.1: The moon
To reflections
Changed
pre.1: Effect loading
Rewrote the effect loading/reloading code to better allow for effects to only be loaded on demand and to have tighter controls on stale references.
Fixes some memory leaking. Hopefully all of it.
Fixed
pre.2: Reflection noise when dark
This was caused by an old attempt at optimizing dark reflections, but just introduced a bunch of noise and probably wasn't helping with performance anyway.
Thanks Venkyz, SmileWolf, and JavaBeans for the comments and screenshots! Nice to finally figure this out!
pre.3: Only patch explicit list of shaders
Patching was applied to any shader program that used the fogandlight include, but then failed if other patterns weren't present. Changed to only patch an explicit list of programs.
This should fix the crash with farseer, though the mods won't otherwise interact.
Chunks marked dirty were unloaded before their replacements were loaded in, causing them to not be rendered for a frame or so. This adds a threadsafe delay to unloading.
Cast simplified shadows past the existing shadows, to the draw limit.
This is a beta build, and has issues I know about and surely plenty I don't.
pre.1: Voxel Sprite Renderer
The system used to make rendering the shadow maps cheap enough. It's all under the hood, but heads up that it'll use 150-200mb of GPU memory.
pre.1: The moon
To reflections
Changed
pre.1: Effect loading
Rewrote the effect loading/reloading code to better allow for effects to only be loaded on demand and to have tighter controls on stale references.
Fixes some memory leaking. Hopefully all of it.
Fixed
pre.2: Reflection noise when dark
This was caused by an old attempt at optimizing dark reflections, but just introduced a bunch of noise and probably wasn't helping with performance anyway.
Thanks Venkyz, SmileWolf, and JavaBeans for the comments and screenshots! Nice to finally figure this out!
v1.1.3 added a system for using a renderer to delay some setup so checking for game systems to be loaded could be turned off once done rather than running forever.
Unfortunately I neglected to plug framebuffer reloading into the system so stuff like changing the window size made everything explode. Sorry!
The mod was only referencing the settings, but now updates with the camera.
This should make it work with zoom effects done via the camera fov like combat overhaul. Unfortunately Spyglass patches the perspective matrix in a way that makes it hard to accomodate.
Added a button to the GUI which discards and restarts the shader effects. More convenient than restarting the game if the shaders get confused.
Shader compiler errors to crash log
Now the specific shader compile error logging will be included in the crash log, which should make that kind of crash report a lot more helpful for debugging.
Changed
Don't use GPU resources before being asked to
The mod won't set up effects at launch if they aren't enabled in the settings. This avoids some needless overhead for effects you aren't using.
Fixed
Don't crash when sleeping
A crash was being caused by a quirk with a C# math function combined with the player seeming to teleport while sleeping (probably just the cloudmap position being advanced with the time skip). The logic involved has been changed to avoid the function.
A couple things didn't respond to shaders reloading, causing all sorts of problems that manifested on screen as an intense flickering.
The mod now responds to the shadow quality setting more predictably: shadow quality=0 turns off shadows, but otherwise it's controlled by mod settings.
This System function throws an exception if used on the lowest int value. I was using it while tracking player movement on the cloudmap but apparently when the player sleeps there's an overflow issue or something that gives min int. I changed the logic to not use the function, but I don't have time to test it right now so I'm putting it out as a pre-build in case it fixes the crash.
v1.1.0 added shaders that use a float designation (eg 0f) that GLSL is not ok with, but the Nvidia driver allows it so I didn't catch it until testing a different platform. Sorry!
Integrate a cloud shadow map into the game's function for determining brightness.
This system patches ~many~ of the game's shaders so there is some performance cost proportional to how much shading the game is doing, but shouldn't really affect performance anywhere the game isn't already struggling.
The system uses compute shaders which requires GLSL 430, where the base game only requires 330. This should only be a problem for cards over 15 years old.
Settings menu for shadow effects
Includes settings for cloud shadows: enable, style, and max shadow darkness.
From v1.0.3-pre.1: Add UnderwaterSurfaceEnabled toggle option.
Disables the mod from drawing on the surface of water when underneath.
Changed
From v1.0.3-pre.1: Cycle through rendering sides of the skybox instead of rendering all of them each frame.
This distributes the cost over frames, improving performance a small amount. Sky reflections will functionally have a lower framerate than the game, but move slow enough that it isn't noticeable.
From v1.0.3-pre.2: Reworked exception and dispose handling.
The mod should crash more gracefully if critical parts of the mod fail to load properly.
Fixed
Fetch/restore incoming OpenGL state
This should help leave things how the game expects them and not mess up unrelated rendering.
This makes the mod track the incoming OpenGL state more directly so it can leave it the same after, which requires a couple potentially expensive operations but may help it work better if another mod is also changing the state. It doesn't run every frame so really shouldn't be all that expensive, but also might not fix anything.
Changed
pre.1
Cycle through rendering sides of the skybox instead of rendering all of them each frame.
This distributes the cost over frames, improving performance a small amount. Sky reflections will functionally have a lower framerate than the game, but move slow enough that it isn't noticeable.
pre.2
Reworked exception and dispose handling.
The mod should crash more gracefully if critical parts of the mod fail to load properly.
Fixed
pre.1
Testing: Fetch screen size from the framebuffers directly, instead of trying to get it elsewhere.
Hopefully this helps the mod work better across any screen size or window mode.
pre.2
Reorder shader layout statement for broader system compatibility.
This makes the mod track the incoming OpenGL state more directly so it can leave it the same after, which requires a couple potentially expensive operations but may help it work better if another mod is also changing the state. It doesn't run every frame so really shouldn't be all that expensive, but also might not fix anything.
Changed
Cycle through rendering sides of the skybox instead of rendering all of them each frame
This distributes the cost over frames, improving performance a small amount. Sky reflections will functionally have a lower framerate than the game, but move slow enough that it isn't noticeable.
Fixed
Testing: Fetch screen size from the framebuffers directly, instead of trying to get it elsewhere.
Hopefully this helps the mod work better across any screen size or window mode.
Add a runtime shader patching system so base game shader files don't need to be overwritten.
This should help with compatibility with other mods that modify the same shaders. If another mod changes shader code targeted by the patches it can still break, but there's no way to preempt every conflict.
Currently the patches are saved in code, ideally this would use a new game asset so the changes can be seen without the source, but that's a project for later.
Changed
If water is in shadow and also not exposed to the sky, don't reflect the sky. This will turn off most sky reflections indoors or in caves.
This can still cause unrealistic reflections if for example the sun is shining onto some water through a window, but that is a much more limited occurrence than how often sky exposed alone would turn off reflections that should be there, so it seems like a good compromise.
Thanks Vargur!
Tie the sun reflection to sun height so it gets bigger when near the horizon.
Fixed
Fetch cloud program on load instead of when the renderer is registered. This should keep it from trying to update uniforms on an outdated reference.
I haven't reproduced the crash being reported so I can't be sure this fixes it, but it absolutely could have been causing it.
Thanks Mobius and KittyofPathos for reporting this!
Rain was showing up at night, now it should play more nice with the conditions.
SSR was being sampled with filtering, which caused a bunch of extra noise on occlusions. Now it just fetches the pixel directly.
Testing: Fetch cloud program on load instead of when the renderer is registered. This should keep it from trying to update uniforms on an outdated reference.
aparently there is a compatability issue with this and sheydermod that causes a crash on world creation. Is there a way to resolve this or do i need to jsut pick this or the other?
Best shader out there imo, you've done an amazing job, thank you very much 💙
/!\ The "1 click install" crashed my game BUT it works perfectly fine when I just downloaded the .zip file and placed it in the "Mods" file Not really a big problem but just so you know what to answer if someone says "oh not working" lmao
Seems to be fully incompatible with Optimum on 1.22.7. Tried several coriaender versions. Reported on the codeberg repo.
Janeator, Aug 20th at 7:52 PM (modified Aug 20th at 7:58 PM)
The latest update ruins shadows. Running on 1.22.7. SSAO is maxed out, game shadows on Medium.
Either this happens, or in general blocks that are shaded just go unshaded entirely when within the closest cascade. Attempting to Reload Effects, or increase cascade count, or such, crashes the game.
Crash Report
Running on 64 bit Windows 10.0.19044.0 with 32663 MB RAM Game Version: v1.22.7 (Stable) 20/8/2026 21:46:30: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.5 Loaded Mods: deciduoustrees@1.8.2, fixedpaths@1.0.2, leaflitter@1.2.6, soilmustfall@1.3.0, game@1.22.7, vsimgui@1.2.7, accessibilitytweaks@5.0.0, algernonsterrainsampler@1.3.0, altmapiconrenderercontinued@1.6.0, betterhandbook@1.0.7, bloodtrail@1.2.5, bodyheatbar@1.0.1, coriaendershaders@1.2.2-pre.5, farseer@1.4.0, fastmap@122.5.1, fittingroom@1.0.2, footprints@1.2.5, hudclockpatch@4.4.0, morebugs@0.7.14, seamlessrapids@1.0.1, spawnhighlightcustom@1.1.3, terraprety@7.11.1, creative@1.22.7, survival@1.22.7, watersheds@7.0.4, gridforbeams@1.0.23 System.Collections.Generic.KeyNotFoundException: The given key 'cascadeCount' was not present in the dictionary. at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.UpdateUniforms() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 38 at CoriaenderShaders.VoxelSpriteRenderer.ChunkRenderManager.CullShadowCasters() in Src:\VoxelSpriteRenderer\ChunkRenderManager.cs:line 567 at CoriaenderShaders.Effects.TerrainShadowEffect.DrawShadowmap() in Src:\Effects\TerrainShadowEffect.cs:line 270 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Some list of the steps I have taken so far, as well as I can remember:
Loaded the world, shadows were already broken.
Enabled Mix with base shadows.
Save settings, then reload effects (crash)
Load world, shadows are still broken.
Set game shadows to max quality (crash)
Load world, set game shadows to off (crash)
Load world, set game shadows back to medium (initial state), now everything is fixed as far as I can tell. However the mod settings still have all shadow options crossed as if game shadows were off.
Save and quit, load world again, it's broken again. yay.
Attempting to reproduce step 7 has varying, inconsistent results.
On pre.4, everything seems to work fine except that shadows from grass (Medium game shadows setting) extend forward and fade out while sideways they end quite shortly.
Janeator, Aug 20th at 9:05 PM (modified Aug 20th at 9:08 PM)
Thanks for being so thorough! Seeing things through walls is fixed in pre.5, the crashing is caused by reloading shaderd due to an old setting that I didn't fully remove, which means it breaks changing settings while the game is loaded, and that will be fixed in the next release. I'll fix the darkness slider also, thanks for pointing that out.
Nearby shadows being broken looks similar to Meekology's problem, it's likely due to a bad parameter in the shader, I've been working on fleshing out soft shadows including integrating with the game's shadows, so it will either be fixed or broken in fun new ways when that's done.
Shadows on grass is a more baked in limitation, what you're seeing is just the boundaries of the game's default shadows. To stay performant the mod only renders full blocks which I don't think looks good for grass since it basically casts the entire ground in shadow. It'd be a nice thing to fix, but there isn't a quick way to do it. That said, deferring shadows does turn off the fade out for the game's shadows which might be making it more apparent than before, so maybe it should be more of a priority now.
Thanks for reporting, do you happen to know if this was new to pre.5? It looks like something I ran into recently, if it is the same there will be a fix in the next release but it would've been around for a while in that case.
The issue is that shadows seem to have very weird geometery, flickering and light bleeds through blocks. To see it in action. Maybe I'm doing something wrong, but seems pretty strange.
What's your shadow quality set to? I don't think it's from anything you're doing, the mod shouldn't be casting shadows so close to you and seems to have stopped drawing the base game shadows. I've been adding stuff to the shader which includes updating the blending with the game's shadows, but I'll also do a pass over the settings to check for this kind of thing.
What's going on is that because the mod uses really large shadowmaps to cover so much terrain the shadows are pretty aliased up close like that. The flickering is from that aliasing and the sun movement, the sun in the game actually cruises along pretty quick, so the little hops are when the shadow being cast shifts over to the next pixel. When farther away it isn't as obvious, and can be further hidden with soft shadows which is what I'm working to add now.
It's not a hard dependency, the mod likely works with any version after 1.22 since that was the last to make a rendering change, but I'm not testing releases on older versions so I don't want to claim it will work.
Running on 64 bit Windows 10.0.26200.0 with 24447 MB RAM Game Version: v1.22.6 (Stable) 09/08/2026 06:45:42 p. m.: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.5 Loaded Mods: simplewatertweaks@0.14.0, game@1.22.6, vsimgui@1.2.7, coriaendershaders@1.2.2-pre.5, mnflowers@2.0.0, mngeology@2.0.10, materialneeds@2.0.0, morefogplease@0.0.1, terraprety@7.11.0, creative@1.22.6, survival@1.22.6, watersheds@7.0.1 System.Collections.Generic.KeyNotFoundException: The given key 'cascadeCount' was not present in the dictionary. at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.UpdateUniforms() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 38 at CoriaenderShaders.VoxelSpriteRenderer.ChunkRenderManager.CullShadowCasters() in Src:\VoxelSpriteRenderer\ChunkRenderManager.cs:line 567 at CoriaenderShaders.Effects.TerrainShadowEffect.DrawShadowmap() in Src:\Effects\TerrainShadowEffect.cs:line 270 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
basically upon immediately joining a world or server. was really hoping the update fixed the issues the mod had was really wanting to use it again but now im also getting crashes again :(
what i dont understand is why. Because I used if yesterday and it worked just fine but i wake up todayt, wanting to do a quick session before work and now im getting this crash.
Crash
12.8.2026 06:25:00 [Notification] Client logger started. 12.8.2026 06:25:00 [Notification] Game Version: v1.22.6 (Stable) 12.8.2026 06:25:00 [Notification] Process path: ~/.local/share/StoryForge/versions/1.22.6/Vintagestory 12.8.2026 06:25:00 [Notification] Operating System: Linux (Nobara Linux 44 (KDE Plasma Desktop Edition)) [Kernel 7.1.4.200] 12.8.2026 06:25:00 [Notification] CPU Cores: 16 12.8.2026 06:25:00 [Notification] CPU: AMD Ryzen 7 5800X3D 8-Core Processor 12.8.2026 06:25:00 [Notification] Available RAM: 32009 MB 12.8.2026 06:25:00 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 12.8.2026 06:25:01 [Notification] Graphics Card Vendor: AMD 12.8.2026 06:25:01 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 26.1.5 12.8.2026 06:25:01 [Notification] Graphics Card Renderer: AMD Radeon RX 7800 XT (radeonsi, navi32, ACO, DRM 3.64, 7.1.4-200.nobara.fc44.x86_64) 12.8.2026 06:25:01 [Notification] Graphics Card ShadingLanguageVersion: 4.60 12.8.2026 06:25:01 [Notification] GL.MaxVertexUniformComponents: 16384 12.8.2026 06:25:01 [Notification] GL.MaxUniformBlockSize: 2147483647 12.8.2026 06:25:01 [Notification] C# Framework: .net 10.0.10 12.8.2026 06:25:01 [Notification] Cairo Graphics Version: 1.18.4 12.8.2026 06:25:01 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 12.8.2026 06:25:01 [Notification] Zstd Version: 1.5.7 12.8.2026 06:25:01 [Notification] Start discovering assets 12.8.2026 06:25:01 [Notification] Found 35 base assets in category lang 12.8.2026 06:25:01 [Notification] Found 0 base assets in category patches 12.8.2026 06:25:01 [Notification] Found 24 base assets in category config 12.8.2026 06:25:01 [Notification] Found 0 base assets in category worldproperties 12.8.2026 06:25:01 [Notification] Found 49 base assets in category sounds 12.8.2026 06:25:01 [Notification] Found 230 base assets in category shapes 12.8.2026 06:25:01 [Notification] Found 84 base assets in category shaders 12.8.2026 06:25:01 [Notification] Found 19 base assets in category shaderincludes 12.8.2026 06:25:01 [Notification] Found 182 base assets in category textures 12.8.2026 06:25:01 [Notification] Found 4 base assets in category music 12.8.2026 06:25:01 [Notification] Found 0 base assets in category dialog 12.8.2026 06:25:01 [Notification] Found 627 base assets in total 12.8.2026 06:25:01 [Notification] Loading sounds 12.8.2026 06:25:01 [Notification] (Re-)loaded frame buffers 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass . 12.8.2026 06:25:01 [Notification] Sounds loaded 12.8.2026 06:25:01 [Notification] Begin loading shaders 12.8.2026 06:25:01 [Notification] Load shaders now 12.8.2026 06:25:01 [Notification] Loading shaders... 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlesquad. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass sky. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass nightsky. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass woittest. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass helditem. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass decals. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass final. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass gui. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blur. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass findbright. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass godrays. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass autocamera. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass wireframe. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass luma. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blit. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass texture2texture. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass celestialobject. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass colorgrade. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass guigear. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass ssao. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass aurora. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass cloudmap. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass instanced. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass lines. 12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:01 [Notification] Cached session key is valid, validating with server 12.8.2026 06:25:01 [Notification] Server validation response: Good 12.8.2026 06:25:01 [Notification] Will search the following paths for mods: 12.8.2026 06:25:01 [Notification] ~/.local/share/StoryForge/installations/mp/Mods 12.8.2026 06:25:01 [Notification] ~/.local/share/StoryForge/versions/1.22.6/Mods 12.8.2026 06:25:12 [Notification] Initialized GUI Manager 12.8.2026 06:25:12 [Notification] Initialized Server Connection 12.8.2026 06:25:12 [Notification] Server args parsed 12.8.2026 06:25:12 [Notification] Server main instantiated 12.8.2026 06:25:22 [Notification] Processed server identification 12.8.2026 06:25:22 [Notification] Map initialized 12.8.2026 06:25:22 [Notification] Received server assets 12.8.2026 06:25:22 [Notification] Loading and pre-starting client side mods... 12.8.2026 06:25:22 [Notification] Will search the following paths for mods: 12.8.2026 06:25:22 [Notification] ~/.local/share/StoryForge/installations/mp/Mods 12.8.2026 06:25:22 [Notification] ~/.local/share/StoryForge/versions/1.22.6/Mods 12.8.2026 06:25:22 [Notification] Found 9 mods (0 disabled) 12.8.2026 06:25:22 [Notification] Mods, sorted by dependency: deciduoustrees, game, blocksoverlay, coriaendershaders, extrainfo, hudclockpatch, creative, vsecomachina, survival 12.8.2026 06:25:22 [Notification] Instantiated 160 mod systems from 9 enabled mods 12.8.2026 06:25:22 [Event] [extrainfo] started mod 12.8.2026 06:25:22 [Notification] Done loading and pre-starting client side mods. 12.8.2026 06:25:22 [Notification] [DeciduousTrees] Pomu is home. 12.8.2026 06:25:22 [Notification] External Origins in load order: modorigin@~/.local/share/StoryForge/versions/1.22.6/assets/creative/, modorigin@~/.local/share/StoryForge/versions/1.22.6/assets/survival/, mod@deciduoustrees_1.8.1.zip, mod@blockoverlay-4.11.6.zip, mod@coriaendershaders-v1.2.2-pre.5_v1.22.6.zip, mod@ExtraInfo-v2.2.1.zip, mod@HudClock_4.4.1_VS1.22.3.zip, mod@vsecomachina_0.6.1.zip 12.8.2026 06:25:22 [Notification] Tags registries now locked. 12.8.2026 06:25:22 [Notification] Found 39 external assets in category lang 12.8.2026 06:25:22 [Notification] Found 12 external assets in category patches 12.8.2026 06:25:22 [Notification] Found 129 external assets in category config 12.8.2026 06:25:22 [Notification] Found 25 external assets in category worldproperties 12.8.2026 06:25:22 [Notification] Found 681 external assets in category sounds 12.8.2026 06:25:22 [Notification] Found 6126 external assets in category shapes 12.8.2026 06:25:22 [Notification] Found 32 external assets in category shaders 12.8.2026 06:25:22 [Notification] Found 8 external assets in category shaderincludes 12.8.2026 06:25:22 [Notification] Found 9489 external assets in category textures 12.8.2026 06:25:22 [Notification] Found 83 external assets in category music 12.8.2026 06:25:22 [Notification] Found 18 external assets in category dialog 12.8.2026 06:25:22 [Notification] Found 0 external assets in category compatibility 12.8.2026 06:25:22 [Notification] Reloaded lang file now with mod assets 12.8.2026 06:25:22 [Notification] Compatibility lib: 0 assets added, 0 assets replaced. 12.8.2026 06:25:22 [Notification] JsonPatch Loader: 8 patches total, successfully applied 7 patches, missing files on 1 patches, no errors 12.8.2026 06:25:24 [Notification] Reloaded sounds, now with mod assets 12.8.2026 06:25:24 [Notification] Received 4470 item types from server 12.8.2026 06:25:24 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures 12.8.2026 06:25:24 [Notification] Loaded 30219 block types from server 12.8.2026 06:25:25 [Notification] Composed 1 4096x2048 items texture atlases from 2329 textures 12.8.2026 06:25:25 [Notification] Collected 3098 shapes to tesselate. 12.8.2026 06:25:27 [Notification] Composed 2 4096x2048 blocks texture atlases from 7449 textures 12.8.2026 06:25:27 [Notification] Server assets loaded 12.8.2026 06:25:28 [Notification] Blocks tesselated 12.8.2026 06:25:34 [Notification] Server launched 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora. 12.8.2026 06:25:34 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 12.8.2026 06:25:34 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass watercompose. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cameradepth. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass waternormals. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer. 12.8.2026 06:25:34 [Notification] [ChunkMemoryManager] Initializing memory manager 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass visibleculling. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass casterculling. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass deferredlighting. 12.8.2026 06:25:34 [Notification] [HudClock] 4.4.1 infrastructure loaded. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass machinegear. 12.8.2026 06:25:34 [Notification] Started 110 systems on Client: 12.8.2026 06:25:34 [Notification] Mod 'VSEssentials.dll' (game): 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.Core 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityPartitioning 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ErrorReporter 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 12.8.2026 06:25:34 [Notification] FluffyClouds.FluffyCloudsModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.GenMaps 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemFpHands 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityParticleSpawner 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityParticleSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.POIRegistry 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemProgressBar 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.RoomRegistry 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WeatherSystemCommands 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WeatherSystemClient 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WorldMapManager 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.LoadColorMaps 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ClothManager 12.8.2026 06:25:34 [Notification] Mod 'VSSurvivalMod.dll' (survival): 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemControlPoints 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 12.8.2026 06:25:34 [Notification] Vintagestory.Systems.StoryLockableDoor 12.8.2026 06:25:34 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 12.8.2026 06:25:34 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.UpgradeTasks 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MyceliumSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.FishingSupportModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemGliding 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Timeswitch 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemAuction 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Core 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.CharacterSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MealMeshCache 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.VariablesModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModsystemElevator 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ActivityModSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ActivityEditorSystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemFarming 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemTutorial 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemNightVision 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TobiasTeleporter 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModJournal 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModLootRandomizer 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MicroBlockModelCache 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRifts 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSleeping 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TeleporterManager 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModTemperaturSpoilere 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SystemTemporalStability 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemWearableStats 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemEditableBook 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TradeHandbookInfo 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.GenDevastationLayer 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemOreMap 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSnowballs 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.HumanoidOutfits 12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 12.8.2026 06:25:34 [Notification] Mod 'VSCreativeMod.dll' (creative): 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.Core 12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 12.8.2026 06:25:34 [Notification] Mod 'deciduoustrees_1.8.1.zip' (deciduoustrees): 12.8.2026 06:25:34 [Notification] DecidousLeaves.WinterLeavesModSystem 12.8.2026 06:25:34 [Notification] Mod 'blockoverlay-4.11.6.zip' (blocksoverlay): 12.8.2026 06:25:34 [Notification] BlockOverlay.BlockOverlaySystem 12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlayEntityMeshCacheSystem 12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlaySearchCacheSystem 12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlayTextureCacheSystem 12.8.2026 06:25:34 [Notification] Mod 'coriaendershaders-v1.2.2-pre.5_v1.22.6.zip' (coriaendershaders): 12.8.2026 06:25:34 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 12.8.2026 06:25:34 [Notification] Mod 'ExtraInfo-v2.2.1.zip' (extrainfo): 12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Core 12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.TreeStats.Core 12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Handbook.HandbookTraderGoods.Core 12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Handbook.HandbookTraderGoods.TradeHandbookInfoSystem 12.8.2026 06:25:34 [Notification] Mod 'HudClock_4.4.1_VS1.22.3.zip' (hudclockpatch): 12.8.2026 06:25:34 [Notification] HudClock.HudClockModSystem 12.8.2026 06:25:34 [Notification] Mod 'vsecomachina_0.6.1.zip' (vsecomachina): 12.8.2026 06:25:34 [Notification] vsecomachina.EcoMachinaModSystem 12.8.2026 06:25:34 [Notification] Loading shaders... 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlesquad. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sky. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass nightsky. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass woittest. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass helditem. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass decals. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass final. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass gui. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blur. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass findbright. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass godrays. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass autocamera. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass wireframe. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass luma. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blit. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass texture2texture. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass celestialobject. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass colorgrade. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass guigear. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass ssao. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass cloudmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass instanced. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass watercompose. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cameradepth. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass waternormals. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass visibleculling. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass casterculling. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass deferredlighting. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass machinegear. 12.8.2026 06:25:34 [Notification] Reloaded shaders now with mod assets 12.8.2026 06:25:34 [Notification] Received level init 12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass instanced. 12.8.2026 06:25:34 [Notification] BranchColorTinting: generated 96 tinted textures for 16 wood types in 40 ms (skipped 0 insignificant, 0 missing). 12.8.2026 06:25:34 [Event] 26 traits loaded from 1 files 12.8.2026 06:25:34 [Event] 6 classes loaded from 1 files 12.8.2026 06:25:35 [Notification] Initialized Music Engine 12.8.2026 06:25:35 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 12.8.2026 06:25:36 [Notification] [HudClock] Domain services and HUD components online. 12.8.2026 06:25:36 [Notification] Received level finalize 12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass cloudmap. 12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass clouds. 12.8.2026 06:25:36 [Notification] Loading world map cache db... 12.8.2026 06:25:41 [Warning] =============================================================== 12.8.2026 06:25:41 [Warning] (x_x) Captured 1 issues during startup: 12.8.2026 06:25:41 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 12.8.2026 06:25:41 [Warning] =============================================================== 12.8.2026 06:25:41 [Notification] Loaded Shaderprogramm for render pass rift. 12.8.2026 06:25:41 [Notification] Client pause state is now on 12.8.2026 06:25:41 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
Do you mean from pre.4 to pre.5? I might have missed something with cleaning up the GL state then, sometimes other mods reorder things so it doesn't show up on my end. If you don't mind sharing the crash log it should be more specific about what openGL had a problem with.
It was on Pre5. But i now turned the mod back on again and now it doesnt crash anymore.... Weird. And no, i didnt update it or anything its just pre5 i have, no other files. and im using a mod launcher for VS so its on a fresh install of the game that did not have any files from pre3 or pre4.
i dont know if it is at all helpfull, but i did put the client-main log from earlier in a spoiler on my comment, is that usefull at all?
The verry last line from that log was this:
12.8.2026 06:25:41 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
It's just a guess for now but from the logs you shared it looks like Optitime is detecting this mod and making some accommodation for it, which is really nice of them but the new switch to deferring shadows might've introduced a new compatibility issue there. Do you mind sharing the last entry in client-crash.log as well?
It'll probably help to enable opengl error checking to make the crash log specific to the gl error rather than some knock-on effect. In the game settings under Interface enable Developer Mode, then after confirming on the new Dev tab enable OpenGL Error Checking (not debug mode, just error checking). That should cause the OpenGL error to induce a crash, with a much more helpful crash log.
JelleFly, Aug 15th at 6:29 PM (modified Aug 15th at 6:31 PM)
Looks like those logs show an issue with Optitime as well, I installed it to test and am not getting a crash but I'm having issues running it in a debug environment. Do you mind checking if you still get the crash with it disabled, just to check if that's the cause?
It's might be unrelated, but if I had to guess the changes I've made either move some rendering around or don't clean up some GL state change, and precise state management is something Optitime could be optimizing. Especially if it's for some specific subset that isn't always present, like previous issues I've caused with animated entities or water in boats.
JSR_Guy, Aug 9th at 8:48 PM (modified Aug 9th at 8:49 PM)
Yeah, same as some other people posting here. The newest update seems to have an issue where things like open doors, open trapdoors, items in a forge, lanterns (only in certain placements), and cooking pots are rendered through terrain.
It took me a while to figure out it was the update that caused it, since I have an insane amount of mods. It's fixed now that I downgraded to the previous version.
P.S. - I know you're going to make an update to fix it, but I thought I might as well post this to inform others.
After the latest update, it seems that there is a visual bug where some blocks can be seen through other blocks. I tested with the mod off and it seems to have fixed the visual glitch. Anyone know why this could be happening?
Please let me know if I can provide any futher info or try settings etc as required.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65176 MB RAM Game Version: v1.22.6 (Stable) 9/08/2026 5:54:20 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4 Loaded Mods: betterforest@0.1.2, BetterGrass@0.0.3, boatiespeedie12@1.0.4, blocklayeroverhaul@1.0.2, deciduoustrees@1.8.1, dodgemaster@1.2.4, fallingtree@0.5.2, hydrateordiedrate@2.5.4, idlepause@1.0.1, immersivefoliage@0.1.1, immersivelanterns@0.4.0, manualfirestarter@0.1.3, nightskydelightsonlysky@1.22.2, soilmustfall@1.3.0, sprintmomentum@0.2.1, game@1.22.6, vsimgui@1.2.5, warmgambeson@1.0.0, alloycalculatorstuzzichino@1.2.19, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, archering@1.0.7, egocaribautomapmarkers@5.0.3, autowalkextended@1.3.3, bloodtrail@1.2.4, cartwrightscaravan@1.9.1, commonlibforked@2.8.1, composterrepack@0.3.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, cropforecaster@2.1.0, deathcorpses@2.8.1, elkphysics@3.0.3, evenjugincrements121@1.1.0, extrainfo@2.0.1, farseer@1.4.0, fastmap@122.5.1, fixperishrate@1.0.1, footprints@1.2.1, hudclockpatch@4.3.2, immersivewoodworking@0.9.13, infinitumcore@1.0.0, insanitylib@2.0.3, itemsyncfixes@1.0.5, mngeology@2.0.6, materialneeds@1.1.16, opineuponpine@1.0.9, packratfork@1.1.6, pelaguswinds1222fork@1.2.4, pinmatrix@1.1.4, placeonslabs@1.1.3, realsmoke@1.3.1, seamlessrapids@1.0.1, sitandpasstime@1.0.0, slowtox@5.0.0, snowcaps@0.0.1, stepupadvanced@1.4.0, tableexpansion@1.0.0, tradernotes@1.0.7, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.6.7, survival@1.22.6, warmweathereffects@1.5.0, watersheds@6.3.6, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, brainfreeze@1.3.7, fallingecomachina@0.1.1, infinitumpickuphud@1.3.0, malnutritionmatters@1.0.2, mnflowers@0.0.0, terrainslabs@1.0.16 System.IndexOutOfRangeException: Index was outside the bounds of the array. at CoriaenderShaders.Effects.DeferredShading.GetExternalDependencies() in Src:\Effects\DeferredShading.cs:line 73 at CoriaenderShaders.Effects.EffectManager.WaitOnExternalDependencies(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectManager.cs:line 126 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012 at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 754 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
9.8.2026 17:54:39 [Notification] Client logger started. 9.8.2026 17:54:39 [Notification] Game Version: v1.22.6 (Stable) 9.8.2026 17:54:39 [Notification] Process path: C:\Games\Vintagestory\Vintagestory.exe 9.8.2026 17:54:39 [Notification] Operating System: Windows 10.0.26200.0 9.8.2026 17:54:39 [Notification] CPU Cores: 24 9.8.2026 17:54:39 [Notification] CPU: AMD Ryzen 9 7900 12-Core Processor 9.8.2026 17:54:39 [Notification] Available RAM: 65176 MB 9.8.2026 17:54:40 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 9.8.2026 17:54:40 [Notification] Graphics Card Vendor: ATI Technologies Inc. 9.8.2026 17:54:40 [Notification] Graphics Card Version: 4.3.0 Core Profile Context 26.6.4.260624 9.8.2026 17:54:40 [Notification] Graphics Card Renderer: AMD Radeon RX 9060 XT 9.8.2026 17:54:40 [Notification] Graphics Card ShadingLanguageVersion: 4.60 9.8.2026 17:54:40 [Notification] GL.MaxVertexUniformComponents: 8000 9.8.2026 17:54:40 [Notification] GL.MaxUniformBlockSize: 4194304 9.8.2026 17:54:40 [Notification] C# Framework: .net 10.0.7 9.8.2026 17:54:40 [Notification] Cairo Graphics Version: 1.17.3 9.8.2026 17:54:40 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 9.8.2026 17:54:40 [Notification] Zstd Version: 1.5.7 9.8.2026 17:54:40 [Notification] Start discovering assets 9.8.2026 17:54:40 [Notification] Found 35 base assets in category lang 9.8.2026 17:54:40 [Notification] Found 0 base assets in category patches 9.8.2026 17:54:40 [Notification] Found 24 base assets in category config 9.8.2026 17:54:40 [Notification] Found 0 base assets in category worldproperties 9.8.2026 17:54:40 [Notification] Found 49 base assets in category sounds 9.8.2026 17:54:40 [Notification] Found 230 base assets in category shapes 9.8.2026 17:54:40 [Notification] Found 84 base assets in category shaders 9.8.2026 17:54:40 [Notification] Found 19 base assets in category shaderincludes 9.8.2026 17:54:40 [Notification] Found 182 base assets in category textures 9.8.2026 17:54:40 [Notification] Found 4 base assets in category music 9.8.2026 17:54:40 [Notification] Found 0 base assets in category dialog 9.8.2026 17:54:40 [Notification] Found 627 base assets in total 9.8.2026 17:54:40 [Notification] Loading sounds 9.8.2026 17:54:40 [Notification] (Re-)loaded frame buffers 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass . 9.8.2026 17:54:40 [Notification] Sounds loaded 9.8.2026 17:54:40 [Notification] Waiting for async sound loading... 9.8.2026 17:54:40 [Notification] Begin loading shaders 9.8.2026 17:54:40 [Notification] Load shaders now 9.8.2026 17:54:40 [Notification] Loading shaders... 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlescube. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlesquad. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass sky. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass nightsky. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass woittest. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass helditem. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass decals. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass final. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass gui. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blur. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass findbright. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass godrays. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass autocamera. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass wireframe. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass luma. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blit. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass texture2texture. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass celestialobject. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass colorgrade. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass guigear. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass ssao. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass aurora. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass cloudmap. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass instanced. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass lines. 9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:54:40 [Notification] Cached session key is valid, validating with server 9.8.2026 17:54:41 [Notification] Server validation response: Good 9.8.2026 17:54:41 [Notification] Will search the following paths for mods: 9.8.2026 17:54:41 [Notification] C:\Games\Vintagestory\Mods 9.8.2026 17:54:41 [Notification] %appdata%\VintagestoryData\Mods 9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0. 9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4. 9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0. 9.8.2026 17:54:44 [Notification] Initialized GUI Manager 9.8.2026 17:54:44 [Notification] Initialized Server Connection 9.8.2026 17:54:44 [Notification] Server args parsed 9.8.2026 17:54:44 [Notification] Server main instantiated 9.8.2026 17:55:03 [Notification] Processed server identification 9.8.2026 17:55:03 [Notification] Map initialized 9.8.2026 17:55:03 [Notification] Received server assets 9.8.2026 17:55:03 [Notification] Loading and pre-starting client side mods... 9.8.2026 17:55:03 [Notification] Will search the following paths for mods: 9.8.2026 17:55:03 [Notification] C:\Games\Vintagestory\Mods 9.8.2026 17:55:03 [Notification] %appdata%\VintagestoryData\Mods 9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0. 9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4. 9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0. 9.8.2026 17:55:03 [Notification] Found 77 mods (0 disabled) 9.8.2026 17:55:03 [Notification] Mods, sorted by dependency: betterforest, BetterGrass, boatiespeedie12, blocklayeroverhaul, deciduoustrees, dodgemaster, fallingtree, hydrateordiedrate, idlepause, immersivefoliage, immersivelanterns, manualfirestarter, nightskydelightsonlysky, rockstratavariety, soilmustfall, sprintmomentum, game, vsimgui, warmgambeson, alloycalculatorstuzzichino, ancientlib, ancienttoolsresinharvest, archering, egocaribautomapmarkers, autowalkextended, bloodtrail, cartwrightscaravan, simplehotbarrefill, commonlibforked, composterrepack, configlib, coriaendershaders, cropforecaster, deathcorpses, elkphysics, evenjugincrements121, extrainfo, farseer, fastmap, fixperishrate, fleeexhaustion, footprints, hudclockpatch, immersivewoodworking, infinitumcore, insanitylib, itemsyncfixes, mngeology, materialneeds, opineuponpine, packratfork, pelaguswinds1222fork, pinmatrix, placeonslabs, realsmoke, seamlessrapids, sitandpasstime, slowtox, snowcaps, stepupadvanced, tableexpansion, terraprety, tradernotes, creative, vsecomachina, vsroofing, survival, warmweathereffects, watersheds, ancienttoolsmortar, autoconfiglib, brainfreeze, fallingecomachina, infinitumpickuphud, malnutritionmatters, mnflowers, terrainslabs 9.8.2026 17:55:04 [Notification] [alloycalculatorstuzzichino] Successfully compiled 5 source files 9.8.2026 17:55:04 [Notification] Instantiated 227 mod systems from 73 enabled mods 9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: looking for 'deathcorpses-net10.bin' (.NET 10.0.7) 9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: embedded resources: [deathcorpses-net8.bin, deathcorpses-net10.bin] 9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: loading from embedded resource 9.8.2026 17:55:04 [Notification] [deathcorpses] Config DeathCorpses.Config from deathcorpses-net10 v2.8.1.172 loaded successfully 9.8.2026 17:55:04 [Notification] Done loading and pre-starting client side mods. 9.8.2026 17:55:04 [Event] WatershedsMod: Setting up the watershed model. 9.8.2026 17:55:04 [Event] WatershedsMod: We may cause a harmless landform error here while Watersheds gets attached to the vintage story code. 9.8.2026 17:55:05 [Notification] [DeciduousTrees] Pomu is home. 9.8.2026 17:55:05 [Event] [composterrepack] started 'Composter Repack' mod 9.8.2026 17:55:05 [Notification] Set elks to stun.. errrr.. run 9.8.2026 17:55:05 [Event] started 'Extra Info' mod 9.8.2026 17:55:05 [Notification] Server launched 9.8.2026 17:55:06 [Notification] [PelagusWindsConfig] Configuration loaded successfully (v2) 9.8.2026 17:55:06 [Notification] PelagusWinds 1.2.4 loaded || v1.22.6 (Stable) 9.8.2026 17:55:06 [Notification] [seamlessrapids] Hello from template mod: Client 9.8.2026 17:55:06 [Event] [StepUp Advanced] Initialized 'StepUp Advanced' mod 9.8.2026 17:55:06 [Notification] Tags registries now locked. 9.8.2026 17:55:06 [Notification] External Origins in load order: modorigin@C:\Games\Vintagestory\assets\creative\, modorigin@C:\Games\Vintagestory\assets\survival\, mod@BetterForest_0.1.2.zip, mod@BetterGrass_v0.0.3.zip, mod@boatiespeedie12 1.0.4.zip, mod@Conquest Blocklayer Overhaul v1.0.2.zip, mod@deciduoustrees_1.8.1.zip, mod@DodgeMaster_1.2.4.zip, mod@hydrateordiedrate_2.5.4.zip, mod@ImmersiveFoliage_0.1.1.zip, mod@ImmersiveLanterns_0.4.0.zip, mod@ManualFirestarter_0.1.3.zip, mod@SoilMustFall_1_3_0.zip, mod@vsimgui_1.2.5.zip, mod@warmgambeson.zip, mod@AncientLib_V1.0.0.zip, mod@AncientToolsResinHarvest_V1.0.0.zip, mod@Auto Map Markers 5.0.3 - Vintage Story 1.22.zip, mod@autowalkextended_1.3.3.zip, mod@BloodTrail-v1.2.4.zip, mod@CartwrightsCaravan_1.9.1.zip, mod@composterrepack_0.3.1.zip, mod@coriaendershaders-v1.2.2-pre.4_v1.22.2.zip, mod@deathcorpses-2.8.1.zip, mod@ElkPhysics V3.0.3.zip, mod@EvenJugIncrements121-1.1.0.zip, mod@ExtraInfo-v2.0.1.zip, mod@farseer_1.4.0.zip, mod@fastmap_122.5.1.zip, mod@fixperishrate_1.0.1.zip, mod@Footprints-v1.2.1.zip, mod@HudClock_4.3.2.zip, mod@immersivewoodworking_0.9.13.zip, mod@MaterialNeedsGeology_2.0.6.zip, mod@MaterialNeeds_1.1.16.zip, mod@packratfork_1.1.6.zip, mod@pelaguswinds_1.2.4.zip, mod@placeonslabs_1.1.3.zip, mod@realsmoke_1.3.1.zip, mod@seamlessrapids.zip, mod@sitandpasstime_1.0.0.zip, mod@slowtox_5.0.0.zip, mod@SnowCaps_0.0.1.zip, mod@StepUpAdvanced_1.4.0.zip, mod@TableExpansion_1.0.0.zip, mod@TraderNotes_1.0.7.zip, mod@vsecomachina_0.6.1.zip, mod@vsroofing_1.6.7.zip, mod@warmweathereffects_1.5.0.zip, mod@watersheds_6.3.6.zip, mod@AncientToolsMortar_V1.0.0.zip, mod@brainfreeze_1.3.7.zip, mod@infinitumpickuphud_1.3.0.zip, mod@MaterialNeedsFlowers_0.0.0.zip, mod@terrainslabs_1.0.16.zip, mod@alloy-calculator-by-stuzzichino_1.2.19.zip, themepack@Night-Sky Delights ONLY SKY.zip, themepack@Opine_Upon_Pine_v1.0.9.zip 9.8.2026 17:55:06 [Notification] Found 266 external assets in category lang 9.8.2026 17:55:06 [Notification] Found 356 external assets in category patches 9.8.2026 17:55:06 [Notification] Found 149 external assets in category config 9.8.2026 17:55:06 [Notification] Found 25 external assets in category worldproperties 9.8.2026 17:55:06 [Notification] Found 723 external assets in category sounds 9.8.2026 17:55:06 [Notification] Found 7156 external assets in category shapes 9.8.2026 17:55:06 [Notification] Found 34 external assets in category shaders 9.8.2026 17:55:06 [Notification] Found 9 external assets in category shaderincludes 9.8.2026 17:55:06 [Notification] Found 11282 external assets in category textures 9.8.2026 17:55:06 [Notification] Found 83 external assets in category music 9.8.2026 17:55:06 [Notification] Found 18 external assets in category dialog 9.8.2026 17:55:06 [Notification] Found 117 external assets in category compatibility 9.8.2026 17:55:06 [Notification] Found 2 external assets in category transitiontypes 9.8.2026 17:55:06 [Notification] Reloaded lang file now with mod assets 9.8.2026 17:55:08 [Notification] [Config lib] Configs loaded: 5 9.8.2026 17:55:08 [Notification] Compatibility lib: 7 assets added, 1 assets replaced. 9.8.2026 17:55:08 [Notification] JsonPatch Loader: 2141 patches total, successfully applied 124 patches, missing files on 2017 patches, unmet conditions on 4 patches, no errors 9.8.2026 17:55:08 [Notification] Received 5816 item types from server 9.8.2026 17:55:08 [Notification] Loaded 38345 block types from server 9.8.2026 17:55:09 [Notification] Reloaded sounds, now with mod assets 9.8.2026 17:55:10 [Notification] Composed 1 4096x2048 entities texture atlases from 753 textures 9.8.2026 17:55:10 [Notification] Collected 3266 shapes to tesselate. 9.8.2026 17:55:10 [Notification] Composed 1 4096x2048 items texture atlases from 2714 textures 9.8.2026 17:55:12 [Notification] Composed 2 4096x2048 blocks texture atlases from 9968 textures 9.8.2026 17:55:12 [Notification] [Config lib] Configs received from server: 5 9.8.2026 17:55:12 [Notification] Server assets loaded 9.8.2026 17:55:12 [Notification] [Watersheds] Cache sizes calculated for MaxStreamLength=11: 9.8.2026 17:55:12 [Notification] Available RAM: 65176MB, Budget: 4096MB 9.8.2026 17:55:12 [Notification] Small stream map (720x720 px): cache=147 × ~5.0MB warm 9.8.2026 17:55:12 [Notification] Large stream map (1440x1440 px): cache=147 × ~6.2MB warm 9.8.2026 17:55:12 [Notification] Chunk caches: 200000 9.8.2026 17:55:12 [Notification] Region map cache: 1320 (~81MB) 9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass particlescube. 9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass lines. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass aurora. 9.8.2026 17:55:13 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 9.8.2026 17:55:13 [Notification] [Auto Map Markers] Extracted _core.json to C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModConfig\AutoMapMarkers/MarkerDefinitions 9.8.2026 17:55:13 [Notification] [Auto Map Markers] Loading marker definitions (Client)... 9.8.2026 17:55:13 [Notification] [Auto Map Markers] Marker definitions loaded: 4 categories, 54 entries. 9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass watercompose. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cameradepth. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass waternormals. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer. 9.8.2026 17:55:13 [Notification] [ChunkMemoryManager] Initializing memory manager 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass visibleculling. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass casterculling. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass deferredlighting. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass region. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass footprintshader. 9.8.2026 17:55:13 [Notification] [HudClock] 4.3.2 infrastructure loaded. 9.8.2026 17:55:13 [Notification] [ItemSyncFixes] Client stale queued inventory update coalescing active. 9.8.2026 17:55:13 [Notification] PelagusWinds: wind-smoothing removal patch applied 9.8.2026 17:55:13 [Notification] [seamlessrapids] Hello from template mod client side: hello world! 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass machinegear. 9.8.2026 17:55:13 [Notification] [MalnutritionMatters] Client side loaded. 9.8.2026 17:55:13 [Notification] [FastMap] World map guard and zoom patches installed. 9.8.2026 17:55:13 [Notification] [FastMap] Terrain Sampler integration not detected; Pregen and sampler overlay map layers are hidden. 9.8.2026 17:55:13 [Notification] Started 170 systems on Client: 9.8.2026 17:55:13 [Notification] Mod 'autoconfiglib_2.0.10.zip' (autoconfiglib): 9.8.2026 17:55:13 [Notification] AutoConfigLib.AutoConfigLibModSystem 9.8.2026 17:55:13 [Notification] Mod 'VSEssentials.dll' (game): 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.Core 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityPartitioning 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ErrorReporter 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 9.8.2026 17:55:13 [Notification] FluffyClouds.FluffyCloudsModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.GenMaps 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemFpHands 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityParticleSpawner 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityParticleSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.POIRegistry 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemProgressBar 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.RoomRegistry 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WeatherSystemCommands 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WeatherSystemClient 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WorldMapManager 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.LoadColorMaps 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ClothManager 9.8.2026 17:55:13 [Notification] Mod 'vsimgui_1.2.5.zip' (vsimgui): 9.8.2026 17:55:13 [Notification] VSImGui.ImGuiModSystem 9.8.2026 17:55:13 [Notification] Mod 'VSSurvivalMod.dll' (survival): 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemControlPoints 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 9.8.2026 17:55:13 [Notification] Vintagestory.Systems.StoryLockableDoor 9.8.2026 17:55:13 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 9.8.2026 17:55:13 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.UpgradeTasks 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MyceliumSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.FishingSupportModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemGliding 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Timeswitch 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemAuction 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Core 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.CharacterSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MealMeshCache 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.VariablesModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModsystemElevator 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ActivityModSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ActivityEditorSystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemFarming 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemTutorial 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemNightVision 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TobiasTeleporter 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModJournal 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModLootRandomizer 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MicroBlockModelCache 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRifts 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSleeping 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TeleporterManager 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModTemperature 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SystemTemporalStability 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemWearableStats 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemEditableBook 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TradeHandbookInfo 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.GenDevastationLayer 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemOreMap 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSnowballs 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.HumanoidOutfits 9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 9.8.2026 17:55:13 [Notification] Mod 'watersheds_6.3.6.zip' (watersheds): 9.8.2026 17:55:13 [Notification] Watersheds.WatershedsMod 9.8.2026 17:55:13 [Notification] Watersheds.WorldGen.Water.StreamWaterCache 9.8.2026 17:55:13 [Notification] Watersheds.WorldGen.GenMapsReplacement.WatershedsGenMaps 9.8.2026 17:55:13 [Notification] Mod 'deathcorpses-2.8.1.zip' (deathcorpses): 9.8.2026 17:55:13 [Notification] DeathCorpses.Loader 9.8.2026 17:55:13 [Notification] Mod 'CommonLibForked_VS1.22.0_net10_v2.8.1.zip' (commonlibforked): 9.8.2026 17:55:13 [Notification] CommonLib.Config.ConfigManager 9.8.2026 17:55:13 [Notification] CommonLib.Core 9.8.2026 17:55:13 [Notification] Mod 'VSCreativeMod.dll' (creative): 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.Core 9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 9.8.2026 17:55:13 [Notification] Mod 'configlib_1.12.0.zip' (configlib): 9.8.2026 17:55:13 [Notification] ConfigLib.ConfigLibModSystem 9.8.2026 17:55:13 [Notification] Mod 'deciduoustrees_1.8.1.zip' (deciduoustrees): 9.8.2026 17:55:13 [Notification] DecidousLeaves.WinterLeavesModSystem 9.8.2026 17:55:13 [Notification] Mod 'DodgeMaster_1.2.4.zip' (dodgemaster): 9.8.2026 17:55:13 [Notification] DodgeMaster.DodgeMasterMod 9.8.2026 17:55:13 [Notification] Mod 'FallingTree_0.5.2.zip' (fallingtree): 9.8.2026 17:55:13 [Notification] FallingTree.ModSystem 9.8.2026 17:55:13 [Notification] Mod 'hydrateordiedrate_2.5.4.zip' (hydrateordiedrate): 9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.Wells.Aquifer.AquiferView 9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.Hydration.DrinkingInteractionModSystem 9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.HydrateOrDiedrateModSystem 9.8.2026 17:55:13 [Notification] Mod 'IdlePause_1.0.1.zip' (idlepause): 9.8.2026 17:55:13 [Notification] IdlePause.IdlePause 9.8.2026 17:55:13 [Notification] Mod 'ImmersiveFoliage_0.1.1.zip' (immersivefoliage): 9.8.2026 17:55:13 [Notification] ImmersiveFoliage.ImmersiveFoliageModSystem 9.8.2026 17:55:13 [Notification] Mod 'ImmersiveLanterns_0.4.0.zip' (immersivelanterns): 9.8.2026 17:55:13 [Notification] ImmersiveLanterns.ModSystemWindChimes 9.8.2026 17:55:13 [Notification] ImmersiveLanterns.ModSystemImmersiveLanterns 9.8.2026 17:55:13 [Notification] Mod 'ManualFirestarter_0.1.3.zip' (manualfirestarter): 9.8.2026 17:55:13 [Notification] ManualFirestarter.ModSystemManualFirestarter 9.8.2026 17:55:13 [Notification] Mod 'SprintMomentum_0.2.1.zip' (sprintmomentum): 9.8.2026 17:55:13 [Notification] SprintMomentum.SprintEMomentumModSystem 9.8.2026 17:55:13 [Notification] Mod 'AncientToolsResinHarvest_V1.0.0.zip' (ancienttoolsresinharvest): 9.8.2026 17:55:13 [Notification] AncientToolsResinHarvest.BlockBehaviors.RegisterBlockBehaviors 9.8.2026 17:55:13 [Notification] Mod 'archering_1.0.7.zip' (archering): 9.8.2026 17:55:13 [Notification] Archering.ArcheringModSystem 9.8.2026 17:55:13 [Notification] Mod 'Auto Map Markers 5.0.3 - Vintage Story 1.22.zip' (egocaribautomapmarkers): 9.8.2026 17:55:13 [Notification] Egocarib.AutoMapMarkers.MapMarkerMod 9.8.2026 17:55:13 [Notification] Egocarib.AutoMapMarkers.GUI.MapMarkerGUISystem 9.8.2026 17:55:13 [Notification] Mod 'autowalkextended_1.3.3.zip' (autowalkextended): 9.8.2026 17:55:13 [Notification] AutoWalkExtended.KeyHandler 9.8.2026 17:55:13 [Notification] Mod 'BloodTrail-v1.2.4.zip' (bloodtrail): 9.8.2026 17:55:13 [Notification] BloodTrail.Core 9.8.2026 17:55:13 [Notification] Mod 'composterrepack_0.3.1.zip' (composterrepack): 9.8.2026 17:55:13 [Notification] Composter.Core 9.8.2026 17:55:13 [Notification] Mod 'coriaendershaders-v1.2.2-pre.4_v1.22.2.zip' (coriaendershaders): 9.8.2026 17:55:13 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 9.8.2026 17:55:13 [Notification] Mod 'CropForecaster1.22.3_2.1.0.zip' (cropforecaster): 9.8.2026 17:55:13 [Notification] CropForecaster.CropForecastModSystem 9.8.2026 17:55:13 [Notification] Mod 'ElkPhysics V3.0.3.zip' (elkphysics): 9.8.2026 17:55:13 [Notification] ElkPhysics2.ElkPhysics2ModSystem 9.8.2026 17:55:13 [Notification] Mod 'ExtraInfo-v2.0.1.zip' (extrainfo): 9.8.2026 17:55:13 [Notification] ExtraInfo.Core 9.8.2026 17:55:13 [Notification] ExtraInfo.HarmonyPatches 9.8.2026 17:55:13 [Notification] ExtraInfo.HighlightMycelium 9.8.2026 17:55:13 [Notification] ExtraInfo.HighlightReinforced 9.8.2026 17:55:13 [Notification] ExtraInfo.ModSystemHighlight 9.8.2026 17:55:13 [Notification] ExtraInfo.TraderInfoSystem 9.8.2026 17:55:13 [Notification] Mod 'farseer_1.4.0.zip' (farseer): 9.8.2026 17:55:13 [Notification] Farseer.FarseerModSystem 9.8.2026 17:55:13 [Notification] Mod 'fixperishrate_1.0.1.zip' (fixperishrate): 9.8.2026 17:55:13 [Notification] FixPerishRate.FixPerishRateModSystem 9.8.2026 17:55:13 [Notification] Mod 'Footprints-v1.2.1.zip' (footprints): 9.8.2026 17:55:13 [Notification] Core 9.8.2026 17:55:13 [Notification] Mod 'HudClock_4.3.2.zip' (hudclockpatch): 9.8.2026 17:55:13 [Notification] HudClock.HudClockModSystem 9.8.2026 17:55:13 [Notification] Mod 'immersivewoodworking_0.9.13.zip' (immersivewoodworking): 9.8.2026 17:55:13 [Notification] ImmersiveWoodworking.ImmersiveWoodworkingModSystem 9.8.2026 17:55:13 [Notification] ImmersiveWoodworking.WoodworkingHandbookInfo 9.8.2026 17:55:13 [Notification] Mod 'infinitumcore_1.0.0.zip' (infinitumcore): 9.8.2026 17:55:13 [Notification] InfinitumCore.InfinitumCore 9.8.2026 17:55:13 [Notification] Mod 'insanitylib_2.0.3.zip' (insanitylib): 9.8.2026 17:55:13 [Notification] InsanityLib.InsanityLibModSystem 9.8.2026 17:55:13 [Notification] Mod 'ItemSyncFixes-v1.0.5.zip' (itemsyncfixes): 9.8.2026 17:55:13 [Notification] ItemSyncFixes.ItemSyncClientFixModSystem 9.8.2026 17:55:13 [Notification] Mod 'packratfork_1.1.6.zip' (packratfork): 9.8.2026 17:55:13 [Notification] Packrat.PackratModSystem 9.8.2026 17:55:13 [Notification] Mod 'pelaguswinds_1.2.4.zip' (pelaguswinds1222fork): 9.8.2026 17:55:13 [Notification] PelagusWinds.PelagusWindsModSystem 9.8.2026 17:55:13 [Notification] Mod 'pinmatrix_1.1.4.zip' (pinmatrix): 9.8.2026 17:55:13 [Notification] PinMatrix.PinMatrixModSystem 9.8.2026 17:55:13 [Notification] Mod 'placeonslabs_1.1.3.zip' (placeonslabs): 9.8.2026 17:55:13 [Notification] PlaceOnSlabs.Source.Systems.ConfigSystem 9.8.2026 17:55:13 [Notification] PlaceOnSlabs.Source.Systems.MainSystem 9.8.2026 17:55:13 [Notification] Mod 'realsmoke_1.3.1.zip' (realsmoke): 9.8.2026 17:55:13 [Notification] RealSmoke.ModSystem 9.8.2026 17:55:13 [Notification] Mod 'seamlessrapids.zip' (seamlessrapids): 9.8.2026 17:55:13 [Notification] SeamlessRapids.SeamlessRapidsModSystem 9.8.2026 17:55:13 [Notification] Mod 'sitandpasstime_1.0.0.zip' (sitandpasstime): 9.8.2026 17:55:13 [Notification] SitAndPassTime.SitAndPassTimeModSystem 9.8.2026 17:55:13 [Notification] Mod 'slowtox_5.0.0.zip' (slowtox): 9.8.2026 17:55:13 [Notification] SlowTox.SlowToxSystem 9.8.2026 17:55:13 [Notification] Mod 'StepUpAdvanced_1.4.0.zip' (stepupadvanced): 9.8.2026 17:55:13 [Notification] StepUpAdvanced.StepUpAdvancedModSystem 9.8.2026 17:55:13 [Notification] Mod 'TableExpansion_1.0.0.zip' (tableexpansion): 9.8.2026 17:55:13 [Notification] TableExpansion.TableExpansionMod 9.8.2026 17:55:13 [Notification] Mod 'TraderNotes_1.0.7.zip' (tradernotes): 9.8.2026 17:55:13 [Notification] TraderMapTooltip.TraderMapMod 9.8.2026 17:55:13 [Notification] Mod 'vsecomachina_0.6.1.zip' (vsecomachina): 9.8.2026 17:55:13 [Notification] vsecomachina.EcoMachinaModSystem 9.8.2026 17:55:13 [Notification] Mod 'vsroofing_1.6.7.zip' (vsroofing): 9.8.2026 17:55:13 [Notification] VSRoofing.VSRoofingModSystem 9.8.2026 17:55:13 [Notification] Mod 'warmweathereffects_1.5.0.zip' (warmweathereffects): 9.8.2026 17:55:13 [Notification] VS_ImmersiveBodyTemperature.ImmersiveBodyTemperatureSystem 9.8.2026 17:55:13 [Notification] Mod 'AncientToolsMortar_V1.0.0.zip' (ancienttoolsmortar): 9.8.2026 17:55:13 [Notification] AncientToolsMortar.Utility.RegisterConfig 9.8.2026 17:55:13 [Notification] AncientToolsMortar.Blocks.RegisterBlocks 9.8.2026 17:55:13 [Notification] AncientToolsMortar.BlockEntities.RegisterBlockEntities 9.8.2026 17:55:13 [Notification] Mod 'FallingEcoMachina_0.1.1.zip' (fallingecomachina): 9.8.2026 17:55:13 [Notification] fallingecomachina.FallingEcoMachinaModSystem 9.8.2026 17:55:13 [Notification] Mod 'infinitumpickuphud_1.3.0.zip' (infinitumpickuphud): 9.8.2026 17:55:13 [Notification] InfinitumPickupMod.InfinitumPickupMod 9.8.2026 17:55:13 [Notification] Mod 'malnutritionmatters_1.0.2.zip' (malnutritionmatters): 9.8.2026 17:55:13 [Notification] MalnutritionMatters.MalnutritionMattersMod 9.8.2026 17:55:13 [Notification] Mod 'terrainslabs_1.0.16.zip' (terrainslabs): 9.8.2026 17:55:13 [Notification] TerrainSlabs.Source.Systems.ConfigSystem 9.8.2026 17:55:13 [Notification] TerrainSlabs.Source.Systems.MainSystem 9.8.2026 17:55:13 [Notification] Mod 'alloy-calculator-by-stuzzichino_1.2.19.zip' (alloycalculatorstuzzichino): 9.8.2026 17:55:13 [Notification] AlloyCalculator.AlloyCalculatorModSystem 9.8.2026 17:55:13 [Notification] Mod 'brainfreeze_1.3.7.zip' (brainfreeze): 9.8.2026 17:55:13 [Notification] BrainFreeze.Code.BrainFreezeModSystem 9.8.2026 17:55:13 [Notification] Mod 'fastmap_122.5.1.zip' (fastmap): 9.8.2026 17:55:13 [Notification] FastMap.FastMapModSystem 9.8.2026 17:55:13 [Notification] Blocks tesselated 9.8.2026 17:55:13 [Notification] Loading shaders... 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlescube. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlesquad. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass sky. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass nightsky. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass woittest. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass helditem. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass decals. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass final. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass gui. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blur. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass findbright. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass godrays. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass autocamera. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass wireframe. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass luma. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blit. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass texture2texture. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass celestialobject. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass colorgrade. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass guigear. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass ssao. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass aurora. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass cloudmap. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass instanced. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass lines. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass entityanimated. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass particlescube. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass lines. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass aurora. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass watercompose. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cameradepth. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass waternormals. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass visibleculling. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass casterculling. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass deferredlighting. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass region. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass footprintshader. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass machinegear. 9.8.2026 17:55:14 [Notification] Reloaded shaders now with mod assets 9.8.2026 17:55:14 [Notification] Received level init 9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass instanced. 9.8.2026 17:55:14 [Notification] BranchColorTinting: generated 102 tinted textures for 17 wood types in 23 ms (skipped 0 insignificant, 0 missing). 9.8.2026 17:55:14 [Event] 30 traits loaded from 2 files 9.8.2026 17:55:14 [Event] 6 classes loaded from 1 files 9.8.2026 17:55:14 [Notification] Initialized Music Engine 9.8.2026 17:55:14 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 9.8.2026 17:55:15 [Notification] [Auto Map Markers] Successfully established connection with the server. 9.8.2026 17:55:15 [Notification] [deathcorpses] Received config DeathCorpses.Config from deathcorpses-net10 v2.8.1.172 from server 9.8.2026 17:55:15 [Event] [Archering] Received configuration from the server. 9.8.2026 17:55:15 [Notification] [immersivewoodworking] Received server config: ChopSeconds=0.6, SawSeconds=6, PlanksPerLog=12, BeamsPerDebarkedLog=3, SawDropCount=4, BeamDropCount=2, DurabilityPerSection=1, DisableVanillaSawCrafting=True, AllowVanillaSaw=True, VanillaSawSpeedMultiplier=0.5, DisablePitSaw=False; sawmill: FeedSteps=50, MinTorque=0.05, Resistance=0.085, BladeWearMultiplier=1. 9.8.2026 17:55:15 [Notification] PelagusWinds: Cloud tick patch applied for syncType 2 9.8.2026 17:55:15 [Notification] [HudClock] Domain services and HUD components online. 9.8.2026 17:55:15 [Notification] Received level finalize 9.8.2026 17:55:15 [Notification] [Archering] Bow registry overwrite successful. 9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass cloudmap. 9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass clouds. 9.8.2026 17:55:16 [Notification] [FastMap] Terrain fallback palettes loaded: grass=211 (textures/block/plant/grasscoverage/normal-top.png), dryGrass=157, lushGrass=152, trees=4438, water=69 (textures/block/liquid/water.png), waterBase=#0f3231, waterRainfall=#123940x1, waterTemperature=#123e30x1, waterNoise=0.04, snow=24, brown=58, climatePlant=264x264, seasonalGrass=128x16, path=C:\Users\Rusty\AppData\Roaming\VintagestoryData\Cache\unpack\fastmap_122.5.1.zip_a0683aaf7acd 9.8.2026 17:55:16 [Notification] [FastMap] Page cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\pages-v2 9.8.2026 17:55:16 [Notification] [FastMap] Terrain normal fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-normal-vanilla-v1-wm1 9.8.2026 17:55:16 [Notification] [FastMap] Terrain fog-of-war fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-brown-v1-wm1 9.8.2026 17:55:16 [Notification] [FastMap] Terrain true-colour fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-truecolour-palette-v1-wm1 9.8.2026 17:55:16 [Notification] [FastMap] Terrain sampler fallback offsets: height=0 blocks (global=0, terrapretyLoaded=True, terraprety=0), waterLevel=-1 blocks. 9.8.2026 17:55:16 [Notification] [FastMap] Using custom world map zoom range: min=0.1, max=6 9.8.2026 17:55:16 [Notification] [immersivewoodworking] Backfilled woodworking-station handbook notes onto 157 collectible(s) (saw stripped=True, firewood stripped=True). 9.8.2026 17:55:16 [Warning] =============================================================== 9.8.2026 17:55:16 [Warning] (x_x) Captured 2043 issues during startup: 9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0. 9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4. 9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0.
9.8.2026 17:55:16 [Warning] =============================================================== 9.8.2026 17:55:17 [Notification] Loaded Shaderprogramm for render pass rift. 9.8.2026 17:55:17 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 9.8.2026 17:55:18 [Fatal] Game Version: v1.22.6 (Stable) 9/08/2026 5:55:18 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4 Loaded Mods: betterforest@0.1.2, BetterGrass@0.0.3, boatiespeedie12@1.0.4, blocklayeroverhaul@1.0.2, deciduoustrees@1.8.1, dodgemaster@1.2.4, fallingtree@0.5.2, hydrateordiedrate@2.5.4, idlepause@1.0.1, immersivefoliage@0.1.1, immersivelanterns@0.4.0, manualfirestarter@0.1.3, nightskydelightsonlysky@1.22.2, soilmustfall@1.3.0, sprintmomentum@0.2.1, game@1.22.6, vsimgui@1.2.5, warmgambeson@1.0.0, alloycalculatorstuzzichino@1.2.19, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, archering@1.0.7, egocaribautomapmarkers@5.0.3, autowalkextended@1.3.3, bloodtrail@1.2.4, cartwrightscaravan@1.9.1, commonlibforked@2.8.1, composterrepack@0.3.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, cropforecaster@2.1.0, deathcorpses@2.8.1, elkphysics@3.0.3, evenjugincrements121@1.1.0, extrainfo@2.0.1, farseer@1.4.0, fastmap@122.5.1, fixperishrate@1.0.1, footprints@1.2.1, hudclockpatch@4.3.2, immersivewoodworking@0.9.13, infinitumcore@1.0.0, insanitylib@2.0.3, itemsyncfixes@1.0.5, mngeology@2.0.6, materialneeds@1.1.16, opineuponpine@1.0.9, packratfork@1.1.6, pelaguswinds1222fork@1.2.4, pinmatrix@1.1.4, placeonslabs@1.1.3, realsmoke@1.3.1, seamlessrapids@1.0.1, sitandpasstime@1.0.0, slowtox@5.0.0, snowcaps@0.0.1, stepupadvanced@1.4.0, tableexpansion@1.0.0, tradernotes@1.0.7, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.6.7, survival@1.22.6, warmweathereffects@1.5.0, watersheds@6.3.6, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, brainfreeze@1.3.7, fallingecomachina@0.1.1, infinitumpickuphud@1.3.0, malnutritionmatters@1.0.2, mnflowers@0.0.0, terrainslabs@1.0.16 System.IndexOutOfRangeException: Index was outside the bounds of the array. at CoriaenderShaders.Effects.DeferredShading.GetExternalDependencies() in Src:\Effects\DeferredShading.cs:line 73 at CoriaenderShaders.Effects.EffectManager.WaitOnExternalDependencies(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectManager.cs:line 126 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012 at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 754 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Crash written to file at "C:\Users\Rusty\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
9.8.2026 17:55:18 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 9.8.2026 17:55:18 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 9.8.2026 17:55:20 [Notification] Stopping single player server 9.8.2026 17:55:20 [Notification] Finished fully loading sounds (async) 9.8.2026 17:55:21 [Notification] ChunkIntake threads completed gracefully. 9.8.2026 17:55:21 [Notification] ChunkLoading threads completed gracefully. 9.8.2026 17:55:21 [Notification] Exiting current game to main menu, reason: window close event
Thanks for the reports! I'm pretty sure this was caused by SSAO not being enabled but the mod was skipping the check for it, pre.5 fixes the check but the new changes still require it to be on at some quality.
Rusturion, Aug 10th at 10:25 AM (modified Aug 10th at 11:17 AM)
no crash from me, but the new version made a lot of things always visiable. like through walls and the ground. such as axles, water wheels, cooling cabinets (expanded foods), large cogwheels, etc.
Thank-you for all the hard work. This is a wonderful mod. I really appreciate it!
Vintage_Dan, Aug 9th at 3:29 AM (modified Aug 9th at 3:30 AM)
Hi, I'm having the same issue as Vinni_Pukh. I too had a lot of mods going, but to check I also ran the game with just the shaders and it crashed too. I'm on windows and running it through Story Forge but I don't think the mod manager does anything to the actual mods.
Crash Report
Game Version: v1.22.6 (Stable)
8/8/2026 9:26:13 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4
Loaded Mods: game@1.22.6, coriaendershaders@1.2.2-pre.4, creative@1.22.6, survival@1.22.6
System.AggregateException: One or more errors occurred. ([DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.)
---> CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
--- End of inner exception stack trace ---
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__68_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 237
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
See my response to Vinni_Pukh as well, but it sounds like a driver wanting the shader to be more to spec. Do you mind checking your client-main.log after the crash for the compile error? It should start with "Shader compile error in deferredlighting"
Vintage_Dan, Aug 9th at 5:28 PM (modified Aug 9th at 5:31 PM)
Here is what looks to be the main errors from the client log:
8.8.2026 21:26:11 [Error] Shader compile error in deferredlighting ERROR: 0:233: 'shadowCoordsNear' : undeclared identifier
ERROR: 0:233: 'w' : vector swizzle selection out of range
ERROR: 0:233: '' : missing #endif
ERROR: 0:233: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion)
ERROR: 0:233: '=' : cannot convert from ' const bool' to ' temp float'
ERROR: 0:233: '' : compilation terminated
Then here is the client main log:
Client main log
8.8.2026 21:25:32 [Notification] Client logger started.
8.8.2026 21:25:32 [Notification] Game Version: v1.22.6 (Stable)
8.8.2026 21:25:32 [Notification] Process path: %appdata%\StoryForge\versions\1.22.6\Vintagestory.exe
8.8.2026 21:25:32 [Notification] Operating System: Windows 10.0.26200.0
8.8.2026 21:25:32 [Notification] CPU Cores: 16
8.8.2026 21:25:32 [Notification] CPU: AMD Ryzen 7 9850X3D 8-Core Processor
8.8.2026 21:25:32 [Notification] Available RAM: 31898 MB
8.8.2026 21:25:33 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
8.8.2026 21:25:33 [Notification] Graphics Card Vendor: ATI Technologies Inc.
8.8.2026 21:25:33 [Notification] Graphics Card Version: 4.3.0 Core Profile Context 26.7.1.260716
8.8.2026 21:25:33 [Notification] Graphics Card Renderer: AMD Radeon RX 9070 XT
8.8.2026 21:25:33 [Notification] Graphics Card ShadingLanguageVersion: 4.60
8.8.2026 21:25:33 [Notification] GL.MaxVertexUniformComponents: 8000
8.8.2026 21:25:33 [Notification] GL.MaxUniformBlockSize: 4194304
8.8.2026 21:25:33 [Notification] C# Framework: .net 10.0.10
8.8.2026 21:25:33 [Notification] Cairo Graphics Version: 1.17.3
8.8.2026 21:25:33 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
8.8.2026 21:25:33 [Notification] Zstd Version: 1.5.7
8.8.2026 21:25:33 [Notification] Start discovering assets
8.8.2026 21:25:33 [Notification] Found 35 base assets in category lang
8.8.2026 21:25:33 [Notification] Found 0 base assets in category patches
8.8.2026 21:25:33 [Notification] (Re-)loaded frame buffers
8.8.2026 21:25:33 [Notification] Found 24 base assets in category config
8.8.2026 21:25:33 [Notification] Found 0 base assets in category worldproperties
8.8.2026 21:25:33 [Notification] Found 49 base assets in category sounds
8.8.2026 21:25:33 [Notification] Found 230 base assets in category shapes
8.8.2026 21:25:33 [Notification] Found 84 base assets in category shaders
8.8.2026 21:25:33 [Notification] Found 19 base assets in category shaderincludes
8.8.2026 21:25:33 [Notification] Found 182 base assets in category textures
8.8.2026 21:25:33 [Notification] Found 4 base assets in category music
8.8.2026 21:25:33 [Notification] Found 0 base assets in category dialog
8.8.2026 21:25:33 [Notification] Found 627 base assets in total
8.8.2026 21:25:33 [Notification] Loading sounds
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass .
8.8.2026 21:25:33 [Notification] Waiting for async sound loading...
8.8.2026 21:25:33 [Notification] Sounds loaded
8.8.2026 21:25:33 [Notification] Begin loading shaders
8.8.2026 21:25:33 [Notification] Load shaders now
8.8.2026 21:25:33 [Notification] Loading shaders...
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlesquad.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass sky.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass nightsky.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass woittest.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass helditem.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass decals.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass final.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass gui.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blur.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass findbright.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass godrays.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass autocamera.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass wireframe.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass luma.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blit.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass texture2texture.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass celestialobject.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass colorgrade.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass guigear.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass ssao.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass aurora.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass instanced.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass lines.
8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:25:33 [Notification] Cached session key is invalid, require login
8.8.2026 21:25:47 [Notification] Will search the following paths for mods:
8.8.2026 21:25:47 [Notification] %appdata%\StoryForge\installations\test\Mods
8.8.2026 21:25:47 [Notification] %appdata%\StoryForge\versions\1.22.6\Mods
8.8.2026 21:25:56 [Notification] Initialized GUI Manager
8.8.2026 21:25:56 [Notification] Initialized Server Connection
8.8.2026 21:25:56 [Notification] Server args parsed
8.8.2026 21:25:56 [Notification] Server main instantiated
8.8.2026 21:26:01 [Notification] Processed server identification
8.8.2026 21:26:01 [Notification] Map initialized
8.8.2026 21:26:01 [Notification] Received server assets
8.8.2026 21:26:01 [Notification] Loading and pre-starting client side mods...
8.8.2026 21:26:01 [Notification] Will search the following paths for mods:
8.8.2026 21:26:01 [Notification] %appdata%\StoryForge\installations\test\Mods
8.8.2026 21:26:01 [Notification] %appdata%\StoryForge\versions\1.22.6\Mods
8.8.2026 21:26:01 [Notification] Found 4 mods (0 disabled)
8.8.2026 21:26:01 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival
8.8.2026 21:26:01 [Notification] Instantiated 149 mod systems from 4 enabled mods
8.8.2026 21:26:02 [Notification] Done loading and pre-starting client side mods.
8.8.2026 21:26:02 [Notification] External Origins in load order: modorigin@%appdata%\StoryForge\versions\1.22.6\assets\creative\, modorigin@%appdata%\StoryForge\versions\1.22.6\assets\survival\, mod@coriaendershaders-v1.2.2-pre.4_v1.22.2.zip
8.8.2026 21:26:02 [Notification] Tags registries now locked.
8.8.2026 21:26:02 [Notification] Found 1 external assets in category lang
8.8.2026 21:26:02 [Notification] Found 10 external assets in category patches
8.8.2026 21:26:02 [Notification] Found 128 external assets in category config
8.8.2026 21:26:02 [Notification] Found 25 external assets in category worldproperties
8.8.2026 21:26:02 [Notification] Found 681 external assets in category sounds
8.8.2026 21:26:02 [Notification] Found 6123 external assets in category shapes
8.8.2026 21:26:02 [Notification] Found 31 external assets in category shaders
8.8.2026 21:26:02 [Notification] Found 8 external assets in category shaderincludes
8.8.2026 21:26:02 [Notification] Found 9459 external assets in category textures
8.8.2026 21:26:02 [Notification] Found 83 external assets in category music
8.8.2026 21:26:02 [Notification] Found 18 external assets in category dialog
8.8.2026 21:26:02 [Notification] Found 0 external assets in category compatibility
8.8.2026 21:26:02 [Notification] Reloaded lang file now with mod assets
8.8.2026 21:26:02 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
8.8.2026 21:26:02 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors
8.8.2026 21:26:03 [Notification] Received 4469 item types from server
8.8.2026 21:26:03 [Notification] Loaded 14091 block types from server
8.8.2026 21:26:03 [Notification] Reloaded sounds, now with mod assets
8.8.2026 21:26:03 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures
8.8.2026 21:26:03 [Notification] Collected 3096 shapes to tesselate.
8.8.2026 21:26:04 [Notification] Composed 1 4096x2048 items texture atlases from 2329 textures
8.8.2026 21:26:05 [Notification] Composed 2 4096x2048 blocks texture atlases from 7449 textures
8.8.2026 21:26:05 [Notification] Server assets loaded
8.8.2026 21:26:06 [Notification] Blocks tesselated
8.8.2026 21:26:11 [Notification] Server launched
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass lines.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass aurora.
8.8.2026 21:26:11 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
8.8.2026 21:26:11 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass watercompose.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cameradepth.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass waternormals.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer.
8.8.2026 21:26:11 [Notification] [ChunkMemoryManager] Initializing memory manager
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass visibleculling.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass casterculling.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading.
8.8.2026 21:26:11 [Error] Shader compile error in deferredlighting ERROR: 0:233: 'shadowCoordsNear' : undeclared identifier
ERROR: 0:233: 'w' : vector swizzle selection out of range
ERROR: 0:233: '' : missing #endif
ERROR: 0:233: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion)
ERROR: 0:233: '=' : cannot convert from ' const bool' to ' temp float'
ERROR: 0:233: '' : compilation terminated
ERROR: 6 compilation errors. No code generated.
8.8.2026 21:26:11 [Error] Couldn't write to log file, failed formatting #version 430
#define FXAA 1
#define SSAOLEVEL 1
#define NORMALVIEW 0
#define BLOOM 1
#define GODRAYS 0
#define FOAMEFFECT 1
#define SHINYEFFECT 1
#define SHADOWQUALITY 1
#define DYNLIGHTS 25
#define USEOIT 1
#define TERRAINSHADOWS
#define CLOUDSHADOWS
#define INCOLORUNIT 0
#define INGLOWUNIT 1
#define GPOSITIONUNIT 2
#define GNORMALUNIT 3
#define SHADOW_CASCADE_BINDING 4
#define DEFERBASE
#define SHADOWMAPFARUNIT 4
#define SHADOWMAPNEARUNIT 5
#define INCLUDESHADOWCOORDS
layout(location=0) out vec4 outColor;
layout(binding=INCOLORUNIT) uniform sampler2D inColor;
layout(binding=INGLOWUNIT) uniform sampler2D inGlow;
layout(binding=GPOSITIONUNIT) uniform sampler2D GPosition;
layout(binding=GNORMALUNIT) uniform sampler2D GNormal;
in vec2 vUV;
uniform mat4 invModelView;
uniform float shadowIntensity;
#ifdef INCLUDESHADOWCOORDS
uniform mat4 modelViewMtx;
#if SHADOWQUALITY > 0
uniform float shadowRangeFar;
uniform mat4 toShadowMapSpaceMatrixFar;
vec4 shadowCoordsFar;
#endif
#if SHADOWQUALITY > 1
uniform float shadowRangeNear;
uniform mat4 toShadowMapSpaceMatrixNear;
vec4 shadowCoordsNear;
#endif
const float transitionDistance = 10.0;
void calcShadowMapCoords(mat4 modelviewMat, vec4 worldPos) {
float nearSub = 0;
#if SHADOWQUALITY > 0
float len = length(worldPos);
#endif
#if SHADOWQUALITY > 1
// Near map
shadowCoordsNear = toShadowMapSpaceMatrixNear * worldPos;
float distanceNear = clamp(
max(max(0.0, 0.03 - shadowCoordsNear.x) * 100, max(0.0, shadowCoordsNear.x - 0.97) * 100) +
max(max(0.0, 0.03 - shadowCoordsNear.y) * 100, max(0.0, shadowCoordsNear.y - 0.97) * 100) +
max(0.0, shadowCoordsNear.z - 0.98) * 100 +
max(0.0, len / shadowRangeNear - 0.15)
, 0.0, 1.0);
nearSub = shadowCoordsNear.w = clamp(1.0 - distanceNear, 0.0, 1.0);
if (shadowCoordsNear.z >= 0.999) shadowCoordsNear.w = 0.0; // so no need to test both in fogandlight.fsh
#endif
#if SHADOWQUALITY > 0
// Far map
shadowCoordsFar = toShadowMapSpaceMatrixFar * worldPos;
float distanceFar = clamp(
max(max(0.0, 0.03 - shadowCoordsFar.x) * 10, max(0.0, shadowCoordsFar.x - 0.97) * 10) +
max(max(0.0, 0.03 - shadowCoordsFar.y) * 10, max(0.0, shadowCoordsFar.y - 0.97) * 10) +
max(0.0, shadowCoordsFar.z - 0.98) * 10 +
max(0.0, len / shadowRangeFar - 0.15)
, 0.0, 1.0);
distanceFar = distanceFar * 2 - 0.5;
shadowCoordsFar.w = max(0.0, clamp(1.0 - distanceFar, 0.0, 1.0) - nearSub);
if (shadowCoordsFar.z >= 0.999) shadowCoordsFar.w = 0.0; // so no need to test both in fogandlight.fsh
#endif
}
#endif
//? #version 430
// https://github.com/opengl-tutorials/ogl/blob/master/tutorial16_shadowmaps/ShadowMapping.fragmentshader
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
// Returns a random number based on a vec3 and an int.
float random(vec3 seed, int i){
vec4 seed4 = vec4(seed,i);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
float StratifiedPoisson(vec4 ShadowCoord, sampler2DShadow shadowMap) {
float b = 1.0;
float visibility=1.0;
// Fixed bias, or...
float bias = 0.005;
// ...variable bias
// float bias = 0.005*tan(acos(cosTheta));
// bias = clamp(bias, 0,0.01);
// Sample the shadow map 4 times
for (int i=0;i<4;i++){
// use either :
// - Always the same samples.
// Gives a fixed pattern in the shadow, but no noise
int index = i;
// - A random sample, based on the pixel's screen location.
// No banding, but the shadow moves with the camera, which looks weird.
// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
// - A random sample, based on the pixel's position in world space.
// The position is rounded to the millimeter to avoid too much aliasing
// int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16;
// being fully in the shadow will eat up 4*0.2 = 0.8
// 0.2 potentially remain, which is quite dark.
visibility -= 0.2*(1.0-texture( shadowMap, vec3(ShadowCoord.xy + poissonDisk[index]/700.0, (ShadowCoord.z-bias)/ShadowCoord.w) ));
}
return b;
}
float StratifiedPoisson(vec3 worldPos, vec4 ShadowCoord, sampler2DArrayShadow shadowMap) {
float b=1.0;
float bias = 0.001;
float shadow = 0.0;
int samples = 8;
for (int i = 0; i < samples; i++){
//int index = i;
int index = int(16.0 * random(floor(worldPos.xyz * 1000.0), i)) % 16;
vec2 offset = poissonDisk[index] / textureSize(shadowMap, 0).x;
shadow += texture(shadowMap, vec4(ShadowCoord.xy + offset, ShadowCoord.z, ShadowCoord.w-bias)).r;
}
b = shadow / samples;
return b;
}
layout(std140, binding = SHADOW_CASCADE_BINDING) uniform ShadowCascadeBlock
{
mat4[4] terrainShadowMatrixes;
vec4 splitEdges;
vec4 normalOffsetScales;
vec4 sunDir;
float terrainShadowsMax;
int cascadeCount;
int dontMixWithBaseShadows;
} shadow_uniforms;
#ifdef DEFERBASE
layout(binding=SHADOWMAPFARUNIT) uniform sampler2DShadow shadowMapFar;
layout(binding=SHADOWMAPNEARUNIT) uniform sampler2DShadow shadowMapNear;
uniform float shadowMapWidthInv;
uniform float shadowMapHeightInv;
// Adapted from fogandlight.fsh
float getBrightnessFromShadowMap() {
#if SHADOWQUALITY > 0
float totalFar = 9.0;
if (shadowCoordsFar.w > 0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
totalFar -= texture (shadowMapFar, vec3(shadowCoordsFar.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsFar.z - 0.0009));
}
}
}
totalFar /= 9.0;
#ifdef TERRAINSHADOWS
// Don't fade outside edge here
float shadow = shadowCoordsFar.w > 0 && shadowCoordsNear.w == 0 ? totalFar : totalFar * shadowCoordsFar.w;
#else
float shadow = totalFar * shadowCoordsFar.w;
#endif
#endif
#if SHADOWQUALITY > 1
float totalNear = 9.0;
if (shadowCoordsNear.w > 0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
totalNear -= texture (shadowMapNear, vec3(shadowCoordsNear.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsNear.z - 0.0005));
}
}
}
totalNear /= 9.0;
shadow += totalNear * shadowCoordsNear.w;
#endif
#if SHADOWQUALITY > 0
return 1 - shadow * 0.5;
#endif
return 1.0;
}
#endif
uniform bool terrainShadowsEnabled;
uniform bool softTerrainShadows;
#ifdef COLORCASCADES
uniform bool colorCascades;
#endif
layout(binding=6) uniform sampler2DArrayShadow terrainShadowNear;
layout(binding=7) uniform sampler2DArrayShadow terrainShadowFar;
float getTerrainShadowBrightness(vec3 worldPos, vec3 normal, float viewDepth) {
float b = 1.0;
// Normal offset shadow biasing, based on https://github.com/godotengine/godot/issues/17260
float cosLightAngle = dot(shadow_uniforms.sunDir.xyz, normal);
float normalOffsetScale = clamp(1 - cosLightAngle, 0, 1);
int terrainShadowIdx = viewDepth <= shadow_uniforms.splitEdges[0]? 0
: viewDepth <= shadow_uniforms.splitEdges[1]? 1
: viewDepth <= shadow_uniforms.splitEdges[2]? 2
: 3;
terrainShadowIdx = min(terrainShadowIdx, shadow_uniforms.cascadeCount);
#ifdef COLORCASCADES
if(colorCascades) outColor = (terrainShadowIdx == 3 ? vec4(0.8,0.3,0.8,0) : terrainShadowIdx == 2 ? vec4(0.8,0.8,0,0) : terrainShadowIdx == 1 ? vec4(0.2,0.5,1,0) : vec4(0.9,0.1,0.5,0));
#endif
vec4 terrainShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos, 1));
normalOffsetScale *= shadow_uniforms.normalOffsetScales[terrainShadowIdx];
vec3 shadowOffset = normal.xyz * normalOffsetScale;
vec2 offsetShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos + shadowOffset, 1)).xy;
terrainShadowPos.xy = offsetShadowPos.xy;
// Ignore if not on the texture
vec2 onMap = step(vec2(0.0), terrainShadowPos.xy) * step(terrainShadowPos.xy, vec2(1.0));
if(onMap.x * onMap.y == 0) return 1.0;
// sampler2DArrayShadow indexing is weird
vec4 shadowPos = vec4(terrainShadowPos.xy, terrainShadowIdx % 2, terrainShadowPos.z);
if(softTerrainShadows) {
if(terrainShadowIdx < 2)
{
b = StratifiedPoisson(worldPos, shadowPos, terrainShadowNear);
} else {
b = StratifiedPoisson(worldPos, shadowPos, terrainShadowFar);
}
} else {
if(terrainShadowIdx < 2)
{
b = texture(terrainShadowNear, shadowPos);
} else {
b = texture(terrainShadowFar, shadowPos);
}
}
#ifndef DEFERBASE
// Blend with edges of base game shadows
float blendFactor = shadowCoordsFar.w;
#if SHADOWQUALITY > 1
blendFactor += shadowCoordsNear.w;
#endif
blendFactor *= shadow_uniforms.dontMixWithBaseShadows;
if(blendFactor > 0.33) { b = 1 - (1 - b) * smoothstep(1.1, SHADOWQUALITY > 1 ? 0.15 : 0.6, blendFactor); }
#endif
return max(b, shadow_uniforms.terrainShadowsMax);
}
uniform bool cloudshadowsEnabled;
layout(binding=8) uniform sampler2D cloudShadowmap;
uniform vec3 cloudspaceOrigin;
uniform int cloudmapSize;
uniform int cloudTileSize;
uniform vec3 sunPosition;
uniform int cloudShadowStyle;
uniform float cloudShadowMax;
uniform float cloudStart;
uniform float cloudRange;
uniform float cloudshadowK;
float getCloudShadowBrightness(vec3 worldPos) {
float bCloud = 1.0;
vec3 sunPosition = -shadow_uniforms.sunDir.xyz;
// Slide position in sun direction to intersect cloud plane
vec3 toCloudPlane = abs(sunPosition.y) > 0.01? (cloudspaceOrigin.y - worldPos.y) * (sunPosition / sunPosition.y) : vec3(0);
vec2 cloudmapPos = (worldPos.xz + toCloudPlane.xz) / cloudTileSize;
cloudmapPos -= cloudspaceOrigin.xz;
vec2 cloudmapUV = cloudmapPos / cloudmapSize;
vec2 onMap = step(vec2(0), cloudmapUV) * step(cloudmapUV, vec2(1));
if(onMap.x * onMap.y > 0) {
float cloudExpShadow = cloudShadowStyle == 0? texelFetch(cloudShadowmap, ivec2(cloudmapPos) * 4, 0).r : texture(cloudShadowmap, cloudmapUV).r;
float shadowmapDepth = clamp((sign(sunPosition.y) * length(toCloudPlane) / cloudTileSize + cloudStart) / cloudRange, 0, 1);
bCloud = clamp(exp(-cloudshadowK*shadowmapDepth) * cloudExpShadow, 1 - cloudShadowMax, 1);
}
return bCloud;
}
void main() {
vec4 viewPos = texelFetch(GPosition, ivec2(gl_FragCoord.xy), 0);
if(viewPos.z == 0.0) discard;
vec4 inColor = texelFetch(inColor, ivec2(gl_FragCoord.xy), 0);
vec4 glowData = texelFetch(inGlow, ivec2(gl_FragCoord.xy), 0);
vec4 gnormal = texelFetch(GNormal, ivec2(gl_FragCoord.xy), 0);
vec3 normal = (invModelView * vec4(gnormal.xyz, 0)).xyz;
vec4 worldPos = invModelView * vec4(viewPos.xyz, 1);
float fogLevel = (viewPos.w - glowData.r) / 2;
float b = 1.0;
#ifdef DEFERBASE
calcShadowMapCoords(modelViewMtx, worldPos);
b = min(b, getBrightnessFromShadowMap());
#endif
if(terrainShadowsEnabled) {
float terrainShadow = getTerrainShadowBrightness(worldPos.xyz, normal, -viewPos.z);
b = mix(b, terrainShadow, smoothstep(0.8, 0.6, (shadowCoordsFar.w + shadowCoordsNear.w)));
}
#ifdef COLORCASCADES
if(colorCascades) return;
#endif
if(cloudshadowsEnabled) b = min(b, getCloudShadowBrightness(worldPos.xyz));
b = 1 - (1 - b) * shadowIntensity;
// The game adjusts brightness based on surface normal, so we need to account for it
float intensity = 0.34 + (1 - shadowIntensity)/8.0;
float nb = max(max(intensity, 0.5 + 0.5 * dot(normal, -shadow_uniforms.sunDir.xyz)), normal.y * 0.95);
if(b > nb) discard;
b = clamp(glowData.z + 1 - (1 - b) * nb * (1 - fogLevel), 0 ,1);
outColor = inColor * b;
}
(FormatException)
8.8.2026 21:26:11 [Error] Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass machinegear.
8.8.2026 21:26:11 [Notification] Started 99 systems on Client:
8.8.2026 21:26:11 [Notification] Mod 'VSEssentials.dll' (game):
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.Core
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityPartitioning
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ErrorReporter
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
8.8.2026 21:26:11 [Notification] FluffyClouds.FluffyCloudsModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.GenMaps
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemFpHands
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityParticleSpawner
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityParticleSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.POIRegistry
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemProgressBar
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.RoomRegistry
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WeatherSystemCommands
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WeatherSystemClient
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WorldMapManager
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.LoadColorMaps
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ClothManager
8.8.2026 21:26:11 [Notification] Mod 'VSSurvivalMod.dll' (survival):
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemControlPoints
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
8.8.2026 21:26:11 [Notification] Vintagestory.Systems.StoryLockableDoor
8.8.2026 21:26:11 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
8.8.2026 21:26:11 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.UpgradeTasks
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MyceliumSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.FishingSupportModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemGliding
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Timeswitch
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemAuction
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Core
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.CharacterSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MealMeshCache
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.VariablesModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModsystemElevator
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ActivityModSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ActivityEditorSystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemFarming
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemTutorial
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemNightVision
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TobiasTeleporter
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModJournal
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModLootRandomizer
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MicroBlockModelCache
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRifts
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSleeping
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TeleporterManager
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModTemperature
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SystemTemporalStability
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemWearableStats
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemEditableBook
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TradeHandbookInfo
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.GenDevastationLayer
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemOreMap
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSnowballs
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.HumanoidOutfits
8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
8.8.2026 21:26:11 [Notification] Mod 'VSCreativeMod.dll' (creative):
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.Core
8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
8.8.2026 21:26:11 [Notification] Mod 'coriaendershaders-v1.2.2-pre.4_v1.22.2.zip' (coriaendershaders):
8.8.2026 21:26:11 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
8.8.2026 21:26:11 [Notification] Loading shaders...
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlesquad.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass sky.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass nightsky.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass woittest.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass helditem.
8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass decals.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass final.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass gui.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blur.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass findbright.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass godrays.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass autocamera.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass wireframe.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass luma.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blit.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass texture2texture.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass celestialobject.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass colorgrade.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass guigear.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass ssao.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass aurora.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass instanced.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass lines.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass standard.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass lines.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass aurora.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass watercompose.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cameradepth.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass waternormals.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass visibleculling.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass casterculling.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass machinegear.
8.8.2026 21:26:12 [Notification] Reloaded shaders now with mod assets
8.8.2026 21:26:12 [Notification] Received level init
8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass instanced.
8.8.2026 21:26:12 [Event] 26 traits loaded from 1 files
8.8.2026 21:26:12 [Event] 6 classes loaded from 1 files
8.8.2026 21:26:12 [Notification] Initialized Music Engine
8.8.2026 21:26:12 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
8.8.2026 21:26:13 [Notification] Received level finalize
8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass clouds.
8.8.2026 21:26:13 [Notification] Loading world map cache db...
8.8.2026 21:26:13 [Warning] ===============================================================
8.8.2026 21:26:13 [Warning] (x_x) Captured 4 issues during startup:
8.8.2026 21:26:13 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
8.8.2026 21:26:13 [Error] Shader compile error in deferredlighting ERROR: 0:233: 'shadowCoordsNear' : undeclared identifier
ERROR: 0:233: 'w' : vector swizzle selection out of range
ERROR: 0:233: '' : missing #endif
ERROR: 0:233: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion)
ERROR: 0:233: '=' : cannot convert from ' const bool' to ' temp float'
ERROR: 0:233: '' : compilation terminated
ERROR: 6 compilation errors. No code generated.
8.8.2026 21:26:13 [Error] Couldn't write to log file, failed formatting #version 430
#define FXAA 1
#define SSAOLEVEL 1
#define NORMALVIEW 0
#define BLOOM 1
#define GODRAYS 0
#define FOAMEFFECT 1
#define SHINYEFFECT 1
#define SHADOWQUALITY 1
#define DYNLIGHTS 25
#define USEOIT 1
#define TERRAINSHADOWS
#define CLOUDSHADOWS
#define INCOLORUNIT 0
#define INGLOWUNIT 1
#define GPOSITIONUNIT 2
#define GNORMALUNIT 3
#define SHADOW_CASCADE_BINDING 4
#define DEFERBASE
#define SHADOWMAPFARUNIT 4
#define SHADOWMAPNEARUNIT 5
#define INCLUDESHADOWCOORDS
layout(location=0) out vec4 outColor;
layout(binding=INCOLORUNIT) uniform sampler2D inColor;
layout(binding=INGLOWUNIT) uniform sampler2D inGlow;
layout(binding=GPOSITIONUNIT) uniform sampler2D GPosition;
layout(binding=GNORMALUNIT) uniform sampler2D GNormal;
in vec2 vUV;
uniform mat4 invModelView;
uniform float shadowIntensity;
#ifdef INCLUDESHADOWCOORDS
uniform mat4 modelViewMtx;
#if SHADOWQUALITY > 0
uniform float shadowRangeFar;
uniform mat4 toShadowMapSpaceMatrixFar;
vec4 shadowCoordsFar;
#endif
#if SHADOWQUALITY > 1
uniform float shadowRangeNear;
uniform mat4 toShadowMapSpaceMatrixNear;
vec4 shadowCoordsNear;
#endif
const float transitionDistance = 10.0;
void calcShadowMapCoords(mat4 modelviewMat, vec4 worldPos) {
float nearSub = 0;
#if SHADOWQUALITY > 0
float len = length(worldPos);
#endif
#if SHADOWQUALITY > 1
// Near map
shadowCoordsNear = toShadowMapSpaceMatrixNear * worldPos;
float distanceNear = clamp(
max(max(0.0, 0.03 - shadowCoordsNear.x) * 100, max(0.0, shadowCoordsNear.x - 0.97) * 100) +
max(max(0.0, 0.03 - shadowCoordsNear.y) * 100, max(0.0, shadowCoordsNear.y - 0.97) * 100) +
max(0.0, shadowCoordsNear.z - 0.98) * 100 +
max(0.0, len / shadowRangeNear - 0.15)
, 0.0, 1.0);
nearSub = shadowCoordsNear.w = clamp(1.0 - distanceNear, 0.0, 1.0);
if (shadowCoordsNear.z >= 0.999) shadowCoordsNear.w = 0.0; // so no need to test both in fogandlight.fsh
#endif
#if SHADOWQUALITY > 0
// Far map
shadowCoordsFar = toShadowMapSpaceMatrixFar * worldPos;
float distanceFar = clamp(
max(max(0.0, 0.03 - shadowCoordsFar.x) * 10, max(0.0, shadowCoordsFar.x - 0.97) * 10) +
max(max(0.0, 0.03 - shadowCoordsFar.y) * 10, max(0.0, shadowCoordsFar.y - 0.97) * 10) +
max(0.0, shadowCoordsFar.z - 0.98) * 10 +
max(0.0, len / shadowRangeFar - 0.15)
, 0.0, 1.0);
distanceFar = distanceFar * 2 - 0.5;
shadowCoordsFar.w = max(0.0, clamp(1.0 - distanceFar, 0.0, 1.0) - nearSub);
if (shadowCoordsFar.z >= 0.999) shadowCoordsFar.w = 0.0; // so no need to test both in fogandlight.fsh
#endif
}
#endif
//? #version 430
// https://github.com/opengl-tutorials/ogl/blob/master/tutorial16_shadowmaps/ShadowMapping.fragmentshader
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
// Returns a random number based on a vec3 and an int.
float random(vec3 seed, int i){
vec4 seed4 = vec4(seed,i);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
float StratifiedPoisson(vec4 ShadowCoord, sampler2DShadow shadowMap) {
float b = 1.0;
float visibility=1.0;
// Fixed bias, or...
float bias = 0.005;
// ...variable bias
// float bias = 0.005*tan(acos(cosTheta));
// bias = clamp(bias, 0,0.01);
// Sample the shadow map 4 times
for (int i=0;i<4;i++){
// use either :
// - Always the same samples.
// Gives a fixed pattern in the shadow, but no noise
int index = i;
// - A random sample, based on the pixel's screen location.
// No banding, but the shadow moves with the camera, which looks weird.
// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
// - A random sample, based on the pixel's position in world space.
// The position is rounded to the millimeter to avoid too much aliasing
// int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16;
// being fully in the shadow will eat up 4*0.2 = 0.8
// 0.2 potentially remain, which is quite dark.
visibility -= 0.2*(1.0-texture( shadowMap, vec3(ShadowCoord.xy + poissonDisk[index]/700.0, (ShadowCoord.z-bias)/ShadowCoord.w) ));
}
return b;
}
float StratifiedPoisson(vec3 worldPos, vec4 ShadowCoord, sampler2DArrayShadow shadowMap) {
float b=1.0;
float bias = 0.001;
float shadow = 0.0;
int samples = 8;
for (int i = 0; i < samples; i++){
//int index = i;
int index = int(16.0 * random(floor(worldPos.xyz * 1000.0), i)) % 16;
vec2 offset = poissonDisk[index] / textureSize(shadowMap, 0).x;
shadow += texture(shadowMap, vec4(ShadowCoord.xy + offset, ShadowCoord.z, ShadowCoord.w-bias)).r;
}
b = shadow / samples;
return b;
}
layout(std140, binding = SHADOW_CASCADE_BINDING) uniform ShadowCascadeBlock
{
mat4[4] terrainShadowMatrixes;
vec4 splitEdges;
vec4 normalOffsetScales;
vec4 sunDir;
float terrainShadowsMax;
int cascadeCount;
int dontMixWithBaseShadows;
} shadow_uniforms;
#ifdef DEFERBASE
layout(binding=SHADOWMAPFARUNIT) uniform sampler2DShadow shadowMapFar;
layout(binding=SHADOWMAPNEARUNIT) uniform sampler2DShadow shadowMapNear;
uniform float shadowMapWidthInv;
uniform float shadowMapHeightInv;
// Adapted from fogandlight.fsh
float getBrightnessFromShadowMap() {
#if SHADOWQUALITY > 0
float totalFar = 9.0;
if (shadowCoordsFar.w > 0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
totalFar -= texture (shadowMapFar, vec3(shadowCoordsFar.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsFar.z - 0.0009));
}
}
}
totalFar /= 9.0;
#ifdef TERRAINSHADOWS
// Don't fade outside edge here
float shadow = shadowCoordsFar.w > 0 && shadowCoordsNear.w == 0 ? totalFar : totalFar * shadowCoordsFar.w;
#else
float shadow = totalFar * shadowCoordsFar.w;
#endif
#endif
#if SHADOWQUALITY > 1
float totalNear = 9.0;
if (shadowCoordsNear.w > 0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
totalNear -= texture (shadowMapNear, vec3(shadowCoordsNear.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsNear.z - 0.0005));
}
}
}
totalNear /= 9.0;
shadow += totalNear * shadowCoordsNear.w;
#endif
#if SHADOWQUALITY > 0
return 1 - shadow * 0.5;
#endif
return 1.0;
}
#endif
uniform bool terrainShadowsEnabled;
uniform bool softTerrainShadows;
#ifdef COLORCASCADES
uniform bool colorCascades;
#endif
layout(binding=6) uniform sampler2DArrayShadow terrainShadowNear;
layout(binding=7) uniform sampler2DArrayShadow terrainShadowFar;
float getTerrainShadowBrightness(vec3 worldPos, vec3 normal, float viewDepth) {
float b = 1.0;
// Normal offset shadow biasing, based on https://github.com/godotengine/godot/issues/17260
float cosLightAngle = dot(shadow_uniforms.sunDir.xyz, normal);
float normalOffsetScale = clamp(1 - cosLightAngle, 0, 1);
int terrainShadowIdx = viewDepth <= shadow_uniforms.splitEdges[0]? 0
: viewDepth <= shadow_uniforms.splitEdges[1]? 1
: viewDepth <= shadow_uniforms.splitEdges[2]? 2
: 3;
terrainShadowIdx = min(terrainShadowIdx, shadow_uniforms.cascadeCount);
#ifdef COLORCASCADES
if(colorCascades) outColor = (terrainShadowIdx == 3 ? vec4(0.8,0.3,0.8,0) : terrainShadowIdx == 2 ? vec4(0.8,0.8,0,0) : terrainShadowIdx == 1 ? vec4(0.2,0.5,1,0) : vec4(0.9,0.1,0.5,0));
#endif
vec4 terrainShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos, 1));
normalOffsetScale *= shadow_uniforms.normalOffsetScales[terrainShadowIdx];
vec3 shadowOffset = normal.xyz * normalOffsetScale;
vec2 offsetShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos + shadowOffset, 1)).xy;
terrainShadowPos.xy = offsetShadowPos.xy;
// Ignore if not on the texture
vec2 onMap = step(vec2(0.0), terrainShadowPos.xy) * step(terrainShadowPos.xy, vec2(1.0));
if(onMap.x * onMap.y == 0) return 1.0;
// sampler2DArrayShadow indexing is weird
vec4 shadowPos = vec4(terrainShadowPos.xy, terrainShadowIdx % 2, terrainShadowPos.z);
if(softTerrainShadows) {
if(terrainShadowIdx < 2)
{
b = StratifiedPoisson(worldPos, shadowPos, terrainShadowNear);
} else {
b = StratifiedPoisson(worldPos, shadowPos, terrainShadowFar);
}
} else {
if(terrainShadowIdx < 2)
{
b = texture(terrainShadowNear, shadowPos);
} else {
b = texture(terrainShadowFar, shadowPos);
}
}
#ifndef DEFERBASE
// Blend with edges of base game shadows
float blendFactor = shadowCoordsFar.w;
#if SHADOWQUALITY > 1
blendFactor += shadowCoordsNear.w;
#endif
blendFactor *= shadow_uniforms.dontMixWithBaseShadows;
if(blendFactor > 0.33) { b = 1 - (1 - b) * smoothstep(1.1, SHADOWQUALITY > 1 ? 0.15 : 0.6, blendFactor); }
#endif
return max(b, shadow_uniforms.terrainShadowsMax);
}
uniform bool cloudshadowsEnabled;
layout(binding=8) uniform sampler2D cloudShadowmap;
uniform vec3 cloudspaceOrigin;
uniform int cloudmapSize;
uniform int cloudTileSize;
uniform vec3 sunPosition;
uniform int cloudShadowStyle;
uniform float cloudShadowMax;
uniform float cloudStart;
uniform float cloudRange;
uniform float cloudshadowK;
float getCloudShadowBrightness(vec3 worldPos) {
float bCloud = 1.0;
vec3 sunPosition = -shadow_uniforms.sunDir.xyz;
// Slide position in sun direction to intersect cloud plane
vec3 toCloudPlane = abs(sunPosition.y) > 0.01? (cloudspaceOrigin.y - worldPos.y) * (sunPosition / sunPosition.y) : vec3(0);
vec2 cloudmapPos = (worldPos.xz + toCloudPlane.xz) / cloudTileSize;
cloudmapPos -= cloudspaceOrigin.xz;
vec2 cloudmapUV = cloudmapPos / cloudmapSize;
vec2 onMap = step(vec2(0), cloudmapUV) * step(cloudmapUV, vec2(1));
if(onMap.x * onMap.y > 0) {
float cloudExpShadow = cloudShadowStyle == 0? texelFetch(cloudShadowmap, ivec2(cloudmapPos) * 4, 0).r : texture(cloudShadowmap, cloudmapUV).r;
float shadowmapDepth = clamp((sign(sunPosition.y) * length(toCloudPlane) / cloudTileSize + cloudStart) / cloudRange, 0, 1);
bCloud = clamp(exp(-cloudshadowK*shadowmapDepth) * cloudExpShadow, 1 - cloudShadowMax, 1);
}
return bCloud;
}
void main() {
vec4 viewPos = texelFetch(GPosition, ivec2(gl_FragCoord.xy), 0);
if(viewPos.z == 0.0) discard;
vec4 inColor = texelFetch(inColor, ivec2(gl_FragCoord.xy), 0);
vec4 glowData = texelFetch(inGlow, ivec2(gl_FragCoord.xy), 0);
vec4 gnormal = texelFetch(GNormal, ivec2(gl_FragCoord.xy), 0);
vec3 normal = (invModelView * vec4(gnormal.xyz, 0)).xyz;
vec4 worldPos = invModelView * vec4(viewPos.xyz, 1);
float fogLevel = (viewPos.w - glowData.r) / 2;
float b = 1.0;
#ifdef DEFERBASE
calcShadowMapCoords(modelViewMtx, worldPos);
b = min(b, getBrightnessFromShadowMap());
#endif
if(terrainShadowsEnabled) {
float terrainShadow = getTerrainShadowBrightness(worldPos.xyz, normal, -viewPos.z);
b = mix(b, terrainShadow, smoothstep(0.8, 0.6, (shadowCoordsFar.w + shadowCoordsNear.w)));
}
#ifdef COLORCASCADES
if(colorCascades) return;
#endif
if(cloudshadowsEnabled) b = min(b, getCloudShadowBrightness(worldPos.xyz));
b = 1 - (1 - b) * shadowIntensity;
// The game adjusts brightness based on surface normal, so we need to account for it
float intensity = 0.34 + (1 - shadowIntensity)/8.0;
float nb = max(max(intensity, 0.5 + 0.5 * dot(normal, -shadow_uniforms.sunDir.xyz)), normal.y * 0.95);
if(b > nb) discard;
b = clamp(glowData.z + 1 - (1 - b) * nb * (1 - fogLevel), 0 ,1);
outColor = inColor * b;
}
(FormatException)
8.8.2026 21:26:13 [Error] Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
8.8.2026 21:26:13 [Warning] ===============================================================
8.8.2026 21:26:13 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
8.8.2026 21:26:13 [Fatal] Game Version: v1.22.6 (Stable)
8/8/2026 9:26:13 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4
Loaded Mods: game@1.22.6, coriaendershaders@1.2.2-pre.4, creative@1.22.6, survival@1.22.6
System.AggregateException: One or more errors occurred. ([DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.)
---> CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
--- End of inner exception stack trace ---
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.b__68_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 237
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile:
Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
Crash written to file at "C:\Users\dan2n\AppData\Roaming\StoryForge\installations\test\Logs\client-crash.log"
8.8.2026 21:26:13 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
8.8.2026 21:26:13 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
8.8.2026 21:26:15 [Notification] Stopping single player server
8.8.2026 21:26:15 [Notification] Finished fully loading sounds (async)
8.8.2026 21:26:15 [Notification] ChunkIntake threads completed gracefully.
8.8.2026 21:26:15 [Notification] ChunkLoading threads completed gracefully.
8.8.2026 21:26:15 [Notification] Exiting current game to main menu, reason: window close event
New version on linux, cachyos, is crashing when I load into game :( I do have a lot of mods going tho so it might be some kind of compatibility thing, or a linux thing.
Crash Report
Running on 64 bit Linux (CachyOS) [Kernel 7.1.5.1] with 31797 MB RAM Game Version: v1.22.6 (Stable) 2026-08-08 8:35:58 p.m.: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4 Loaded Mods: bovinae@0.3.5, caninae@1.1.8, capreolinae@2.0.16, catchledge@0.7.1, catchlivestock@0.2.4, cervinae@0.1.13, chiseltools@1.17.4, crawlanddive@0.2.5, deciduoustrees@1.8.1, delsbrighterberries@1.1.0, dilkonis@1.3.0, dreggonis@1.1.0, earthfed@1.1.0, fallingtree@0.5.2, fastmushroomharvesting@0.2.1, fastpackeddirtpaths@1.22.3, fixscythe@0.2.1, hangingvessels@1.1.1, hardcorewaterforked@1.4.6, helvehammersoundbegone@1.0.4, hidearmor@0.0.4, hydrateordiedrate@2.5.4, immersivemining@0.3.0, ithaniabackpacks@0.6.1, jsonpatcheslib@1.5.6, jumpheight@1.4.0, kilnshelves@1.1.8, leaflitter@1.2.5, machairodontinae@1.1.11, madfoundation@1.2.0, millwright@1.3.4, oillampignites@1.0.0, overhaullib@2.0.10, overhaulliblegacycompat@1.2.5, pantherinae@1.2.17, prospecttogether@2.2.1, scalingscythes@2.2.0, scrollrackable@1.5.3, shelfobsessed@2.2.1, shuttheinsectsup@1.0.0, sirenia@1.0.30, spinningwheel@1.2.12, stickisolation@1.0.0, subtleparticlesplus@1.2.0, temporalsymphony@2.3.2, temporalwarden@0.1.1, trashmod@1.0.9, visibleoresandminerals@1.4.1, game@1.22.6, vsimgui@1.2.7, walkingstick@3.0.10, waterunderfarmland122@1.1.0, wilderlandscavessystem@2.0.6, aculinaryartillery@2.0.0-dev.21, alchemy@2.1.17, algernonsterrainsampler@1.3.0, anvilperformanceoptimization@1.0.0, attributerenderinglibrary@3.2.0, beamtweaksmod@2.1.1, bedspawnv2@1.7.1, betterentitytooltip@1.1.0, bettererprospecting@3.4.4, betternails@3.0.2, bloodtrail@1.2.5, bovinaddon@1.0.0, butchering@1.13.6, carryonlib@1.0.0-pre.8, claywheel@2.0.1, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, creakOff@1.0.0, crossbowsfork@1.10.1, crucibleonforge@0.1.2, danatweaks@4.1.0, egocaribautomapmarkers@5.0.3, electricalprogressivecore@3.3.0, electricalprogressivetransport@2.0.0, elkphysics@3.0.3, extrainfo@2.2.1, fastmap@122.5.1, foodshelves@3.0.5, genelib@3.2.0, geologymap@1.1.0, gofogyourself@2.0.1, gourmand@1.8.12, gui@3.1.0, hammertime@1.0.0, handbookcrashguard@1.0.5, hidearmorxcombatoverhaul@1.0.2, honseofholding@1.4.0, hudclockpatch@4.4.1, iceiscellar@2.1.0, immersivecorpsedrop@1.0.4, immersiveminingandahalf@1.0.0, improvedhandbookrecipesfork@1222.0.2, ithaniaexpandedfishing@1.1.1, jaunt@3.1.0, knitting@2.0.3, madcrowglider@1.22.0-rc.6, majesticmaple@1.3.0, moregoat@1.1.0, morepiles@3.0.1, ndlflowergrowth@2.5.2, ndlmushroomgrowth@2.4.1, opineuponpine@1.0.10, orekiwoofsbeehives@2.0.0, packratfork@1.1.6, panningmachine@1.1.1, particlesplus@2.5.8, pauseonstart@1.0.1, petai@5.1.1, pinmatrix@1.3.1, placeonslabs@1.2.0, playermodellib@1.23.8, purposefulstorage@2.1.0, realisticwater@0.3.1, realsmoke@1.3.1, rivers@5.0.3, roamingbees@2.0.0, shipwright@1.4.1, sleepneed@3.1.4, slowtox@5.0.0, smithingplus@1.9.0-rc.1, tackandequipment@1.3.0, terraprety@7.11.0, toolsmith@1.2.18, unbindkey@0.1.1, valksfuzzyclouds@2.1.3, verticaltransport@1.0.2, vintagehorizons@0.2.0, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.7.1, vsstabilitysetter@0.1.6, survival@1.22.6, wallkickswillwork@1.1.0, watersheds@7.0.0, windchimes@1.5.2, xlibfork@1.0.35, xskillsqualitymodifiers@2.1.0, bixo@0.4.1, blushandbins@1.3.4, carryon@2.0.0-pre.8, chiseledwallmounting@0.3.0, combatoverhaulfork@0.18.4, comfybeds@0.4.2, densegroundstorage@0.3.0, draconis@1.5.0, electricalprogressivebasics@3.3.1, em@3.7.0, equusdestrier@1.1.1, equusferus@1.0.4, expandedfoods@2.0.0-dev.12, fallingecomachina@0.1.1, fotsabutcheringcompat@0.2.0, heatretentioncontinued@1.0.3, immersivemachina@0.1.0, lesslifelessstoraged@0.0.2, madhoarding@1.0.1, quietquern@1.0.0, quiversfork@0.9.31, realsmokeqppatch@1.0.1, scribe@1.0.1, shearlib@1.3.0, storagetweaks@1.4.1-rc.3, tailorsdelight@2.2.2, terrainslabs@1.0.17, universaldisplaylib@1.1.0, waterwheelriver@1.2.1, xskillsfork@1.0.93, zombpspatch@2.5.0, aldiclasses@2.3.0, armoryfork@1.11.0, bricklayers@3.2.2, combatreanimatedfork@1.0.1, draconisrhinocroma@1.0.0, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, electricalprogressivecoldstore@3.2.20, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.3.1, windowdisplay@1.0.2, windowdisplaypatches@1.0.2, wool@1.9.3, xskillsgilded@1.3.49, xskillstailoring@0.2.2, zzcoarmorpenaltypatch@1.0.12, aldiclassesnonegatives@2.1.0, electricalprogressiveequipment@3.2.3 System.AggregateException: One or more errors occurred. ([DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader) ---> CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97 --- End of inner exception stack trace --- at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__68_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 237 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
Crash Report
Running on 64 bit Linux (CachyOS) [Kernel 7.1.5.1] with 31797 MB RAM Game Version: v1.22.6 (Stable) 2026-08-08 8:35:58 p.m.: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4 Loaded Mods: bovinae@0.3.5, caninae@1.1.8, capreolinae@2.0.16, catchledge@0.7.1, catchlivestock@0.2.4, cervinae@0.1.13, chiseltools@1.17.4, crawlanddive@0.2.5, deciduoustrees@1.8.1, delsbrighterberries@1.1.0, dilkonis@1.3.0, dreggonis@1.1.0, earthfed@1.1.0, fallingtree@0.5.2, fastmushroomharvesting@0.2.1, fastpackeddirtpaths@1.22.3, fixscythe@0.2.1, hangingvessels@1.1.1, hardcorewaterforked@1.4.6, helvehammersoundbegone@1.0.4, hidearmor@0.0.4, hydrateordiedrate@2.5.4, immersivemining@0.3.0, ithaniabackpacks@0.6.1, jsonpatcheslib@1.5.6, jumpheight@1.4.0, kilnshelves@1.1.8, leaflitter@1.2.5, machairodontinae@1.1.11, madfoundation@1.2.0, millwright@1.3.4, oillampignites@1.0.0, overhaullib@2.0.10, overhaulliblegacycompat@1.2.5, pantherinae@1.2.17, prospecttogether@2.2.1, scalingscythes@2.2.0, scrollrackable@1.5.3, shelfobsessed@2.2.1, shuttheinsectsup@1.0.0, sirenia@1.0.30, spinningwheel@1.2.12, stickisolation@1.0.0, subtleparticlesplus@1.2.0, temporalsymphony@2.3.2, temporalwarden@0.1.1, trashmod@1.0.9, visibleoresandminerals@1.4.1, game@1.22.6, vsimgui@1.2.7, walkingstick@3.0.10, waterunderfarmland122@1.1.0, wilderlandscavessystem@2.0.6, aculinaryartillery@2.0.0-dev.21, alchemy@2.1.17, algernonsterrainsampler@1.3.0, anvilperformanceoptimization@1.0.0, attributerenderinglibrary@3.2.0, beamtweaksmod@2.1.1, bedspawnv2@1.7.1, betterentitytooltip@1.1.0, bettererprospecting@3.4.4, betternails@3.0.2, bloodtrail@1.2.5, bovinaddon@1.0.0, butchering@1.13.6, carryonlib@1.0.0-pre.8, claywheel@2.0.1, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, creakOff@1.0.0, crossbowsfork@1.10.1, crucibleonforge@0.1.2, danatweaks@4.1.0, egocaribautomapmarkers@5.0.3, electricalprogressivecore@3.3.0, electricalprogressivetransport@2.0.0, elkphysics@3.0.3, extrainfo@2.2.1, fastmap@122.5.1, foodshelves@3.0.5, genelib@3.2.0, geologymap@1.1.0, gofogyourself@2.0.1, gourmand@1.8.12, gui@3.1.0, hammertime@1.0.0, handbookcrashguard@1.0.5, hidearmorxcombatoverhaul@1.0.2, honseofholding@1.4.0, hudclockpatch@4.4.1, iceiscellar@2.1.0, immersivecorpsedrop@1.0.4, immersiveminingandahalf@1.0.0, improvedhandbookrecipesfork@1222.0.2, ithaniaexpandedfishing@1.1.1, jaunt@3.1.0, knitting@2.0.3, madcrowglider@1.22.0-rc.6, majesticmaple@1.3.0, moregoat@1.1.0, morepiles@3.0.1, ndlflowergrowth@2.5.2, ndlmushroomgrowth@2.4.1, opineuponpine@1.0.10, orekiwoofsbeehives@2.0.0, packratfork@1.1.6, panningmachine@1.1.1, particlesplus@2.5.8, pauseonstart@1.0.1, petai@5.1.1, pinmatrix@1.3.1, placeonslabs@1.2.0, playermodellib@1.23.8, purposefulstorage@2.1.0, realisticwater@0.3.1, realsmoke@1.3.1, rivers@5.0.3, roamingbees@2.0.0, shipwright@1.4.1, sleepneed@3.1.4, slowtox@5.0.0, smithingplus@1.9.0-rc.1, tackandequipment@1.3.0, terraprety@7.11.0, toolsmith@1.2.18, unbindkey@0.1.1, valksfuzzyclouds@2.1.3, verticaltransport@1.0.2, vintagehorizons@0.2.0, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.7.1, vsstabilitysetter@0.1.6, survival@1.22.6, wallkickswillwork@1.1.0, watersheds@7.0.0, windchimes@1.5.2, xlibfork@1.0.35, xskillsqualitymodifiers@2.1.0, bixo@0.4.1, blushandbins@1.3.4, carryon@2.0.0-pre.8, chiseledwallmounting@0.3.0, combatoverhaulfork@0.18.4, comfybeds@0.4.2, densegroundstorage@0.3.0, draconis@1.5.0, electricalprogressivebasics@3.3.1, em@3.7.0, equusdestrier@1.1.1, equusferus@1.0.4, expandedfoods@2.0.0-dev.12, fallingecomachina@0.1.1, fotsabutcheringcompat@0.2.0, heatretentioncontinued@1.0.3, immersivemachina@0.1.0, lesslifelessstoraged@0.0.2, madhoarding@1.0.1, quietquern@1.0.0, quiversfork@0.9.31, realsmokeqppatch@1.0.1, scribe@1.0.1, shearlib@1.3.0, storagetweaks@1.4.1-rc.3, tailorsdelight@2.2.2, terrainslabs@1.0.17, universaldisplaylib@1.1.0, waterwheelriver@1.2.1, xskillsfork@1.0.93, zombpspatch@2.5.0, aldiclasses@2.3.0, armoryfork@1.11.0, bricklayers@3.2.2, combatreanimatedfork@1.0.1, draconisrhinocroma@1.0.0, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, electricalprogressivecoldstore@3.2.20, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.3.1, windowdisplay@1.0.2, windowdisplaypatches@1.0.2, wool@1.9.3, xskillsgilded@1.3.49, xskillstailoring@0.2.2, zzcoarmorpenaltypatch@1.0.12, aldiclassesnonegatives@2.1.0, electricalprogressiveequipment@3.2.3 System.AggregateException: One or more errors occurred. ([DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader) ---> CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97 --- End of inner exception stack trace --- at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__68_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 237 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97
It's probably your gpu driver being picky about something I didn't do exactly to spec, do you mind checking your client-main.log for additional error logs right after it crashes? That exception only includes the last error logged, but there should have been another logged just before it specifically about the compile status which should have a more specific reason why it didn't compile. If you have verbose debugging turned on it will share the shader code too, which can be helpful.
Here's the client main it has a bunch of stuff in there. I stripped it down to just the one mod so that there should be a lot less noise to sift through :) Hope this helps! I
https://pastebin.com/xUZXhkut - this is with verbose logging (I think...lol. I enabled something like that in the dev options, I hope that's what you meant?)
Hope this helps! This is my favorite set of shaders for sure and I'm thrilled to see you've been working on performance too, thank you for taking the time to look into this!
em_botdoncronicanJohnCenaGuy Thanks for the reports! I've been doing an optimization pass on the shadows that turned into pretty much reworking the entire pipeline, so far it drops vram use by ~80%, no longer requires opengl 4.6 or allowssbos, and actually improves fps compared to the game without it since it defers all shadow sampling (though the reflections are still poorly optimized). I also definitely fixed at least one bug along the way that could've caused the memory explosion on launch.
Apologies for the radio silence, it's not really incremental so it just doesn't work at all until it does, I keep thinking I can release it but then find another little thing to fix. Even if it isn't perfect I'll put a release out in the next couple days for anyone who wants to help test it.
JohnCenaGuy, Aug 4th at 11:16 AM (modified Aug 4th at 11:17 AM)
As everyone else is saying, this mod causes very high memory usage when trying to enable terrain shadows. Task manager showed memory jump to +90% almost instantly after loading into world, which means its not a gradual climb, it spikes right on load. Even lowering view distance had basically no effect on the memory usage. Reverting back to glContextVersion 4.3 alone fixed the issue and now im sitting at just 50% memory usage. GPU is an AMD 7800XT so it should not be a driver support issue. 32 gig ram also.
I can attach my client log if that will help track it down but seems like you have a lot of logs to go by already and I already switched back to 4.3.
Looks like I'm having the same memory leak issue. Here's my client-main.log, with quite a few other common mods enabled. It's a shame, I really like the way it looks and had no issues with it up until this point.
Crash Report
Running on 64 bit Windows 10.0.19044.0 with 32591 MB RAM Game Version: v1.22.3 (Stable) 8/2/2026 22:43:24: Critical error occurred Loaded Mods: landformoverhaul@1.0.4, drtagx@1.3.0, game@1.22.3, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, egocaribautomapmarkers@5.0.3, buzzwords@1.8.2, configlib@1.12.0, coriaendershaders@1.2.1, fastmap@122.4.2, hudclockpatch@4.3.1, naturalfoliage@0.0.4, optitime@1.5.10, creative@1.22.3, survival@1.22.3, watersheds@6.4.3 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.IO.File.ReadAllBytes(String path) at Vintagestory.Common.PathOrigin.TryLoadAsset(IAsset asset) in VintagestoryLib\Common\FileIO\Origins\PathOrigin.cs:line 67 at Vintagestory.Common.AssetManager.TryGet_BaseAssets(AssetLocation Location, Boolean loadAsset) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 269 at Vintagestory.Client.NoObf.SystemMusicEngine.ProcessTrackQueue() in VintagestoryLib\Client\Systems\Audio\MusicEngine.cs:line 241 at System.Threading.Thread.StartCallback()
em_bot, Jul 27th at 6:59 AM (modified Jul 27th at 6:59 AM)
Love the mod! The water looks fantastic, especially when paired with the Rivers mod.
Unfortunatly, when I tried enabling allowSSBOs and set glContextVersion to 4.6 (which is supported by my graphics card), it tried to eat all the RAM in my system (using 40+ GB) until my OS (NixOS on Linux) killed it. I'm using VS version 1.22.5, and I tested with and without other mods, on an existing world and a new world, and I tried using versions v1.2.1 and v1.2.2-pre.3 of this mod, but the result was always the same.
Here's the client-main.log from the time it crashed when this was the only mod enabled, on version v1.2.2-pre.3:
client-main.log
26.7.2026 23:30:40 [Notification] Client logger started. 26.7.2026 23:30:40 [Notification] Game Version: v1.22.5 (Stable) 26.7.2026 23:30:40 [Notification] Process path: /nix/store/lzfq8f5xjx5ijvv708sny7jfqdw83a3f-dotnet-runtime-10.0.10/share/dotnet/dotnet 26.7.2026 23:30:40 [Notification] Operating System: Linux (NixOS 26.11 (Zokor)) [Kernel 7.1.4.0] 26.7.2026 23:30:40 [Notification] CPU Cores: 16 26.7.2026 23:30:40 [Notification] CPU: AMD Ryzen 7 9800X3D 8-Core Processor 26.7.2026 23:30:40 [Notification] Available RAM: 31681 MB 26.7.2026 23:30:41 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 26.7.2026 23:30:41 [Notification] Graphics Card Vendor: AMD 26.7.2026 23:30:41 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 26.1.5 26.7.2026 23:30:41 [Notification] Graphics Card Renderer: AMD Radeon RX 7900 XTX (radeonsi, navi31, ACO, DRM 3.64, 7.1.4-cachyos-lto) 26.7.2026 23:30:41 [Notification] Graphics Card ShadingLanguageVersion: 4.60 26.7.2026 23:30:41 [Notification] GL.MaxVertexUniformComponents: 16384 26.7.2026 23:30:41 [Notification] GL.MaxUniformBlockSize: 2147483647 26.7.2026 23:30:41 [Notification] C# Framework: .net 10.0.10 26.7.2026 23:30:41 [Notification] Cairo Graphics Version: 1.18.4 26.7.2026 23:30:41 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 26.7.2026 23:30:41 [Notification] Zstd Version: 1.5.7 26.7.2026 23:30:41 [Notification] Start discovering assets 26.7.2026 23:30:41 [Notification] Found 34 base assets in category lang 26.7.2026 23:30:41 [Notification] Found 0 base assets in category patches 26.7.2026 23:30:41 [Notification] Found 24 base assets in category config 26.7.2026 23:30:41 [Notification] Found 0 base assets in category worldproperties 26.7.2026 23:30:41 [Notification] Found 49 base assets in category sounds 26.7.2026 23:30:41 [Notification] Found 230 base assets in category shapes 26.7.2026 23:30:41 [Notification] Found 84 base assets in category shaders 26.7.2026 23:30:41 [Notification] Found 19 base assets in category shaderincludes 26.7.2026 23:30:41 [Notification] Found 182 base assets in category textures 26.7.2026 23:30:41 [Notification] Found 4 base assets in category music 26.7.2026 23:30:41 [Notification] Found 0 base assets in category dialog 26.7.2026 23:30:41 [Notification] Found 626 base assets in total 26.7.2026 23:30:41 [Notification] Loading sounds 26.7.2026 23:30:41 [Notification] (Re-)loaded frame buffers 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass . 26.7.2026 23:30:41 [Notification] Sounds loaded 26.7.2026 23:30:41 [Notification] Begin loading shaders 26.7.2026 23:30:41 [Notification] Load shaders now 26.7.2026 23:30:41 [Notification] Loading shaders... 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass standard. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlescube. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlesquad. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass sky. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass nightsky. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass woittest. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass helditem. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass decals. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass final. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass gui. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blur. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass findbright. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass godrays. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass autocamera. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass wireframe. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass entityanimated. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass luma. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blit. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass texture2texture. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass celestialobject. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass colorgrade. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass guigear. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass ssao. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass aurora. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass cloudmap. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass instanced. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass lines. 26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass entityanimated. 26.7.2026 23:30:41 [Notification] Cached session key is valid, validating with server 26.7.2026 23:30:41 [Notification] Server validation response: Good 26.7.2026 23:30:41 [Notification] Will search the following paths for mods: 26.7.2026 23:30:41 [Notification] /nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/Mods 26.7.2026 23:30:41 [Notification] ~/.config/VintagestoryData/Mods 26.7.2026 23:30:51 [Warning] Could not get blocked mods from api: The request was canceled due to the configured HttpClient.Timeout of 10 seconds elapsing. 26.7.2026 23:30:51 [Notification] Trying again to get blocked mods list in 100ms ... 26.7.2026 23:30:51 [Notification] Initialized GUI Manager 26.7.2026 23:30:51 [Notification] Initialized Server Connection 26.7.2026 23:30:51 [Notification] Server args parsed 26.7.2026 23:30:51 [Notification] Server main instantiated 26.7.2026 23:31:01 [Warning] Could not get blocked mods from api: The request was canceled due to the configured HttpClient.Timeout of 10 seconds elapsing. 26.7.2026 23:31:01 [Notification] Trying again to get blocked mods list in 200ms ... 26.7.2026 23:31:09 [Notification] Processed server identification 26.7.2026 23:31:09 [Notification] Map initialized 26.7.2026 23:31:09 [Notification] Received server assets 26.7.2026 23:31:09 [Notification] Loading and pre-starting client side mods... 26.7.2026 23:31:09 [Notification] Will search the following paths for mods: 26.7.2026 23:31:09 [Notification] /nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/Mods 26.7.2026 23:31:09 [Notification] ~/.config/VintagestoryData/Mods 26.7.2026 23:31:09 [Notification] Found 4 mods (0 disabled) 26.7.2026 23:31:09 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival 26.7.2026 23:31:09 [Notification] Instantiated 149 mod systems from 4 enabled mods 26.7.2026 23:31:09 [Notification] Done loading and pre-starting client side mods. 26.7.2026 23:31:09 [Notification] External Origins in load order: modorigin@/nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/assets/creative/, modorigin@/nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/assets/survival/, mod@coriaendershaders-v1.2.2-pre.3_v1.22.2.zip 26.7.2026 23:31:09 [Notification] Tags registries now locked. 26.7.2026 23:31:09 [Notification] Found 1 external assets in category lang 26.7.2026 23:31:09 [Notification] Found 10 external assets in category patches 26.7.2026 23:31:09 [Notification] Found 128 external assets in category config 26.7.2026 23:31:09 [Notification] Found 25 external assets in category worldproperties 26.7.2026 23:31:09 [Notification] Found 681 external assets in category sounds 26.7.2026 23:31:09 [Notification] Found 6123 external assets in category shapes 26.7.2026 23:31:09 [Notification] Found 29 external assets in category shaders 26.7.2026 23:31:09 [Notification] Found 5 external assets in category shaderincludes 26.7.2026 23:31:09 [Notification] Found 9459 external assets in category textures 26.7.2026 23:31:09 [Notification] Found 83 external assets in category music 26.7.2026 23:31:09 [Notification] Found 18 external assets in category dialog 26.7.2026 23:31:09 [Notification] Found 0 external assets in category compatibility 26.7.2026 23:31:09 [Notification] Reloaded lang file now with mod assets 26.7.2026 23:31:09 [Notification] Compatibility lib: 0 assets added, 0 assets replaced. 26.7.2026 23:31:09 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors 26.7.2026 23:31:10 [Notification] Received 4469 item types from server 26.7.2026 23:31:10 [Notification] Loaded 14091 block types from server 26.7.2026 23:31:11 [Notification] Reloaded sounds, now with mod assets 26.7.2026 23:31:11 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures 26.7.2026 23:31:11 [Notification] Collected 3096 shapes to tesselate. 26.7.2026 23:31:11 [Notification] Composed 1 4096x2048 items texture atlases from 2357 textures 26.7.2026 23:31:13 [Notification] Composed 2 4096x2048 blocks texture atlases from 7450 textures 26.7.2026 23:31:13 [Notification] Server assets loaded 26.7.2026 23:31:14 [Notification] Blocks tesselated 26.7.2026 23:31:18 [Notification] Server launched 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass standard. 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass standard. 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass entityanimated. 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass particlescube. 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass lines. 26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass aurora. 26.7.2026 23:31:18 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 26.7.2026 23:31:18 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass watercompose. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cameradepth. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass waternormals. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 26.7.2026 23:31:19 [Notification] [ChunkMemoryManager] Initializing memory manager 26.7.2026 23:31:31 [Notification] Finished fully loading sounds (async)
i saw this in a video once and i think if it's what i think it is you should just be able to stand at the spot and use this command /debug chunk relight
Varaxia, Jun 28th at 9:47 PM (modified Jun 28th at 9:48 PM)
Crash I got upon loading into a server.
Crash Report
29.6.202600:45:37[Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 152
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 106
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32
at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 30
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 124
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 98
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676
I have changed OpenGL to 4.6 as it is compatibile with my card, but then game crashes giving this error:
Crash Report
24.6.2026 10:19:49 [Notification] [ChunkMemoryManager] Initializing memory manager 24.6.2026 10:20:54 [Error] [coriaendershaders] An exception was thrown when trying to start the mod: 24.6.2026 10:20:54 [Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 152 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 106 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86 at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57 at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32 at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 30 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 124 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 98 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676 24.6.2026 10:20:54 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
Our server had to update to 1.22.3 so I am asking if it's possible to use this on 1.22.3?
ushkinaz, Jun 20th at 9:31 PM (modified Jun 20th at 9:32 PM)
Hi. Got a crash, first at runtime, then attempting to load my save. coriaendershaders-v1.2.2-pre.3_v1.22.2
Crash Report
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash Report
21.6.2026 01:19:53 [Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 153 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 112 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86 at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57 at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32 at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 130 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 104 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676
MeekMeerkatJelleFlyTakariaswhateveeMicrophoneAbuser Thanks for the reports and responses, I haven't been able to reproduce the memory issues but based on how the last issue worked I suspect the mod is causing an issue with the game's tesselator and needs to be fully decoupled from the base loading. I haven't had as much time for it this month, but I've been implementing some other performance improvements that will make isolating loading easier as well. Thanks for your patience while I get it sorted out!
hey, just got a question is there any way to decrease gpu usage with distant shadows on? it basically doubles my gpu usage and cascades have little to no effect on performance. Also idk if it's something to fix or just has to be that way but when using zoom button reborn the shadows and water glitches a bit
Was this on 1.2.2-pre.3? Do you mind sharing your client-main.log? According to Slimy it might be fixed by resetting your clientsettings.json, if you try that I'd appreciate if you saved the existing one for comparison in case it works.
Takarias, Jun 13th at 7:41 PM (modified Jun 13th at 7:42 PM)
Hi, I've been trying to get this to work for a bit, and I'm seeing behavior where, if I set clientsettings.json to glContextVersion 4.6, the server starts, then the client immediately hangs after initializing TerrainShadows and starts to flood RAM. Like 60+ GB overflowing onto disk in 10 seconds style flooding. I've tested and seen the same behavior on the various pre-versions and with a reset clientsettings.json. (I deleted it and launched the game.)
Coriander sorry for the belated response, but i was playing on 1.22.2 (with 1.2.2-pre3) i will send you the client this evening when i get home from work (as i am writing this at 6:32 AM). i will also try the thing Takarias mentioned as that seems to be whats happening, game floods memory to such an extend it instantly needs to write exess to the disk and it basically freezes/slows down my pc significantly to the point where try to kill the process of the game takes like an entire minute....
Running on 64 bit Windows 10.0.26200.0 with 31849 MB RAM Game Version: v1.22.3 (Stable) 6/10/2026 1:21:37 PM: Critical error occurred Loaded Mods: game@1.22.3, coriaendershaders@1.2.1, creative@1.22.3, survival@1.22.3 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.Text.StringBuilder..ctor() at Vintagestory.API.Util.StringUtil.ToSearchFriendly(String stIn) in VintagestoryApi\Util\StringUtil.cs:line 315 at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 42 at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 122 at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 434 at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119 at System.Threading.ThreadPoolWorkQueue.Dispatch() at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart() at System.Threading.Thread.StartCallback()
Thanks for the report, some issues that could cause this were added in the pre.builds, do you mind checking if you still have this issue on v1.2.2-pre.3?
MeekMeerkat, Jun 12th at 7:21 AM (modified Jun 12th at 9:08 AM)
Hi! Thank you for the reply. Game still crashes when attempting to load into any world, no other mods. I attempted to use GL version 4.3 and 4.6 in the clientsettings,json. Did not change SSBOs as it was TRUE by default. Anyhow thank you again for the help.
Crash Report
Loaded Mods: game@1.22.3, coriaendershaders@1.2.2-pre.3, creative@1.22.3, survival@1.22.3 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
I haven't tested it but from the description they should be pretty independent since ChunkLOD handles it's own loading. This mod won't draw shadows on ChunkLOD terrain, but their rewrite has shadows built in.
Do you mean you aren't getting shadows far from you, or that distant things aren't casting shadows towards you? They're both things I want to improve, but for now there aren't any settings for adjusting loading.
Slimy, May 29th at 5:31 AM (modified May 29th at 5:33 AM)
thanks for the great mod! I had the memory leak, i solved it by deleting clientsettings.json and generating a new one, but im not sure what specific setting it was. I tested some things like using only this mod on a clean instance, which worked, and from there i tested with more complexity, i tested my fully moded instance with just the clientsettings.json file removed and it worked fine.
Glad it fixed itself, were you using v1.2.2-pre.2 or .3 when it happened? I added a fix for boats in v1.2.2-pre.2 but it was due to the game adding a special step for rendering them so I wouldn't be surprised if there was another under different circumstances I didn't handle.
Magicman61299, May 23rd at 8:09 PM (modified May 23rd at 8:10 PM)
I can finally log in with 4.6, but if I turn on SSBO I get a pretty nasty memory leak. Goes from about 20% to 100% utilization before I even begin to load in. Gave me a BSOD once. I'm happy with the water effects though. Still really wanted the terrain effects so I turned SSBO off, then used the .cf command to activate it in-game, no issues. As soon as I hit "reactivate effect" memory use starts soaring. To clarify, I know very little of gamedev, so I saw another mod UnderwaterHorrors also had a shader call, I uninstalled and gave it another shot, same problem. So it appears to be unrelated. Client-main.log just cuts out as soon as it turns on. The last thing you see is 23.5.2026 14:49:08 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 23.5.2026 14:49:08 [Notification] [ChunkMemoryManager] Initializing memory manager
After that it either crashes my computer or I force close it. Thats as far as I can get testing wise
Sorry for the hassle, was that using v1.2.2-pre.3? Slimy left a comment that resetting their clientsettings.json fixed a similar issue for them, if you give that a shot and it helps I'd appreciate seeing what settings got reset.
Still crashing on loading a world with glContext set to 4.6. Maybe my pc doesn't support that even though my GPU is on the database?
I disabled all other mods but still the same crash.
Wonderful work though, looks gorgeous even on gl 4.3! You need to get hired so these shaders become vanilla.
Crash Report
Game Version: v1.21.6 (Stable) 2026-02-07 2:12:54 PM: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: immersivecorpsedrop@1.0.3, temporalsymphony@2.2.2, game@1.21.6, coriaendershaders@1.1.2, enhancedhandbook@1.7.1, farseer@1.3.3, creative@1.21.6, survival@1.21.6 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.set_FrameBuffer(FrameBufferRef value) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 402 at CoriaenderShaders.Effects.CoriaenderShadow.OnOpaque(Single deltatime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 391 at CoriaenderShaders.Renderers.CloudShadowBlurRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudShadowBlurRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.6 (Stable) 2026-02-21 11:32:02 AM: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: immersivecorpsedrop@1.0.3, temporalsymphony@2.2.2, game@1.21.6, coriaendershaders@1.1.2, enhancedhandbook@1.7.1, farseer@1.3.3, creative@1.21.6, survival@1.21.6 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.set_FrameBuffer(FrameBufferRef value) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 402 at CoriaenderShaders.Effects.CoriaenderShadow.OnOpaque(Single deltatime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 391 at CoriaenderShaders.Renderers.CloudShadowBlurRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudShadowBlurRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.6 (Stable) 2026-03-15 5:24:54 PM: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: immersivecorpsedrop@1.0.3, temporalsymphony@2.2.2, game@1.21.6, coriaendershaders@1.1.2, enhancedhandbook@1.7.1, farseer@1.3.3, creative@1.21.6, survival@1.21.6 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.set_FrameBuffer(FrameBufferRef value) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 402 at CoriaenderShaders.Effects.CoriaenderShadow.OnOpaque(Single deltatime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 391 at CoriaenderShaders.Renderers.CloudShadowBlurRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudShadowBlurRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.6 (Stable) 2026-03-21 4:06:11 PM: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: immersivecorpsedrop@1.0.3, temporalsymphony@2.2.2, game@1.21.6, coriaendershaders@1.1.2, enhancedhandbook@1.7.1, farseer@1.3.3, creative@1.21.6, survival@1.21.6 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.set_FrameBuffer(FrameBufferRef value) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 402 at CoriaenderShaders.Effects.CoriaenderShadow.OnOpaque(Single deltatime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 391 at CoriaenderShaders.Renderers.CloudShadowBlurRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudShadowBlurRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-14 12:24:06 PM: Critical error occurred Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, chunkmappregenerator@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.1, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.0 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at FluffyClouds.CloudRendererMap.UpdateCloudTilesOffThread(Int32 changeSpeed) in VSEssentials\Systems\Weather\Newclouds\CloudRendererMap.cs:line 482 at FluffyClouds.CloudRendererMap.<.ctor>b__41_2() at System.Threading.Thread.StartCallback() Game Version: v1.22.2 (Stable) 2026-05-14 12:26:23 PM: Critical error occurred Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, chunkmappregenerator@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.1, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.0 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.String.Concat(String str0, String str1) at Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActive(String[] anims) in VintagestoryApi\Common\Entity\PlayerAnimationManager.cs:line 140 at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 669 at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 711 at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 105 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 134 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 867 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-14 12:33:28 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, chunkmappregenerator@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.2, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.0 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-14 2:29:25 PM: Critical error occurred Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, chunkmappregenerator@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.1, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.0 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Cairo.SurfaceTransformBlur.BlurPartial(ImageSurface surface, Double range, Int32 blurOnlyEdgeWidth, Int32 x1, Int32 y1, Int32 x2, Int32 y2) in Cairo\util\SurfaceTransformBlur.cs:line 34 at Vintagestory.API.Client.GuiElementDialogBackground.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Static\GuiElementDialogBackground.cs:line 56 at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 402 at Vintagestory.GameContent.GuiDialogWorldMap.ComposeDialog(EnumDialogType dlgType) in VSEssentials\Systems\WorldMap\GuiDialogWorldMap.cs:line 123 at Vintagestory.GameContent.GuiDialogWorldMap..ctor(OnViewChangedDelegate viewChanged, OnViewChangedSyncDelegate viewChangedSync, ICoreClientAPI capi, List`1 tabnames) in VSEssentials\Systems\WorldMap\GuiDialogWorldMap.cs:line 40 at Vintagestory.GameContent.WorldMapManager.ToggleMap(EnumDialogType asType) in VSEssentials\Systems\WorldMap\WorldMapManager.cs:line 323 at Vintagestory.GameContent.WorldMapManager.OnHotKeyWorldMapDlg(KeyCombination comb) in VSEssentials\Systems\WorldMap\WorldMapManager.cs:line 272 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394 at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1876 at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 322 at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 903 at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253 at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e) at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods) --- End of stack trace from previous location --- at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded() at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-14 2:41:26 PM: Critical error occurred Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, chunkmappregenerator@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.1, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.0 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 502 at Vintagestory.Client.NoObf.ClientPlatformWindows.CreateAudioData(IAsset asset) in VintagestoryLib\Client\ClientPlatform\Audio.cs:line 56 at Vintagestory.Client.ScreenManager.LoadMusicTrack(IAsset asset) in VintagestoryLib\Client\ScreenManager.cs:line 505 at Vintagestory.Client.NoObf.SystemMusicEngine.ProcessTrackQueue() in VintagestoryLib\Client\Systems\Audio\MusicEngine.cs:line 246 at System.Threading.Thread.StartCallback() Game Version: v1.22.2 (Stable) 2026-05-14 2:52:24 PM: Critical error occurred Loaded Mods: game@1.22.2, vsimgui@1.2.5, configlib@1.12.0, coriaendershaders@1.2.1, creative@1.22.2, survival@1.22.2 System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.Text.StringBuilder..ctor() at Vintagestory.API.Util.StringUtil.ToSearchFriendly(String stIn) in VintagestoryApi\Util\StringUtil.cs:line 315 at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTab.cs:line 43 at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTabs.cs:line 50 at Vintagestory.Client.NoObf.GuiDialogInventory.<OnOwnPlayerDataReceived>b__6_0() in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 60 at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119 at System.Threading.ThreadPoolWorkQueue.Dispatch() at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart() at System.Threading.Thread.StartCallback() Game Version: v1.22.2 (Stable) 2026-05-14 2:54:32 PM: Critical error occurred Loaded Mods: Involved Harmony IDs: coriaendershaders System.InvalidOperationException: Can't use a disposed shader! at Vintagestory.Client.NoObf.ShaderProgramBase.Use_Patch1(ShaderProgramBase this) at Vintagestory.Client.NoObf.SystemRenderOITLayers+BeforeOIT.OnRenderFrame_Patch1(BeforeOIT this, Single deltaTime, EnumRenderStage stage) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-14 3:02:45 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.22.2 (Stable) 2026-05-23 9:19:30 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3 Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, temporalsymphony@2.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.3 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65298 MB RAM Game Version: v1.22.2 (Stable) 2026-05-23 9:19:30 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3 Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, temporalsymphony@2.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.3 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Thanks for the reports! The mod should disable any components that the context doesn't support, but I might have missed something, that error does look like something didn't start up properly. I can't say it'll fix the issue but I've been working on some performance stuff that changes how the feedback buffer works, which the crashes mention.
Beedy, May 22nd at 7:03 PM (modified May 22nd at 8:32 PM)
I'm just here to thank you for making the On/Off showcase Gifs for comparison. And the before and after are exactly in the same perspective. This is the way to showcase a graphics mod!
How do I adjust the settings on this mod? I'm using VSIMGUI and don't see this come up in the options, and I didn't see a config file with any useful options. I just want to turn the cloud shadows off, it's distracting when when a pixel of cloud floats by and everything dims.
The mod makes it's own little options menu, though I should probably integrate it better. The default key to open the gui is 'K', which you can change in the config file which should be 'CoriaenderShaders.json'. But if you're already in the config then you could turn cloud shadows off directly by making "CloudShadowsEnabled": false. You could also try decreasing "CloudShadowMax" if you just want to make them not so dark.
So after playing with it for a while, I realized the issue isn't the darkness from a cloud blocking the sun, it's how sudden it is. If there's a way to do a smooth transition when the light changes, that would be awesome and probably look more natural. Some sort of LERP maybe?
Hi! I tried it with pre 3, but no, it froze (if I changed it directly in the game) If I enable it from the configuration file, it will freeze when connecting to the server
Unfortunately this mod isn't currently compatible with Optitime. I'd like to eventually look into what the conflict is, but it isn't a priority right now.
Coriaender , May 22nd at 3:01 AM (modified May 22nd at 3:11 AM)
Thanks for the report, glad to hear things are working better!
Regarding that crash, the mod sets its chunk buffers at launch, so it can't deal with increasing view distance while playing. Ideally it would adjust with the setting, but since changing view distance is a relatively rare thing and it should work fine if you increase it before loading a world it isn't a high priority to implement right now.
Though if that's happening when the higher view distance is already set when the game launches then I did my maths wrong calculating the buffer size.
changing my opengl to 4.6 results in crashing. this error log is from after disabling optitime just in case. i tried again without panini projection too, still crashed
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM
Game Version: v1.22.2 (Stable)
5/21/2026 7:36:15 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 347 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Do you mind trying the pre.3 version I just posted? If that doesn't help, could you share the startup summary section of your client-main.log along with that crash report?
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM Game Version: v1.22.2 (Stable) 5/22/2026 5:46:34 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3 Loaded Mods: walkingstick@3.0.8, folkoffortune@1.0.2, immersivelanternsfork@0.0.6, stonequarryrepckfipil@3.6.2, terratag@0.4.5, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.2, adastra@0.2.1, algernonsterrainsampler@1.2.1, archering@1.0.0, biodiversity@1.1.4, butchering@1.13.3, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, fairfish@2.0.0, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, icebreaker@1.0.2, iwantsmoothtemperature@1.1.4, panningmachine@1.0.9, pelaguswinds@1.2.2, placeonslabs@1.1.3, playerlistrevived@2.3.8, realisticwater@0.2.2, realsmoke@1.2.0, ritualapotheosis@0.1.1, rivers@5.0.0, roomtools@2.0.0, rpvoicechat@2.5.6, snowcaps@0.0.1, spyglass@0.6.1, synergy@1.1.10, vanity@2.5.1-rc.1, creative@1.22.2, vsecomachina@0.4.0, survival@1.22.2, warmweathereffects@1.0.3, watersheds@6.3.5, windchimes@1.5.2, bdtree@1.1.0-pre.2, mapper@0.5.2, terrainslabs@1.0.16, waterwheelriver@1.2.1, wwaymarkers@1.0.4 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Sorry, I didn't make that clear, I meant the bit of the log between two lines of ===================, it should say something like "(x_x) Captured 2 issues during startup:"
22.5.2026 05:46:33 [Warning] =============================================================== 22.5.2026 05:46:33 [Warning] (x_x) Captured 62 issues during startup: 22.5.2026 05:46:33 [Warning] [bdtree] Is a Content mod, but .cs or .dll files were found. These will be ignored. 22.5.2026 05:46:33 [Warning] Did not find required shape ritualapotheosis:shapes/block/basic/cube.json anywhere. (defined in Shape for block ritualapotheosis:ritualaltar) 22.5.2026 05:46:33 [Warning] Did not find required shape game:shapes/item/book.json anywhere. (defined in Shape for item adastra:atlas) 22.5.2026 05:46:33 [Warning] Did not find required shape game:shapes/item/spear-head-copper.json anywhere. (defined in Shape for item adastra:beaconwand) 22.5.2026 05:46:33 [Warning] Did not find required shape ritualapotheosis:shapes/block/basic/cube.json anywhere. (defined in Shape for item ritualapotheosis:idol) 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel). 22.5.2026 05:46:33 [Warning] Texture asset 'ritualapotheosis:textures/block/stone/rock/granite1.png' not found (defined in Item ritualapotheosis:idol). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel). 22.5.2026 05:46:33 [Warning] Texture asset 'ritualapotheosis:textures/block/stone/rock/granite1.png' not found (defined in Baked variant of block ritualapotheosis:ritualaltar). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/afrocarpusfalcatus.png' not found (defined in Baked variant of block wwaymarkers:buoy-afrocarpusfalcatus). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/ocoteabullata.png' not found (defined in Baked variant of block wwaymarkers:buoy-ocoteabullata). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/searsialancea.png' not found (defined in Baked variant of block wwaymarkers:buoy-searsialancea). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/lysilomalatisiliquum.png' not found (defined in Baked variant of block wwaymarkers:buoy-lysilomalatisiliquum). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/eucalyptuscamaldulensis.png' not found (defined in Baked variant of block wwaymarkers:buoy-eucalyptuscamaldulensis). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/corymbiaaparrerinja.png' not found (defined in Baked variant of block wwaymarkers:buoy-corymbiaaparrerinja). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/populusalba.png' not found (defined in Baked variant of block wwaymarkers:buoy-populusalba). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/taxusbaccata.png' not found (defined in Baked variant of block wwaymarkers:buoy-taxusbaccata). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/dacrydiumcupressinum.png' not found (defined in Baked variant of block wwaymarkers:buoy-dacrydiumcupressinum). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/nothofagusmenziesii.png' not found (defined in Baked variant of block wwaymarkers:buoy-nothofagusmenziesii). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/podocarpustotara.png' not found (defined in Baked variant of block wwaymarkers:buoy-podocarpustotara). 22.5.2026 05:46:33 [Warning] Texture asset 'game:textures/block/wood/debarked/araucariaheterophylla.png' not found (defined in Baked variant of block wwaymarkers:buoy-araucariaheterophylla). 22.5.2026 05:46:33 [Error] [coriaendershaders] An exception was thrown when trying to start the mod: 22.5.2026 05:46:33 [Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 153 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 112 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86 at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57 at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32 at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 130 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 104 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676 22.5.2026 05:46:33 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] Instead of json patching in new traits into vanilla asset, add 'traits.json' into 'config' folder in your mod domain with new traits. 22.5.2026 05:46:33 [Warning] ===============================================================
Hmm, strange, it's saying it's running out of memory while doing something that should really not be very memory intensive. What's your view distance set to? Does this still happen if this mod is the only one enabled?
you know thats actually a good point, I usually play on 1056 viewrange which i know is considered quite high but runs well enough on my system. if i lower it before loading into a map or getting on my server it doesnt initially crash, but upping it again (not even to 1056, even upping it from like 128 to 280) ingame causes this crash:
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM Game Version: v1.22.2 (Stable) 5/23/2026 11:46:58 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3 Loaded Mods: walkingstick@3.0.8, folkoffortune@1.0.3, immersivelanternsfork@0.0.6, paniniprojection@1.1.1, stonequarryrepckfipil@3.6.2, terratag@0.4.5, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.2, adastra@0.2.1, algernonsterrainsampler@1.3.0, archering@1.0.0, biodiversity@1.1.4, butchering@1.13.3, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, fairfish@2.0.0, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, icebreaker@1.0.2, iwantsmoothtemperature@1.1.4, panningmachine@1.0.9, pelaguswinds@1.2.2, placeonslabs@1.1.3, playerlistrevived@2.3.8, realisticwater@0.2.2, realsmoke@1.2.0, ritualapotheosis@0.1.1, rivers@5.0.0, roomtools@2.0.0, rpvoicechat@2.5.6, snowcaps@0.0.1, spyglass@0.6.1, synergy@1.1.11, vanity@2.5.1-rc.1, creative@1.22.2, vsecomachina@0.5.0, survival@1.22.2, warmweathereffects@1.0.3, watersheds@6.3.6, windchimes@1.5.2, bdtree@1.1.0-pre.2, mapper@0.5.2, terrainslabs@1.0.16, waterwheelriver@1.2.1, wwaymarkers@1.0.4 CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Chunks in memory exceeds expected max. Did the feedback processor die? at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.<>c.<AddChunkFromVisibilityData>b__41_0(Single f, EnumRenderStage s) in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 235 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Hello! Was testing my modlist for 1.22.2 for my next world and I'm having recurring crash report from Coriander - never happened in 1.21 but my modlist was also quite different :
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 48431 MB RAM Game Version: v1.22.2 (Stable) 5/21/2026 6:09:37 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: allcavesareconnected@1.0.3, bonebroth@1.2.2, brickmold@1.3.1, catchledge@0.7.1, cavesymphony@1.2.2, cbr@2.0.1, chargedjump@1.2.3, chiseltools@1.17.1, craftingjonas@1.0.6, crawlanddive@0.2.4, darkvision@1.3.2, expandedmolds@1.2.0, firestarters@1.4.6, fixscythe@0.2.1, hardcorewaterforked@1.4.5, immersivefoliage@0.1.1, interestingoregen@2.3.8, jsonpatcheslib@1.5.2, manualdishes@0.1.2, manualfirestarter@0.1.3, millwright@1.3.3, mistsofstability@0.2.1, overhaullib@2.0.8, overhaulliblegacycompat@1.0.66, propersticks@0.2.0, racialequality@0.1.28, racialequalityexpanded@0.1.5, shelfobsessed@2.1.5, soapandlyecontinued@2.1.2, spinningwheel@1.2.3, sprintmomentum@0.2.1, stonequarryrepckfipil@3.6.2, tankardsandgoblets@1.4.2, temporalsreformed@0.1.8, temporalsymphony@2.3.0, toolbelt@0.3.5, trashbinned@0.4.2, vaultandroll@0.1.2, game@1.22.2, vsimgui@1.2.5, adastra@0.2.1, alchemy@2.1.0-rc.42, algernonsterrainsampler@1.2.1, animalcages@5.0.0, apelanterns@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, bettererprospecting@3.2.7, betterjonasdevicesfixedagain@2.1.6, betterruins@0.6.2, bettertraders@0.2.0, billposting@2.0.0, bloodtrail@1.2.2, bloomerytiers@1.0.4, butchering@1.13.3, carryon@1.14.2, cartwrightscaravan@1.9.1, caveinfix@1.0.2, commonlibforked@2.8.1, configlib@1.12.0, configurableroomsize@1.3.2, coriaendershaders@1.2.2-pre.2, danatweaks@4.0.1, doorvariants@1.1.4, electricalprogressivecore@3.1.0, extrainfo@2.2.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, firewoodtosticks@1.0.0, foodshelves@3.0.3, footprints@1.2.2, fromgoldencombs@2.0.5, iceisice@1.0.1, interestingme@1.0.13, japanesearchitecture@0.9.7, jonastools@1.3.0, knitting@2.0.2, materialneeds@1.1.16, metalpots@1.7.3, morepiles@3.0.1, ndlflowergrowth@2.0.0, optitime@1.5.10, placeonslabs@1.1.3, playerinventorylib@0.0.10, playermodellib@1.18.5-pre.3, postsandbeams@1.5.1, progressionframework@1.0.0, purposefulstorage@2.0.0, realisticwater@0.2.2, rustboundmagic@3.2.1, seamlessrapids@1.0.1, shaderpatcheslib@0.0.1, shipwright@1.3.3, smithingplus@1.9.0-rc.1, snowcaps@0.0.1, stringsense@2.3.2, substrate@2.0.0, synergy@1.1.10, targetDotSmall@1.1.0, toolsmith@1.2.16, treeshaker@1.1.0-rc.1, treetapredux@1.2.7, valksfuzzyclouds@2.1.3, creative@1.22.2, vsecomachina@0.4.0, vsroofing@1.5.5, survival@1.22.2, watersheds@6.3.5, autoconfiglib@2.0.10, canantiqueatlas@1.1.2, electricalprogressivebasics@3.1.1, em@3.6.0, fueledwearablelightsfork@1.2.3, heraldry@2.0.0, medievalarchitecture@1.1.1, notenoughsand@4.1.0, playercorpseforked@1.14.1, seafarer@0.5.11, seraphleveling@1.17.2, shearlib@1.3.0, tailorsdelight@2.2.1, terrainslabs@1.0.16, wwaymarkers@1.0.4, zrustdrops@2.1.0, bricklayers@3.2.2, butcheringseraphlevelingcompatibility@1.1.1, dressmakers@1.8.0, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.1.1, heraldrybanners@2.0.0, wool@1.9.2 Involved Harmony IDs: com.zaldaryon.optitime CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
// Texture overlay "hack" // We only have the base texture UV coordinates, which, for blocks and items in inventory is the block or item texture atlas, but none uv coords for a dedicated overlay texture // So lets remove the base offset (baseUvOrigin) and rescale the coords (baseTextureSize / overlayTextureSize) to get useful UV coordinates for the overlay texture uniform sampler2D tex2dOverlay; uniform float overlayOpacity; uniform vec2 overlayTextureSize; uniform vec2 baseTextureSize; uniform vec2 baseUvOrigin; uniform int normalShaded; uniform int skyShaded; uniform float damageEffect = 0; #if defined(ALLOWDEPTHOFFSET) #if ALLOWDEPTHOFFSET > 0 uniform float depthOffset; #endif #endif uniform vec4 averageColor;
in vec2 uv; in vec4 color; in vec4 rgbaFog; in float fogAmount; in float glowLevel; in vec4 rgbaGlow; in vec4 camPos; in vec4 worldPos; in vec3 normal; flat in int renderFlags;
Unfortunately this mod isn't compatible with Ancestral Bliss since they both modify the same shaders. It'd be nice to eventually make a compatibility patch, but isn't currently a priority.
I've been testing it and it works pretty well. I don't know if the mod happens to affect the audio, since sometimes everything goes silent. This didn't happen before, or maybe it's just a coincidence that I'm having this problem now. I've been checking if any other mods that affect audio are related... But overall, the mod is working quite well for me. The memory isn't crashing anymore, there's no strange text in the files, and the FPS stays within the acceptable range. Thanks a lot!
Mafroz, May 16th at 7:10 PM (modified May 17th at 8:51 AM)
I have rtx 5080 and if i change opengl version to 4.6 in client settings i cant join to my server 😭
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 11.05.2026 22:22:50, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000 Имя сбойного модуля: ntdll.dll, версия: 10.0.22621.6060, метка времени: 0xac55daa3 Код исключения: 0xc0000374 Смещение ошибки: 0x000000000010d5f9 Идентификатор сбойного процесса: 0x0x45d4 Время запуска сбойного приложения: 0x0x1dce17b3cbc751e Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Windows\SYSTEM32\ntdll.dll Идентификатор отчета: 94c257e7-3046-4ffb-99c0-06b45b476787 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 11.05.2026 0:23:09, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000 Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad Код исключения: 0x40000015 Смещение ошибки: 0x00000000000df046 Идентификатор сбойного процесса: 0x0x75d0 Время запуска сбойного приложения: 0x0x1dce0a9e5fb5258 Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: F:\Games\Vintagestory\Lib\openal32.dll Идентификатор отчета: 2ea8380b-9bed-44f0-8e8a-641921a27428 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 08.05.2026 17:36:05, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000 Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad Код исключения: 0x40000015 Смещение ошибки: 0x00000000000df046 Идентификатор сбойного процесса: 0x0x3f9c Время запуска сбойного приложения: 0x0x1dcdeed2be841b2 Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: F:\Games\Vintagestory\Lib\openal32.dll Идентификатор отчета: 0376a100-bf32-45b0-87dc-a7cb62ac2166 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: }
vluka96, May 16th at 4:14 PM (modified May 17th at 11:38 AM)
Yep, runs extremely smooth now since the update, good work! I just got this seemingly random crash while running through the forest near my base. Seems to be OptiTime related:
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32581 MB RAM Game Version: v1.22.2 (Stable) 16.5.2026. 18:11:00: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: abundantstonepaths@1.0.3, walkingstick@3.0.6, alatyrstorcholders@1.2.0, autotoolbar@0.1.3, awearablelight@1.1.6, beamium@1.2.2, bluesky@1.1.1, bola@1.4.1, cavesymphony@1.2.2, chandeliercraft@2.1.1, cbr@2.0.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.2, blocklayeroverhaul@1.0.2, craftablecompanion@1.5.3, craftabletextureflipper@1.0.0, creaturefootsteps@1.2.2, curefirewood@1.0.1, darcesdriftersredone@1.2.81, darkvision@1.3.2, DrystoneParity@1.0.0, eggpatch@1.0.2, fallingtree@0.5.0, fastpackeddirtpaths@1.0.1, fowlmod@1.0.1, geoaddons@1.4.7, grindingwheelrework@1.1.0, hangingvessels@1.1.1, horperfopt@1.0.3, hydrateordiedrate@2.4.9, immersivefoliage@0.1.1, immersivemining@0.2.20, immersivetooldamagetweaks@1.0.0, dolabra@2.0.0, interestingoregen@2.3.8, kilnshelves@1.0.0, longtermfood@0.6.3, longclaybricks@1.0.0, millwright@1.3.3, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, oresdroprocks@1.3.0, plainpotashprocess@1.0.5, realisticmonsterloot@1.2.0, redlight@1.0.4, renderfat@1.2.0, repairablelocust@2.0.0, ricketytranslocation@1.0.1, scrollrackable@1.5.0, scythefix@1.3.1, shelfobsessed@2.1.4, shelvabletools@1.1.1, simplesaltpetresolution@1.1.0, slings@0.0.4, soilmustfall@1.3.0, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplefatcandle@1.0.1, temporalsymphonyfork@0.0.1, terratag@0.4.5, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, tottomorimusic@1.0.0, translocatormap@1.0.0, meapineappleturpentine@1.0.3, unbearables@1.1.0, valkyrjavesssels@1.0.0, viewdistancetoggler@1.0.3, game@1.22.2, vsimgui@1.2.2, arthursjournal@2.0.0, waterunderfarmland122@1.1.0, wwaymarkersandmatneedspatch@1.0.0, wforests@1.0.0, wgroundlayers@1.0.3, abyssaldepths@1.0.17, adastra@0.2.1, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, altmapiconrenderercontinued@1.6.0, ancienttoolsresinharvest@1.0.0, antiqueensemble@1.1.5, anvilperformanceoptimization@1.0.0, apeflowerpots@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, backtothehole@1.0.0, beamtweaksmod@2.1.1, bettererprospecting@3.2.4, betterfpcamerafork@1.4.2, betterjonasdevicesfixedagain@2.1.6, betternails@2.0.1, betterruins@0.6.1, bettertraders@0.2.0, bradycrudebuilding@1.5.3, bradyladder@1.2.1, brightermoonlight@1.1.0, carryon@1.14.0, cartwrightscaravan@1.9.0, caveinfix@1.0.2, chiselingqolpatches@0.2.1, chiselwiz@5.0.0-pre.2, clothierheirloomsmod@1.1.0, cmimpact@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, groundpounder@1.0.3, cruciblefurnace@1.0.0, elkphysics@3.0.1, enhancedhandbook@1.8.0, extrashelves@1.1.1-rc.1, fairfish@1.1.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingplus@1.2.0, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, foragersgamble@1.3.0, goodhunting@1.4.2, hammertime@1.0.0, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, insanitylib@2.0.1, itempickupnotifier@2.2.0, ithaniacannedgoods@2.0.1, iwantsmoothtemperature@1.1.4, justthepepper@3.0.0, knitting@2.0.1, mngeology@2.0.4, materialneeds@1.1.16, minorbackpackupgrade@1.1.0, moatbombs@1.2.0, mwi@1.9.0, morehudbars@1.2.0, mossterpiece@0.0.4, naturalfoliage@0.0.4, nomusicinterruptionmod@1.0.0, noscreenshotmessagemod@0.1.1, notenoughinvertebrate@0.1.0, noticeboard@1.3.0, optitime@1.5.10, orebalance@1.0.3, ottercreekcraftingfix@0.1.2, panningmachine@1.0.9, portcullis@1220.0.0, postsandbeams@1.5.1, putitinthebag@1.0.4, realisticwater@0.2.1, realsmoke@1.2.0, realtimefirepit@1.1.0, rebalancedfirewoodcrafting@1.1.0, recyclablecopperspearandarrowheads@1.0.2, riftworks@1.1.19, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, soundofconfession@1.1.0, stackscoolslower@1.1.1, stringsense@2.2.1, substrate@2.0.0, synergy@1.1.8, improvedmetallurgy@1.1.5, tinkertailorclockworks@1.0.0, unofficialbugfix@0.1.2, vintagetweaks@3.4.0, visibleoresandminerals@1.1.1, visiblebags@1.0.2, vsairshipmod@1.1.3, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, waterfall@1.2.1, watersheds@6.3.2, wenvironmentalstabilitypatch@1.0.3, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodmushroomsinplantersmod@0.1.0, xlibfork@1.0.6, xvshaders@0.1.5, antiqueharmony@1.12.0, autoconfiglib@2.0.10, bloomeryquicklime@1.1.0, clothiersheirloomsspeedpatch@0.0.4, fouroillamps@1.0.0, heraldry@2.0.0, manualbait@0.1.2, mapper@0.5.2, mnflowers@0.0.0, medievalarchitecture@1.0.9, shellpan@2.0.0, slowtoxvisualized@1.0.2, stonequarryforked@3.5.2, vsrecipes@1.5.0, wearandtear@1.5.20, wwaymarkers@1.0.4, xskillsfork@1.0.33, zrustdrops@2.1.0, heraldrybanners@2.0.0, xskillsgilded@1.3.26 Involved Harmony IDs: com.zaldaryon.optitime CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
EDIT2: Disabled OptiTime and am not getting crashes now. That second crash hasn't mentioned your shaders though. I'll try posting this log on the OptiTime page as well.
EDIT3: Got the same crash as the first one, seemingly. Only this time I'm not using OptiTime:
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32581 MB RAM Game Version: v1.22.2 (Stable) 17.5.2026. 13:36:52: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: abundantstonepaths@1.0.3, walkingstick@3.0.6, alatyrstorcholders@1.2.0, autotoolbar@0.1.3, awearablelight@1.1.6, beamium@1.2.2, bluesky@1.1.1, bola@1.4.1, cavesymphony@1.2.2, chandeliercraft@2.1.1, cbr@2.0.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.2, blocklayeroverhaul@1.0.2, craftablecompanion@1.5.3, craftabletextureflipper@1.0.0, creaturefootsteps@1.2.2, curefirewood@1.0.1, darcesdriftersredone@1.2.81, darkvision@1.3.2, DrystoneParity@1.0.0, eggpatch@1.0.2, fallingtree@0.5.0, fastpackeddirtpaths@1.0.1, fowlmod@1.0.1, geoaddons@1.4.7, grindingwheelrework@1.1.0, hangingvessels@1.1.1, horperfopt@1.0.3, hydrateordiedrate@2.4.10, immersivefoliage@0.1.1, immersivemining@0.2.20, immersivetooldamagetweaks@1.0.0, dolabra@2.0.0, interestingoregen@2.3.8, kilnshelves@1.0.0, longtermfood@0.6.3, longclaybricks@1.0.0, millwright@1.3.3, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, oresdroprocks@1.3.0, plainpotashprocess@1.0.5, realisticmonsterloot@1.2.0, redlight@1.0.4, renderfat@1.2.0, repairablelocust@2.0.0, ricketytranslocation@1.0.1, scrollrackable@1.5.0, scythefix@1.3.1, shelfobsessed@2.1.4, shelvabletools@1.1.1, simplesaltpetresolution@1.1.0, slings@0.0.4, soilmustfall@1.3.0, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplefatcandle@1.0.1, temporalsymphonyfork@0.0.1, terratag@0.4.5, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, translocatormap@1.0.0, meapineappleturpentine@1.0.3, unbearables@1.1.0, valkyrjavesssels@1.0.0, viewdistancetoggler@1.0.3, game@1.22.2, vsimgui@1.2.2, arthursjournal@2.0.0, waterunderfarmland122@1.1.0, wwaymarkersandmatneedspatch@1.0.0, wforests@1.0.0, wgroundlayers@1.0.3, abyssaldepths@1.0.17, adastra@0.2.1, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, altmapiconrenderercontinued@1.6.0, ancienttoolsresinharvest@1.0.0, antiqueensemble@1.1.5, anvilperformanceoptimization@1.0.0, apeflowerpots@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, backtothehole@1.0.0, beamtweaksmod@2.1.1, bettererprospecting@3.2.4, betterfpcamerafork@1.4.2, betterjonasdevicesfixedagain@2.1.6, betternails@2.0.1, betterruins@0.6.1, bettertraders@0.2.0, bradycrudebuilding@1.5.3, bradyladder@1.2.1, brightermoonlight@1.1.0, carryon@1.14.0, cartwrightscaravan@1.9.0, caveinfix@1.0.2, chiselingqolpatches@0.2.1, chiselwiz@5.0.0-pre.2, clothierheirloomsmod@1.1.0, cmimpact@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, groundpounder@1.0.3, cruciblefurnace@1.0.0, elkphysics@3.0.1, enhancedhandbook@1.8.0, extrashelves@1.1.1-rc.1, fairfish@1.1.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingplus@1.2.0, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, foragersgamble@1.3.0, goodhunting@1.4.2, hammertime@1.0.0, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, insanitylib@2.0.1, itempickupnotifier@2.2.0, ithaniacannedgoods@2.0.1, iwantsmoothtemperature@1.1.4, justthepepper@3.0.0, knitting@2.0.1, mngeology@2.0.4, materialneeds@1.1.16, minorbackpackupgrade@1.1.0, moatbombs@1.2.0, mwi@1.9.0, morehudbars@1.2.0, mossterpiece@0.0.4, naturalfoliage@0.0.4, nomusicinterruptionmod@1.0.0, noscreenshotmessagemod@0.1.1, notenoughinvertebrate@0.1.0, noticeboard@1.3.0, orebalance@1.0.3, ottercreekcraftingfix@0.1.2, panningmachine@1.0.9, portcullis@1220.0.0, postsandbeams@1.5.1, purposefulstorage@2.0.0, putitinthebag@1.0.4, realisticwater@0.2.1, realsmoke@1.2.0, realtimefirepit@1.1.0, rebalancedfirewoodcrafting@1.1.0, recyclablecopperspearandarrowheads@1.0.2, riftworks@1.1.19, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, soundofconfession@1.1.0, spyglass@0.6.1, stackscoolslower@1.1.1, stringsense@2.2.1, substrate@2.0.0, synergy@1.1.9, improvedmetallurgy@1.1.5, tinkertailorclockworks@1.0.0, unofficialbugfix@0.1.2, vintagetweaks@3.4.0, visibleoresandminerals@1.1.1, visiblebags@1.0.2, vsairshipmod@1.1.3, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, waterfall@1.2.1, watersheds@6.3.2, wenvironmentalstabilitypatch@1.0.3, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodmushroomsinplantersmod@0.1.0, xlibfork@1.0.6, xvshaders@0.1.5, antiqueharmony@1.12.0, autoconfiglib@2.0.10, bloomeryquicklime@1.1.0, clothiersheirloomsspeedpatch@0.0.4, fouroillamps@1.0.0, heraldry@2.0.0, manualbait@0.1.2, mapper@0.5.2, mnflowers@0.0.0, medievalarchitecture@1.0.9, shellpan@2.0.0, slowtoxvisualized@1.0.2, stonequarryforked@3.5.2, vsrecipes@1.5.0, wearandtear@1.5.20, wwaymarkers@1.0.4, xskillsfork@1.0.35, zrustdrops@2.1.0, heraldrybanners@2.0.0, xskillsgilded@1.3.26 CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Glad it's working better! I haven't checked up on it but Optitime has a shader that one of my patches gets mad about. And that last crash was me underestimating how bursty loading can be. If no big issues show up soon regarding the memory changes I'll release a stable version and can undo the check that causes that crash, and probably tweak the patching to work with that Optitime shader.
Hi! Could you help me resolve the problem with the shader and anvil? For the first look on anvil i have freezing for a minute. Without your shader its all good. There a couple mods installed for smithing, but i cant figure out what exactly may happen.
Is this still an issue in the newest release? If it's still a problem, do you mind sharing your client-main.log from after it happens?
IWillSoonReturn, May 16th at 12:29 AM (modified May 16th at 10:19 AM)
I really want to download this mod but seeing all the comments about it crashing I'm afraid to. Has anyone found a fix to the crashes?
Edit : Update, I tried this mod. Underwater looks terrible but other than that the graphical upgrade to reflections isn't that bad. reflections are buggy with things like milfoil and seaweed that is near the water surface. Shadows are eh and there are no cloud shadows (or they're literally unnoticable)
The newest version crashes my game as well, when I turn off all mods, it's still crashing but without any logs (even in the client-crash.log)
Crash Report
Game Version: v1.22.2 (Stable) 15.05.2026 14:13:27: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.4 Loaded Mods: biggerbackpacks@1.1.1, game@1.22.2, zoombuttonreborn@2.0.0, coriaendershaders@1.2.1-pre.4, easybuilding@1.2.0, firewoodtosticks@1.0.0, placeonslabs@1.0.5, valksfuzzyclouds@2.0.6, creative@1.22.2, survival@1.22.2, terrainslabs@1.0.13 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 389 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
The crash log is saying you're using 1.2.1-pre.4, there have been some substantial bug fixes on the last few releases, try 1.2.2-pre.2 and see if it helps.
v1.2.2-pre.2 works 90% of the time, but sometimes when I was messing with world edit to change the hour, game crashed
Crash Report
Game Version: v1.22.2 (Stable) 19.05.2026 00:23:24: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2 CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Heegrim, May 14th at 10:20 PM (modified May 14th at 10:20 PM)
I'm getting crashes on loading a world with the new terrain shadows.
I set my glContextVersion to 4.6 manually (my NVIDIA 4070 Ti should support it). It takes forever to load a few chunks around me then freezes and crashes. I tried the stable and pre2 versions and both have the same issue.
Crash Report
=============================================================== 14.5.2026 15:02:44 [Warning] (x_x) Captured 4 issues during startup: 14.5.2026 15:02:44 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 14.5.2026 15:02:44 [Error] [coriaendershaders] An exception was thrown when trying to start the mod: 14.5.2026 15:02:44 [Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 147 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 108 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86 at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57 at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32 at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 126 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 100 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676 14.5.2026 15:02:44 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 14.5.2026 15:02:44 [Warning] =============================================================== 14.5.2026 15:02:45 [Fatal] Game Version: v1.22.2 (Stable) 2026-05-14 3:02:45 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Crash written to file at "C:\Users\leost\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
14.5.2026 15:02:45 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 14.5.2026 15:02:45 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 14.5.2026 15:05:14 [Notification] Stopping single player server
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65298 MB RAM Game Version: v1.22.2 (Stable) 2026-05-14 3:02:45 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2 Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
jtfang, May 14th at 8:35 PM (modified May 14th at 8:37 PM)
So the game DOES default to opengl 4.3 for me. I thought swapping the version as suggested would fix that issue, but running on 4.6 causes a crash if I try to open into a multiplayer session. That normal?
EDIT: To be clear, its a crash that doesn't open up a logger or anything like that. Freezes, then just crashes.
Nice, good to hear. And yeah, I didn't find the exact code that uses it but custom shapes would do it. My best guess is that some data I was modifying is used to pick which block faces to add decorations to, especially given the mod you named, so probably telling the game that every face of every block that could be decorated should be 😅
This crash is trying to defend against the runaway memory problem, but it's unrelated to the fix in the newest version so if the new fix holds up then I can increase these limits again.
Hey There! Awesome shader, I have a strange bug occuring on my multiplayer 1.21.6 server.
the shader works and loads on SP but not MP. I am running on Linux and have a 7900 XTX installed. When loaded into MP, I try to reload the shader but get an instant crash. Here are my two logs
Crash Log
Crash Report
13.5.2026 13:26:17 [Notification] [coriaendershaders] [CoriaenderWater] Initializing water effects. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass watercompose. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cameradepth. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass waternormals. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass screenspacereflections. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass nightsky. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass celestialobject. 13.5.2026 13:26:17 [Notification] [coriaendershaders] [CoriaendersShadow] Initializing shadow effects. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cloudshadowmap. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cloudshadowblur. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cloudmapmip. 13.5.2026 13:26:17 [Notification] [coriaendershaders] [TerrainShadows] Initializing terrain shadow effects. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass terrainshadowmap. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass terrainshadowmap. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass nightsky. 13.5.2026 13:26:17 [Notification] Loaded Shaderprogramm for render pass celestialobject. 13.5.2026 13:26:17 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 13.5.2026 13:26:17 [Fatal] Game Version: v1.21.6 (Stable) 5/13/2026 1:26:17 PM: Critical error occurred in the following mod: coriaendershaders@1.2.0-pre.4 Loaded Mods: walkingstick@2.0.1, allsideshaveresin@1.0.0, americanfrontiersman@1.8.5, bettercrates@1.9.1, birdseye@0.1.3, buriedhostility@1.0.5, catchlivestock@0.2.2, catchledge@0.7.0, cavesymphony@1.2.1, cbr@2.0.1, chiseltools@1.16.2, copperandgrain@1.0.0, crawlanddive@0.2.3, decor@1.3.1, perpetualstew@1.1.7, fieldsandplateaus@1.0.9, firestarters@1.4.5, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, foodcrate@2.2.1, forestsymphony@1.0.6, bovinae@0.3.5, caninae@1.1.2, capreolinae@2.0.7, casuariidae@1.1.9, cervinae@0.1.13, chelonioidea@1.0.7, dinornithidae@1.0.22, felinae@0.2.13, iniidae@0.1.6, machairodontinae@1.1.7, manidae@1.0.19, meiolaniidae@0.1.10, pantherinae@1.2.8, sirenia@1.0.26, spheniscidae@1.0.16, thylacinidae@0.1.6, viverridae@1.0.8, vombatidae@0.4.5, fuelbriquettes@1.0.1, hangingoillamps@1.0.5, immersivelanterns@0.3.2, indappledgroves@2.2.1-rc.1, jsonpatcheslib@1.3.1, manualdishes@0.1.1, manualdough@1.1.7, manualscraping@1.3.0, millwright@1.3.1, molds@0.2.7, nmfw@1.0.0, overhaullib@1.21.0, pipeleaf@2.5.1, plainsandvalleys@1.0.12, playermodellib@1.10.11, primitivesurvival@4.0.3, prospecttogether@2.1.2, scrollrackable@1.4.0, shelfobsessed@1.9.5, spyglass@0.6.0, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, toolbelt@0.3.4, game@1.21.6, vsimgui@1.1.16, arthursjournal@1.0.5, weedgardens@1.0.1, wildfarmingrevival@1.4.3, windowstorage@1.5.35, zoombuttonreborn@2.0.1, aculinaryartillery@2.0.0-dev.11, animalcages@4.0.2, attributerenderinglibrary@2.8.1, egocaribautomapmarkers@4.0.4, barkcanoe@1.1.15, betterfirepit@1.2.0, betterruins@0.5.7, bettertraders@0.1.0, bloodtrail@1.1.8, butchering@1.12.0, carryon@1.13.0, cartwrightscaravan@1.8.0, chiselwiz@4.0.2, climbmountain@0.2.3, clothingbackport@1.0.1, combatoverhaul@0.16.16, commonlib@2.8.0, configlib@1.10.14, coolinbarrel@0.5.3, coriaendershaders@1.2.0-pre.4, craftablecartographyforkcoral@0.3.0, danatweaks@3.7.2, emotemenupatched2@1.0.7, extrainfo@1.11.2, farseer@1.3.3, foodshelves@2.3.3, fromgoldencombs@1.9.4, genelib@2.1.8, hudclockpatch@1.1.2, hydrateordiedrate@2.3.8, itempickupnotifier@2.1.0, ithaniacannedgoods@1.2.2, juicyores@1.0.2, justthepepper@2.0.0, kevinsfurniture@1.8.1, kilnspreading@1.0.2, knapster@3.1.0, lrc@0.3.0, maltiezcrossbows@1.8.2, maltiezfirearms@1.8.1, morepiles@2.2.0, ndlchiselpick@3.1.1, ndltreegrowth@1.2.1, petai@4.0.3, purposefulstorage@1.5.1, realistictemperatures@0.1.5, realsmoke@1.1.16, rivers@4.7.5, rpvoicechat@2.4.4, rubberbandaid@1.0.1, scarecrow@1.7.1, shipwright@1.2.0, smithingplus@1.8.4, spinningwheel@1.1.61, statushudcont@4.1.1, stickydirt@0.1.2, stonebakeoven@1.2.0, substrate@1.1.4, targetDotSmall@1.1.0, th3dungeon@0.4.5, toolsanimations@1.3.0, toolsmith@1.2.14, trailmodupdated@1.3.6, traitacquirermoddedclasses@0.9.9, vanvar@7.1.1, vanityslots@0.0.7, vsairshipmod@1.0.7, creative@1.21.6, vsinstrumentsbase@2.0.7, vsroofing@1.4.9, survival@1.21.6, xlib@0.9.0-pre.2, armory@1.10.2, beamtools@1.0.2, butcheringfotsafellcompat@1.0.1, cats@4.0.1, detailedanimals@0.7.6, expandedfoods@2.0.0-dev.7, em@3.4.2, mannyextrafirearms@1.0.1, extraoverlays@1.6.0, playercorpse@1.12.0, quiversandsheaths@0.8.7, reforgedtools@1.2.51, stonequarry@3.5.1, vsinstruments_quackpack@1.0.2, wolftaming@4.1.4, xinvtweaksfork@1.8.3, xskills@0.9.0-pre.2, aldiclasses@1.13.4, idgxskillspatch@1.0.0, mannydoubleblunderbuss@1.0.0, mannyflintlockarquebus@1.0.0, mannyhallrifle@1.0.0, mannyrevolvermusket@1.0.0, mannyrevolverpistol@1.0.0, mannywheellockpack@1.0.0, xskillsgilded@1.3.5 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ChangeChunkLoadState(Int32 chunkHash, UInt32 poolIndex, Int32 registry, Int32 loadState) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 277 at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 330 at CoriaenderShaders.Utils.CoriaenderRenderer.<>c__DisplayClass2_0.<.ctor>b__0(Single f, EnumRenderStage s) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Utils\CoriaenderRenderer.cs:line 17 at CoriaenderShaders.Utils.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Utils\CoriaenderRenderer.cs:line 19 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Crash written to file at "/home/collin/.config/VSLInstallations/1.21.6.2/Logs/client-crash.log"
Client-main (Just coriaender shader)
Crash Report
Spoiler
13.5.2026 13:24:24 [Notification] Client logger started. 13.5.2026 13:24:24 [Notification] Game Version: v1.21.6 (Stable) 13.5.2026 13:24:24 [Notification] Process path: /home/username/.config/VSLGameVersions/1.21.6/Vintagestory 13.5.2026 13:24:24 [Notification] Operating System: Linux (Linux Mint 22.3) [Kernel 6.8.0.111] 13.5.2026 13:24:24 [Notification] CPU Cores: 16 13.5.2026 13:24:24 [Notification] CPU: AMD Ryzen 7 7700X 8-Core Processor 13.5.2026 13:24:24 [Notification] Available RAM: 31196 MB 13.5.2026 13:24:24 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 13.5.2026 13:24:24 [Notification] Graphics Card Vendor: AMD 13.5.2026 13:24:24 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 25.2.8-0ubuntu0.24.04.1 13.5.2026 13:24:24 [Notification] Graphics Card Renderer: AMD Radeon RX 7900 XTX (radeonsi, navi31, LLVM 20.1.2, DRM 3.57, 6.8.0-111-generic) 13.5.2026 13:24:24 [Notification] Graphics Card ShadingLanguageVersion: 4.60 13.5.2026 13:24:24 [Notification] GL.MaxVertexUniformComponents: 16384 13.5.2026 13:24:24 [Notification] GL.MaxUniformBlockSize: 2147483647 13.5.2026 13:24:24 [Notification] C# Framework: .net 8.0.25 13.5.2026 13:24:24 [Notification] Cairo Graphics Version: 1.18.0 13.5.2026 13:24:24 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 13.5.2026 13:24:24 [Notification] Zstd Version: 1.5.5 13.5.2026 13:24:24 [Notification] Start discovering assets 13.5.2026 13:24:24 [Notification] Found 32 base assets in category lang 13.5.2026 13:24:24 [Notification] Found 0 base assets in category patches 13.5.2026 13:24:24 [Notification] Found 24 base assets in category config 13.5.2026 13:24:24 [Notification] Found 0 base assets in category worldproperties 13.5.2026 13:24:24 [Notification] Found 49 base assets in category sounds 13.5.2026 13:24:24 [Notification] Found 230 base assets in category shapes 13.5.2026 13:24:24 [Notification] Found 84 base assets in category shaders 13.5.2026 13:24:24 [Notification] Found 18 base assets in category shaderincludes 13.5.2026 13:24:24 [Notification] Found 176 base assets in category textures 13.5.2026 13:24:24 [Notification] Found 4 base assets in category music 13.5.2026 13:24:24 [Notification] Found 0 base assets in category dialog 13.5.2026 13:24:24 [Notification] Found 617 base assets in total 13.5.2026 13:24:24 [Notification] Loading sounds 13.5.2026 13:24:24 [Notification] (Re-)loaded frame buffers 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass . 13.5.2026 13:24:24 [Notification] Sounds loaded 13.5.2026 13:24:24 [Notification] Begin loading shaders 13.5.2026 13:24:24 [Notification] Load shaders now 13.5.2026 13:24:24 [Notification] Loading shaders... 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass particlescube. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass particlesquad. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass sky. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass nightsky. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass woittest. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass helditem. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass decals. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass final. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass gui. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blur. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass findbright. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass godrays. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass autocamera. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass wireframe. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass luma. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blit. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass texture2texture. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass celestialobject. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass colorgrade. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass guigear. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass ssao. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 13.5.2026 13:24:25 [Notification] Cached session key is valid, validating with server 13.5.2026 13:24:25 [Notification] Server validation response: Good 13.5.2026 13:24:25 [Notification] Will search the following paths for mods: 13.5.2026 13:24:25 [Notification] /home/username/.config/VSLGameVersions/1.21.6/Mods 13.5.2026 13:24:25 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/Mods 13.5.2026 13:25:28 [Notification] Connecting to 173.0.158.44... 13.5.2026 13:25:28 [Notification] Initialized GUI Manager 13.5.2026 13:25:28 [Notification] Initialized Server Connection 13.5.2026 13:25:28 [Notification] UDP: connected on local endpoint: 10.0.0.15:58151 13.5.2026 13:25:28 [Notification] UDP: set up 10 s keep alive to server 13.5.2026 13:25:28 [Notification] UDP: sending connection requests 13.5.2026 13:25:28 [Notification] Connected to server, downloading data... 0 kilobyte received 13.5.2026 13:25:28 [Notification] Loading and pre-starting client side mods... 13.5.2026 13:25:28 [Notification] Will search the following paths for mods: 13.5.2026 13:25:28 [Notification] /home/username/.config/VSLGameVersions/1.21.6/Mods 13.5.2026 13:25:28 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/Mods 13.5.2026 13:25:28 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/ModsByServer/173.0.158.44-26915 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'egocaribautomapmarkers' ('Auto Map Markers 4.0.4 - Vintagestory 1.21(1).zip', 'Auto Map Markers 4.0.4 - Vintagestory 1.21.zip'). Will only load the highest version one - v4.0.4. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'chiseltools' ('chiseltools-1.16.2.zip', 'chiseltools1.16.2.zip'). Will only load the highest version one - v1.16.2. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'commonlib' ('CommonLib_VS1.21.1_net8_v2.8.0.zip', 'CommonLib_VS1.21.1_net8_v2.8.0.zip'). Will only load the highest version one - v2.8.0. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'decor' ('decor-1.3.1.zip', 'DecorBazaar_v1.3.1.zip'). Will only load the highest version one - v1.3.1. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'stepupcontinued' ('stepupcontinued_0.0.1.zip', 'stepupcontinued_0.0.2.zip'). Will only load the highest version one - v0.0.2. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'vsimgui' ('vsimgui_1.1.16.zip', 'vsimgui_1.1.16.zip'). Will only load the highest version one - v1.1.16. 13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'vsroofing' ('vsroofing-1.4.9.zip', 'vsroofing_1.4.9.zip'). Will only load the highest version one - v1.4.9. 13.5.2026 13:25:29 [Notification] Found 180 mods (3 disabled) 13.5.2026 13:25:29 [Notification] Mods, sorted by dependency: walkingstick, allsideshaveresin, americanfrontiersman, bettercrates, birdseye, buriedhostility, catchlivestock, catchledge, cavesymphony, cbr, chiseltools, copperandgrain, crawlanddive, decor, perpetualstew, fieldsandplateaus, firestarters, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzonescosmopolitanregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, foodcrate, forestsymphony, bovinae, caninae, capreolinae, casuariidae, cervinae, chelonioidea, dinornithidae, felinae, iniidae, machairodontinae, manidae, meiolaniidae, pantherinae, sirenia, spheniscidae, thylacinidae, viverridae, vombatidae, fuelbriquettes, hangingoillamps, immersivelanterns, indappledgroves, jsonpatcheslib, manualdishes, manualdough, manualscraping, millwright, molds, nmfw, overhaullib, pipeleaf, plainsandvalleys, playermodellib, primitivesurvival, prospecttogether, scrollrackable, shelfobsessed, spyglass, temporalsymphony, temporal_gears_stack, toolbelt, game, vsimgui, arthursjournal, weedgardens, wildfarmingrevival, windowstorage, zoombuttonreborn, aculinaryartillery, animalcages, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, betterfirepit, betterruins, bettertraders, biomes, bloodtrail, butchering, carryon, cartwrightscaravan, chiselwiz, climbmountain, clothingbackport, combatoverhaul, commonlib, configlib, coolinbarrel, coriaendershaders, craftablecartographyforkcoral, danatweaks, emotemenupatched2, extrainfo, farseer, fastmap, fleeexhaustion, foodshelves, fromgoldencombs, genelib, hudclockpatch, hydrateordiedrate, inspect, itempickupnotifier, ithaniacannedgoods, juicyores, justthepepper, kevinsfurniture, kilnspreading, knapster, lrc, maltiezcrossbows, maltiezfirearms, morepiles, ndlchiselpick, ndltreegrowth, petai, purposefulstorage, realistictemperatures, realsmoke, rivers, rpvoicechat, rubberbandaid, scarecrow, shipwright, smithingplus, spinningwheel, statushudcont, stepupcontinued, stickydirt, stonebakeoven, substrate, targetDotSmall, th3dungeon, toolsanimations, toolsmith, trailmodupdated, traitacquirermoddedclasses, vanvar, vanityslots, vsairshipmod, creative, vsinstrumentsbase, vsroofing, survival, xlib, armory, beamtools, butcheringfotsafellcompat, cats, detailedanimals, expandedfoods, em, mannyextrafirearms, extraoverlays, playercorpse, quiversandsheaths, reforgedtools, stonequarry, vsinstruments_quackpack, wolftaming, xinvtweaksfork, xskills, aldiclasses, idgxskillspatch, mannydoubleblunderbuss, mannyflintlockarquebus, mannyhallrifle, mannyrevolvermusket, mannyrevolverpistol, mannywheellockpack, xskillsgilded 13.5.2026 13:25:29 [Warning] [clothingbackport] Is a Content mod, but .cs or .dll files were found. These will be ignored. 13.5.2026 13:25:29 [Error] [fastmap] An exception was thrown when trying to load assembly: 13.5.2026 13:25:29 [Error] [fastmap] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
13.5.2026 13:25:43 [Error] [coriaendershaders] An exception was thrown when trying to start the mod: 13.5.2026 13:25:43 [Error] [coriaendershaders] Exception: Object reference not set to an instance of an object. at Vintagestory.API.MathTools.ColorUtil.LightUtil..ctor(Single[] blockLights, Single[] sunLights, Byte[] hues, Byte[] sats) in VintagestoryApi\Math\ColorUtil.cs:line 1030 at CoriaenderShaders.VoxelSpriteRenderer.VisibilityProcessor..ctor(ChunkMemoryManager memoryManager, ClientMain game, Int32 maxConcurrent) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\VoxelSpriteRenderer\VisibilityProcessor.cs:line 40 at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 155 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager(Int32 renderingEffectCount) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 79 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 69 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675 13.5.2026 13:25:43 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 13.5.2026 13:25:43 [Notification] Loaded Shaderprogramm for render pass region.
I'm sorry, but I'm not supporting previous game versions. There's a good chance this is something that's been fixed in more recent mod updates, but update 1.22.x changed how transparent rendering is done which makes it difficult to support any backwards compatibility, sorry.
Coriaender, really appreciate the response, just wanted to let you know that even with OptiTime removed, I still get some strange behavior occasionaly when loading into a world, like 10 percent of the time my screen will freeze, I will get this notification from AMD Adrenalin, my desktop background will go black with icons only reappearing when hovering over them, and Vintage Story will produce noise but is not viewable without closing it from task manager and re opening it. Thanks again.
The third pack had similar consumption to V1. It remained at 55% memory usage. No significant changes. It didn't freeze, nor did the FPS drop. In fact, it was even smoother than the first. Test_cleartransparenbit
Crash Report
13.5.2026 12:39:44 [Notification] Client logger started. 13.5.2026 12:39:44 [Notification] Game Version: v1.22.2 (Stable) 13.5.2026 12:39:44 [Notification] Process path: D:\Vintagestory\Vintagestory.exe 13.5.2026 12:39:44 [Notification] Operating System: Windows 10.0.26200.0 13.5.2026 12:39:44 [Notification] CPU Cores: 16 13.5.2026 12:39:44 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics 13.5.2026 12:39:44 [Notification] Available RAM: 24368 MB 13.5.2026 12:39:45 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 13.5.2026 12:39:45 [Notification] Graphics Card Vendor: ATI Technologies Inc. 13.5.2026 12:39:45 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.5.1.260407 13.5.2026 12:39:45 [Notification] Graphics Card Renderer: AMD Radeon RX 6600 13.5.2026 12:39:45 [Notification] Graphics Card ShadingLanguageVersion: 4.60 13.5.2026 12:39:45 [Notification] GL.MaxVertexUniformComponents: 8000 13.5.2026 12:39:45 [Notification] GL.MaxUniformBlockSize: 4194304 13.5.2026 12:39:45 [Notification] C# Framework: .net 10.0.7 13.5.2026 12:39:45 [Notification] Cairo Graphics Version: 1.17.3 13.5.2026 12:39:45 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 13.5.2026 12:39:45 [Notification] Zstd Version: 1.5.7 13.5.2026 12:39:45 [Notification] Start discovering assets 13.5.2026 12:39:45 [Notification] Found 34 base assets in category lang 13.5.2026 12:39:45 [Notification] Found 0 base assets in category patches 13.5.2026 12:39:45 [Notification] Found 24 base assets in category config 13.5.2026 12:39:45 [Notification] Found 0 base assets in category worldproperties 13.5.2026 12:39:45 [Notification] Found 49 base assets in category sounds 13.5.2026 12:39:45 [Notification] Found 230 base assets in category shapes 13.5.2026 12:39:45 [Notification] Found 84 base assets in category shaders 13.5.2026 12:39:45 [Notification] Found 19 base assets in category shaderincludes 13.5.2026 12:39:45 [Notification] (Re-)loaded frame buffers 13.5.2026 12:39:45 [Notification] Found 182 base assets in category textures 13.5.2026 12:39:45 [Notification] Found 4 base assets in category music 13.5.2026 12:39:45 [Notification] Found 0 base assets in category dialog 13.5.2026 12:39:45 [Notification] Found 626 base assets in total 13.5.2026 12:39:45 [Notification] Loading sounds 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass . 13.5.2026 12:39:45 [Notification] Sounds loaded 13.5.2026 12:39:45 [Notification] Begin loading shaders 13.5.2026 12:39:45 [Notification] Load shaders now 13.5.2026 12:39:45 [Notification] Loading shaders... 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlescube. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlesquad. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass sky. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass nightsky. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass woittest. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass helditem. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass decals. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass final. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass gui. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blur. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass findbright. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass godrays. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass autocamera. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass wireframe. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass luma. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blit. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass texture2texture. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass celestialobject. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass colorgrade. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass guigear. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass ssao. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass aurora. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass cloudmap. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass instanced. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass lines. 13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:39:45 [Notification] Cached session key is valid, validating with server 13.5.2026 12:39:46 [Notification] Server validation response: Good 13.5.2026 12:39:46 [Notification] Will search the following paths for mods: 13.5.2026 12:39:46 [Notification] D:\Vintagestory\Mods 13.5.2026 12:39:46 [Notification] %appdata%\VintagestoryData\Mods 13.5.2026 12:39:48 [Notification] Will search the following paths for mods: 13.5.2026 12:39:48 [Notification] D:\Vintagestory\Mods 13.5.2026 12:39:48 [Notification] %appdata%\VintagestoryData\Mods 13.5.2026 12:39:53 [Notification] Initialized GUI Manager 13.5.2026 12:39:53 [Notification] Initialized Server Connection 13.5.2026 12:39:53 [Notification] Server args parsed 13.5.2026 12:39:53 [Notification] Server main instantiated 13.5.2026 12:40:10 [Notification] Processed server identification 13.5.2026 12:40:10 [Notification] Map initialized 13.5.2026 12:40:10 [Notification] Received server assets 13.5.2026 12:40:10 [Notification] Loading and pre-starting client side mods... 13.5.2026 12:40:10 [Notification] Will search the following paths for mods: 13.5.2026 12:40:10 [Notification] D:\Vintagestory\Mods 13.5.2026 12:40:10 [Notification] %appdata%\VintagestoryData\Mods 13.5.2026 12:40:10 [Notification] Found 28 mods (0 disabled) 13.5.2026 12:40:10 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, molds, overhaullib, stonequarryrepckfipil, temporalsymphonyfork, visibleoresandminerals, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, coriaendershaders, vintagestorysurroundsound, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol 13.5.2026 12:40:10 [Notification] Instantiated 181 mod systems from 28 enabled mods 13.5.2026 12:40:10 [Notification] Loaded mods (28): ModID Version Name FileName Dependencies Authors ModDB (if alias set by author) creaturefootsteps 1.2.2 Creature Footsteps creaturefootstepsV1.2.2.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas vintagestorysurroundsound 1.2.2 Surround Sound vintagestorysurroundsound_1.2.2.zip game@1.22.0 chrisunfocused https://mods.vintagestory.at/vintagestorysurroundsound carryon 1.14.1-pre.1 Carry On CarryOn-1.22.0_v1.14.1-pre.1.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon coriaendershaders 1.2.2-pre.1 CoriaenderShaders test_cleartransparentbit.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders attributerenderinglibrary 3.1.4 Attribute Rendering Library AttributeRenderingLibrary-v3.1.4.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil hudclockpatch 4.3.1 HUD Clock HudClock_4.3.1_VS1.22.2.zip game@1.22.0 Elocrypt https://mods.vintagestory.at/hudclockpatch animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons bettererprospecting 3.2.6 BetterEr Prospecting bettererprospecting_3.2.6.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib playermodellib 1.18.5-pre.2 Player Model Library playermodellib_1.18.5-pre.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib molds 0.3.3 Molds Molds_v0.3.3.zip - MrFlame, UA_Shaman, Electrified https://mods.vintagestory.at/molds horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows temporalsymphonyfork 0.0.1 Temporal Symphony Fork 1.22 TemporalSymphonyFork_0.0.1.zip - SaltyWater, prototype464, NickFleim https://mods.vintagestory.at/temporalsymphonyfork visibleoresandminerals 1.0.8 Visible Ores and Minerals visible-ores-and-minerals-v1.0.8.zip - Skyforger https://mods.vintagestory.at/visibleoresandminerals electricalprogressivecore 3.1.0 Electrical Progressive: Core electricalprogressivecore_3.1.0.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore electricalprogressivebasics 3.1.0 Electrical Progressive: Basics electricalprogressivebasics_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics electricalprogressiveindustry 0.7.0 Electrical Progressive: Industry electricalprogressiveindustry_0.7.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry electricalprogressiveqol 3.1.0 Electrical Progressive: QoL electricalprogressiveqol_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
13.5.2026 12:40:10 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully 13.5.2026 12:40:10 [Notification] CarryOn: Disabled AutoConfigLib patches. 13.5.2026 12:40:10 [Notification] CarryOn: Harmony patches enabled. 13.5.2026 12:40:10 [Event] started 'CarryOn' mod 13.5.2026 12:40:10 [Notification] Done loading and pre-starting client side mods. 13.5.2026 12:40:10 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod 13.5.2026 12:40:11 [Notification] [MedievalArchitecture] Config loaded successfully. 13.5.2026 12:40:11 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.3.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TemporalSymphonyFork_0.0.1.zip, mod@visible-ores-and-minerals-v1.0.8.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.6.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@electricalprogressivecore_3.1.0.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@playermodellib_1.18.5-pre.2.zip, mod@statushudcont_4.3.1.zip, mod@test_cleartransparentbit.zip, mod@vintagestorysurroundsound_1.2.2.zip, mod@electricalprogressivebasics_3.1.0.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.1.0.zip 13.5.2026 12:40:11 [Notification] Tags registries now locked. 13.5.2026 12:40:11 [Notification] Found 127 external assets in category lang 13.5.2026 12:40:11 [Notification] Found 129 external assets in category patches 13.5.2026 12:40:11 [Notification] Found 153 external assets in category config 13.5.2026 12:40:11 [Notification] Found 25 external assets in category worldproperties 13.5.2026 12:40:11 [Notification] Found 756 external assets in category sounds 13.5.2026 12:40:11 [Notification] Found 7166 external assets in category shapes 13.5.2026 12:40:11 [Notification] Found 29 external assets in category shaders 13.5.2026 12:40:11 [Notification] Found 5 external assets in category shaderincludes 13.5.2026 12:40:12 [Notification] Found 9962 external assets in category textures 13.5.2026 12:40:12 [Notification] Found 78 external assets in category music 13.5.2026 12:40:12 [Notification] Found 18 external assets in category dialog 13.5.2026 12:40:12 [Notification] Found 0 external assets in category compatibility 13.5.2026 12:40:12 [Notification] Found 4 external assets in category jsonpatches 13.5.2026 12:40:12 [Notification] Reloaded lang file now with mod assets 13.5.2026 12:40:12 [Notification] Compatibility lib: 0 assets added, 0 assets replaced. 13.5.2026 12:40:12 [Notification] JsonPatch Loader: 139 patches total, successfully applied 84 patches, missing files on 55 patches, unmet conditions on 33 patches, no errors 13.5.2026 12:40:13 [Notification] Received 4821 item types from server 13.5.2026 12:40:13 [Notification] Loaded 15743 block types from server 13.5.2026 12:40:14 [Notification] Reloaded sounds, now with mod assets 13.5.2026 12:40:15 [Notification] Composed 1 4096x2048 entities texture atlases from 696 textures 13.5.2026 12:40:15 [Notification] Collected 3365 shapes to tesselate. 13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel). 13.5.2026 12:40:15 [Notification] Server launched 13.5.2026 12:40:15 [Notification] Composed 1 4096x2048 items texture atlases from 2339 textures 13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel). 13.5.2026 12:40:18 [Notification] Composed 2 4096x2048 blocks texture atlases from 7984 textures 13.5.2026 12:40:18 [Notification] Server assets loaded 13.5.2026 12:40:18 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:40:18 [Notification] [HoR-PerfOpt] Initializing on Client side (VS 1.22)... 13.5.2026 12:40:19 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlescube. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass lines. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass aurora. 13.5.2026 12:40:19 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 13.5.2026 12:40:19 [Notification] [HudClock] 4.3.1 infrastructure loaded. 13.5.2026 12:40:19 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass watercompose. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cameradepth. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass waternormals. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 13.5.2026 12:40:19 [Notification] [ChunkMemoryManager] Initializing memory manager 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 13.5.2026 12:40:19 [Notification] [ChunkMemoryManager] Creating new feedback region. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafless.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-new.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafy.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-quiet.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafless.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafy2.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafy.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafless2.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lowgrumble.ogg -> vintagestorysurroundsound:sounds/weather/rumble-low.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lightning-distant.ogg -> vintagestorysurroundsound:sounds/weather/lightning-distant.ogg. 13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/hail.ogg -> vintagestorysurroundsound:sounds/weather/hail.wav. 13.5.2026 12:40:19 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass machinegear. 13.5.2026 12:40:19 [Notification] Started 130 systems on Client: 13.5.2026 12:40:19 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib): 13.5.2026 12:40:19 [Notification] OverhaulLib.OverhaulLibSystem 13.5.2026 12:40:19 [Notification] Mod 'VSEssentials.dll' (game): 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.Core 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityPartitioning 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ErrorReporter 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 13.5.2026 12:40:19 [Notification] FluffyClouds.FluffyCloudsModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.GenMaps 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemFpHands 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityParticleSpawner 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityParticleSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.POIRegistry 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemProgressBar 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.RoomRegistry 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WeatherSystemCommands 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WeatherSystemClient 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WorldMapManager 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.LoadColorMaps 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ClothManager 13.5.2026 12:40:19 [Notification] Mod 'VSSurvivalMod.dll' (survival): 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemControlPoints 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 13.5.2026 12:40:19 [Notification] Vintagestory.Systems.StoryLockableDoor 13.5.2026 12:40:19 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 13.5.2026 12:40:19 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.UpgradeTasks 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MyceliumSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.FishingSupportModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemGliding 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Timeswitch 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemAuction 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Core 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.CharacterSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MealMeshCache 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.VariablesModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModsystemElevator 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ActivityModSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ActivityEditorSystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemFarming 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemTutorial 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemNightVision 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TobiasTeleporter 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModJournal 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModLootRandomizer 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MicroBlockModelCache 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRifts 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSleeping 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TeleporterManager 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModTemperature 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SystemTemporalStability 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemWearableStats 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemEditableBook 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TradeHandbookInfo 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.GenDevastationLayer 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemOreMap 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSnowballs 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.HumanoidOutfits 13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 13.5.2026 12:40:19 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil): 13.5.2026 12:40:19 [Notification] StoneQuarry.Lib.Config.ConfigManager 13.5.2026 12:40:19 [Notification] StoneQuarry.Core 13.5.2026 12:40:19 [Notification] StoneQuarry.StoneSlabMeshCache 13.5.2026 12:40:19 [Notification] StoneQuarry.RockManager 13.5.2026 12:40:19 [Notification] Mod 'VSCreativeMod.dll' (creative): 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.Core 13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 13.5.2026 12:40:19 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt): 13.5.2026 12:40:19 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem 13.5.2026 12:40:19 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib): 13.5.2026 12:40:19 [Notification] JsonPatchLib.JsonPatchLibSystem 13.5.2026 12:40:19 [Notification] Mod 'TemporalSymphonyFork_0.0.1.zip' (temporalsymphonyfork): 13.5.2026 12:40:19 [Notification] TemporalCall.ClientTemporalCallEffects 13.5.2026 12:40:19 [Notification] TemporalCall.TemporalCallChatSilencer 13.5.2026 12:40:19 [Notification] TemporalCall.TemporalCallModSystem 13.5.2026 12:40:19 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages): 13.5.2026 12:40:19 [Notification] Animalcages.Animalcages 13.5.2026 12:40:19 [Notification] Mod 'AttributeRenderingLibrary-v3.1.4.zip' (attributerenderinglibrary): 13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Core 13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem 13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache 13.5.2026 12:40:19 [Notification] Mod 'bettererprospecting_3.2.6.zip' (bettererprospecting): 13.5.2026 12:40:19 [Notification] BetterErProspecting.BetterErProspect 13.5.2026 12:40:19 [Notification] BetterErProspecting.Tracking.PptTracker 13.5.2026 12:40:19 [Notification] BetterErProspecting.Prospecting.ProspectingSystem 13.5.2026 12:40:19 [Notification] Mod 'CarryOn-1.22.0_v1.14.1-pre.1.zip' (carryon): 13.5.2026 12:40:19 [Notification] CarryOn.CarrySystem 13.5.2026 12:40:19 [Notification] Mod 'electricalprogressivecore_3.1.0.zip' (electricalprogressivecore): 13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressive 13.5.2026 12:40:19 [Notification] Mod 'HudClock_4.3.1_VS1.22.2.zip' (hudclockpatch): 13.5.2026 12:40:19 [Notification] HudClock.HudClockModSystem 13.5.2026 12:40:19 [Notification] Mod 'playermodellib_1.18.5-pre.2.zip' (playermodellib): 13.5.2026 12:40:19 [Notification] PlayerModelLib.PlayerModelModSystem 13.5.2026 12:40:19 [Notification] PlayerModelLib.CustomModelsSystem 13.5.2026 12:40:19 [Notification] PlayerModelLib.LatePlayerModelModSystem 13.5.2026 12:40:19 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont): 13.5.2026 12:40:19 [Notification] StatusHud.StatusHudSystem 13.5.2026 12:40:19 [Notification] Mod 'test_cleartransparentbit.zip' (coriaendershaders): 13.5.2026 12:40:19 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 13.5.2026 12:40:19 [Notification] Mod 'vintagestorysurroundsound_1.2.2.zip' (vintagestorysurroundsound): 13.5.2026 12:40:19 [Notification] SurroundSoundLab.SurroundSoundLabModSystem 13.5.2026 12:40:19 [Notification] Mod 'electricalprogressivebasics_3.1.0.zip' (electricalprogressivebasics): 13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveBasics 13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive 13.5.2026 12:40:19 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture): 13.5.2026 12:40:19 [Notification] MedievalArchitecture.MedievalArchitectureModSystem 13.5.2026 12:40:19 [Notification] Mod 'electricalprogressiveindustry_0.7.0.zip' (electricalprogressiveindustry): 13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry 13.5.2026 12:40:19 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager 13.5.2026 12:40:19 [Notification] Mod 'electricalprogressiveqol_3.1.0.zip' (electricalprogressiveqol): 13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveQOL 13.5.2026 12:40:19 [Notification] Loading shaders... 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlescube. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlesquad. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass sky. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass nightsky. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass woittest. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass helditem. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass decals. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass final. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass gui. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blur. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass findbright. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass godrays. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass autocamera. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass wireframe. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass luma. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blit. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass texture2texture. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass celestialobject. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass colorgrade. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass guigear. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass ssao. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass aurora. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass cloudmap. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass instanced. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass lines. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass standard. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass entityanimated. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass particlescube. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass lines. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass aurora. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass watercompose. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cameradepth. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass waternormals. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass machinegear. 13.5.2026 12:40:20 [Notification] Reloaded shaders now with mod assets 13.5.2026 12:40:20 [Notification] Received level init 13.5.2026 12:40:20 [Notification] Blocks tesselated 13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass instanced. 13.5.2026 12:40:20 [Event] 26 traits loaded from 1 files 13.5.2026 12:40:20 [Event] 6 classes loaded from 1 files 13.5.2026 12:40:20 [Notification] Initialized Music Engine 13.5.2026 12:40:20 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 13.5.2026 12:40:23 [Notification] [stonequarryrepckfipil] Received config StoneQuarry.Config from StoneQuarry v1.0.0.0 from server 13.5.2026 12:40:23 [Notification] [HudClock] Domain services and HUD components online. 13.5.2026 12:40:23 [Notification] Received level finalize 13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Shared index built: 2548 output entries, 1709 ingredient entries, 14116 recipes with metadata 13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 14116 recipes 13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Crafting event filter indexed 14046 recipes with concrete ingredients 13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 45ms. 14116 grid recipes indexed. Output index: 2548 entries. Ingredient index: 1709 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient). 13.5.2026 12:40:23 [Notification] Loaded Shaderprogramm for render pass cloudmap. 13.5.2026 12:40:23 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 13.5.2026 12:40:24 [Notification] Loaded Shaderprogramm for render pass clouds. 13.5.2026 12:40:24 [Notification] Loading world map cache db... 13.5.2026 12:40:24 [Warning] Language file includes an <a /> link missing href 13.5.2026 12:40:24 [Warning] =============================================================== 13.5.2026 12:40:24 [Warning] (x_x) Captured 8 issues during startup: 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel). 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel). 13.5.2026 12:40:24 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 13.5.2026 12:40:24 [Warning] Language file includes an <a /> link missing href 13.5.2026 12:40:24 [Warning] =============================================================== 13.5.2026 12:40:25 [Notification] Loaded Shaderprogramm for render pass rift. 13.5.2026 12:40:44 [Fatal] Exception in async LoadSounds thread: 13.5.2026 12:40:44 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396 at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42 at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68 at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488 at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289 13.5.2026 12:41:10 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName 13.5.2026 12:41:35 [Notification] Client pause state is now on 13.5.2026 12:41:36 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 13.5.2026 12:41:36 [Notification] Stopping single player server 13.5.2026 12:41:38 [Notification] [HoR-PerfOpt] Disposed and all patches removed 13.5.2026 12:41:41 [Notification] ChunkIntake threads completed gracefully. 13.5.2026 12:41:41 [Notification] ChunkLoading threads completed gracefully. 13.5.2026 12:41:41 [Notification] [vintagestorysurroundsound] Restored vanilla weather audio beds. 13.5.2026 12:41:41 [Notification] Exiting current game to main menu, reason: leave world button pressed 13.5.2026 12:41:45 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
Okay. It's using 55% of my 24GB of available RAM. With the shader enabled, it's consuming between 6-7GB. Normally, the game uses between 5-6GB without the shader, but it's possibly less due to the mods I have installed. It remained very stable, so on other devices with fewer mods, it should run quite smoothly if the bug is fixed.
13.5.2026 12:36:39 [Notification] Loaded Shaderprogramm for render pass rift. 13.5.2026 12:36:39 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 692588, #i = 1038882). Adjusted Pool size accordingly. 13.5.2026 12:36:40 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525424, #i = 788136). Adjusted Pool size accordingly. 13.5.2026 12:36:40 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1102488, #i = 1653732). Adjusted Pool size accordingly. 13.5.2026 12:36:41 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598400, #i = 897600). Adjusted Pool size accordingly. 13.5.2026 12:36:41 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 596832, #i = 895248). Adjusted Pool size accordingly. 13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 931476, #i = 1397214). Adjusted Pool size accordingly. 13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603012, #i = 904518). Adjusted Pool size accordingly. 13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 588620, #i = 882930). Adjusted Pool size accordingly. 13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 569044, #i = 853566). Adjusted Pool size accordingly. 13.5.2026 12:36:43 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1072024, #i = 1608036). Adjusted Pool size accordingly. 13.5.2026 12:36:43 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1562492, #i = 2343738). Adjusted Pool size accordingly. 13.5.2026 12:36:44 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 663312, #i = 994968). Adjusted Pool size accordingly. 13.5.2026 12:36:44 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 854432, #i = 1281648). Adjusted Pool size accordingly. 13.5.2026 12:36:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1290536, #i = 1935804). Adjusted Pool size accordingly. 13.5.2026 12:36:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1029360, #i = 1544040). Adjusted Pool size accordingly. 13.5.2026 12:36:46 [Notification] Client pause state is now on 13.5.2026 12:36:46 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 989600, #i = 1484400). Adjusted Pool size accordingly. 13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 871416, #i = 1307124). Adjusted Pool size accordingly. 13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 584280, #i = 876420). Adjusted Pool size accordingly. 13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1008856, #i = 1513284). Adjusted Pool size accordingly. 13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1086488, #i = 1629732). Adjusted Pool size accordingly. 13.5.2026 12:36:47 [Notification] Client pause state is now off
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 571748, #i = 857622). Adjusted Pool size accordingly. 13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 671648, #i = 1007472). Adjusted Pool size accordingly. 13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 808668, #i = 1213002). Adjusted Pool size accordingly. 13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 876988, #i = 1315482). Adjusted Pool size accordingly. 13.5.2026 12:36:49 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 716072, #i = 1074108). Adjusted Pool size accordingly. 13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 741792, #i = 1112688). Adjusted Pool size accordingly. 13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 960972, #i = 1441458). Adjusted Pool size accordingly. 13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1028604, #i = 1542906). Adjusted Pool size accordingly. 13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 772060, #i = 1158090). Adjusted Pool size accordingly. 13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 582616, #i = 873924). Adjusted Pool size accordingly. 13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 896280, #i = 1344420). Adjusted Pool size accordingly. 13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 894816, #i = 1342224). Adjusted Pool size accordingly. 13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 903184, #i = 1354776). Adjusted Pool size accordingly. 13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 762356, #i = 1143534). Adjusted Pool size accordingly. 13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1013740, #i = 1520610). Adjusted Pool size accordingly. 13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 824140, #i = 1236210). Adjusted Pool size accordingly. 13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1199780, #i = 1799670). Adjusted Pool size accordingly. 13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 646456, #i = 969684). Adjusted Pool size accordingly. 13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 739788, #i = 1109682). Adjusted Pool size accordingly. 13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1027484, #i = 1541226). Adjusted Pool size accordingly. 13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 529416, #i = 794124). Adjusted Pool size accordingly. 13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1139184, #i = 1708776). Adjusted Pool size accordingly. 13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836324, #i = 1254486). Adjusted Pool size accordingly. 13.5.2026 12:36:55 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1033120, #i = 1549680). Adjusted Pool size accordingly. 13.5.2026 12:36:55 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 579736, #i = 869604). Adjusted Pool size accordingly. 13.5.2026 12:36:56 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1163776, #i = 1745664). Adjusted Pool size accordingly. 13.5.2026 12:36:56 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1101404, #i = 1652106). Adjusted Pool size accordingly. 13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 625240, #i = 937860). Adjusted Pool size accordingly. 13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 832540, #i = 1248810). Adjusted Pool size accordingly. 13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 978764, #i = 1468146). Adjusted Pool size accordingly. 13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 543304, #i = 814956). Adjusted Pool size accordingly. 13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 553344, #i = 830016). Adjusted Pool size accordingly. 13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 816904, #i = 1225356). Adjusted Pool size accordingly. 13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 674372, #i = 1011558). Adjusted Pool size accordingly. 13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 616096, #i = 924144). Adjusted Pool size accordingly. 13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 618480, #i = 927720). Adjusted Pool size accordingly. 13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1125152, #i = 1687728). Adjusted Pool size accordingly. 13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1364464, #i = 2046696). Adjusted Pool size accordingly. 13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 863584, #i = 1295376). Adjusted Pool size accordingly. 13.5.2026 12:36:59 [Fatal] Exception in async LoadSounds thread: 13.5.2026 12:36:59 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396 at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42 at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68 at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488 at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289 13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769592, #i = 1154388). Adjusted Pool size accordingly. 13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1172432, #i = 1758648). Adjusted Pool size accordingly. 13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 755184, #i = 1132776). Adjusted Pool size accordingly. 13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 626080, #i = 939120). Adjusted Pool size accordingly. 13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 694068, #i = 1041102). Adjusted Pool size accordingly. 13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1513360, #i = 2270040). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 731736, #i = 1097604). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1704748, #i = 2557122). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=96,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 515064, #i = 772596). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 738364, #i = 1107546). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 530244, #i = 795366). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 907524, #i = 1361286). Adjusted Pool size accordingly. 13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 821744, #i = 1232616). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 696152, #i = 1044228). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 924960, #i = 1387440). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 718120, #i = 1077180). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 955472, #i = 1433208). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 641584, #i = 962376). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1215104, #i = 1822656). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603812, #i = 905718). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661452, #i = 992178). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 645232, #i = 967848). Adjusted Pool size accordingly. 13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 556484, #i = 834726). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525464, #i = 788196). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 983892, #i = 1475838). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769432, #i = 1154148). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 540704, #i = 811056). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 586244, #i = 879366). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=96,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 870480, #i = 1305720). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 753444, #i = 1130166). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 882240, #i = 1323360). Adjusted Pool size accordingly. 13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 802476, #i = 1203714). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1000108, #i = 1500162). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 560912, #i = 841368). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 677392, #i = 1016088). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598868, #i = 898302). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 690756, #i = 1036134). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1206060, #i = 1809090). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 826752, #i = 1240128). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=96,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 554840, #i = 832260). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 562052, #i = 843078). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 631408, #i = 947112). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1565336, #i = 2348004). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 856796, #i = 1285194). Adjusted Pool size accordingly. 13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760380, #i = 1140570). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 580340, #i = 870510). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2093472, #i = 3140208). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 755032, #i = 1132548). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 558452, #i = 837678). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661996, #i = 992994). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1831664, #i = 2747496). Adjusted Pool size accordingly. 13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 507092, #i = 760638). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2384416, #i = 3576624). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 799416, #i = 1199124). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 683204, #i = 1024806). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1313856, #i = 1970784). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 863924, #i = 1295886). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 777156, #i = 1165734). Adjusted Pool size accordingly. 13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 727068, #i = 1090602). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 684800, #i = 1027200). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 547032, #i = 820548). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 865476, #i = 1298214). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 694900, #i = 1042350). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1205904, #i = 1808856). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1144260, #i = 1716390). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 569268, #i = 853902). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 832948, #i = 1249422). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1039248, #i = 1558872). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 979836, #i = 1469754). Adjusted Pool size accordingly. 13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1412972, #i = 2119458). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1270712, #i = 1906068). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 584292, #i = 876438). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 577496, #i = 866244). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 778584, #i = 1167876). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 814444, #i = 1221666). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1503920, #i = 2255880). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 877652, #i = 1316478). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 509836, #i = 764754). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 730532, #i = 1095798). Adjusted Pool size accordingly. 13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1403472, #i = 2105208). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1680688, #i = 2521032). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1059232, #i = 1588848). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 616720, #i = 925080). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836364, #i = 1254546). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 609736, #i = 914604). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 536092, #i = 804138). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 806680, #i = 1210020). Adjusted Pool size accordingly. 13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1346512, #i = 2019768). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1343760, #i = 2015640). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 689600, #i = 1034400). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1345928, #i = 2018892). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 566496, #i = 849744). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 708716, #i = 1063074). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 695884, #i = 1043826). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 683840, #i = 1025760). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 842224, #i = 1263336). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 885128, #i = 1327692). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 839764, #i = 1259646). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1527108, #i = 2290662). Adjusted Pool size accordingly. 13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 648468, #i = 972702). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 810432, #i = 1215648). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 676680, #i = 1015020). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 974400, #i = 1461600). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 916300, #i = 1374450). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 827752, #i = 1241628). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 676448, #i = 1014672). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1383768, #i = 2075652). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 698256, #i = 1047384). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 921916, #i = 1382874). Adjusted Pool size accordingly. 13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1093872, #i = 1640808). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 572736, #i = 859104). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 759632, #i = 1139448). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 829348, #i = 1244022). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 554188, #i = 831282). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 640488, #i = 960732). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1385844, #i = 2078766). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 523080, #i = 784620). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 561040, #i = 841560). Adjusted Pool size accordingly. 13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 533848, #i = 800772). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 732812, #i = 1099218). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1493348, #i = 2240022). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 677976, #i = 1016964). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760128, #i = 1140192). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836652, #i = 1254978). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1436448, #i = 2154672). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1047980, #i = 1571970). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=96,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1072348, #i = 1608522). Adjusted Pool size accordingly. 13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2245904, #i = 3368856). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 684940, #i = 1027410). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 798304, #i = 1197456). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1342224, #i = 2013336). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=96,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 932016, #i = 1398024). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2037648, #i = 3056472). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 931628, #i = 1397442). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 610220, #i = 915330). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 879404, #i = 1319106). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 745964, #i = 1118946). Adjusted Pool size accordingly. 13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 509396, #i = 764094). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1802764, #i = 2704146). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 531620, #i = 797430). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1243320, #i = 1864980). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 809420, #i = 1214130). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 843864, #i = 1265796). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 538080, #i = 807120). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 907516, #i = 1361274). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 663608, #i = 995412). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1042408, #i = 1563612). Adjusted Pool size accordingly. 13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 577388, #i = 866082). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1499792, #i = 2249688). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1082600, #i = 1623900). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1177856, #i = 1766784). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1413084, #i = 2119626). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 596748, #i = 895122). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 885448, #i = 1328172). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760088, #i = 1140132). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 972320, #i = 1458480). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 774436, #i = 1161654). Adjusted Pool size accordingly. 13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1023944, #i = 1535916). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 856876, #i = 1285314). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1009532, #i = 1514298). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 726880, #i = 1090320). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 990736, #i = 1486104). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1607484, #i = 2411226). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1128016, #i = 1692024). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 851576, #i = 1277364). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 848616, #i = 1272924). Adjusted Pool size accordingly. 13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 731408, #i = 1097112). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 930792, #i = 1396188). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 746816, #i = 1120224). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1333380, #i = 2000070). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 767304, #i = 1150956). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 560496, #i = 840744). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 566912, #i = 850368). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 539416, #i = 809124). Adjusted Pool size accordingly. 13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 710688, #i = 1066032). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=96,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 860412, #i = 1290618). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1228096, #i = 1842144). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 687328, #i = 1030992). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 834128, #i = 1251192). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1029708, #i = 1544562). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1830260, #i = 2745390). Adjusted Pool size accordingly. 13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 519228, #i = 778842). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1566072, #i = 2349108). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 691468, #i = 1037202). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1886324, #i = 2829486). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1003576, #i = 1505364). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1019436, #i = 1529154). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 593508, #i = 890262). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 678180, #i = 1017270). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 617968, #i = 926952). Adjusted Pool size accordingly. 13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 734076, #i = 1101114). Adjusted Pool size accordingly. 13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1081360, #i = 1622040). Adjusted Pool size accordingly. 13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1559024, #i = 2338536). Adjusted Pool size accordingly. 13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 515800, #i = 773700). Adjusted Pool size accordingly. 13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=96,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 587004, #i = 880506). Adjusted Pool size accordingly.
ShadowAn77, May 12th at 9:59 PM (modified May 12th at 11:14 PM)
I've been testing the new version, but the same problems as before continue. It consumes a lot of resources, the FPS drops, although now there is an improvement and it is not completely unplayable. The Ram memory increases by approximately 80-90% but the system no longer crashes.
Can I ask what is different about this version with 1.2.1 Pre Alpha 4. That one worked for me without problems...
From -pre.4, 1.2.1 added checks for GL and settings support, which shouldn't matter if it was already working, and it centralized shader patching.
If the patching change is what's causing the RAM issue then I've been looking for it in the wrong place. Theoretically, it's possible that the game has some fallback mechanism if a shader doesn't work as expected, where it reloads the shader. But since I'm patching shaders as they load, it would just reapply the issue and get caught in a loop, which is exactly the kind of thing that can cause a runaway memory issue.
The way to confirm whether that's what is happening is to enable OpenGL debugging. That's turned on by first accessing the Dev menu by enabled 'Developer Mode' in the Interface settings, confirming, then going to the now-revealed Dev tab and enabling the two OpenGL options (maybe all the error/debug options to be safe). Then launch the game and hopefully it will crash with a new exception. OpenGL crash reports are usually pretty vague though, so if it does then the useful info will probably be in your client-main.log.
Just be sure to turn off everything in Dev when you're done, that stuff will absolutely tank performance.
12.5.2026 20:07:25 [Notification] Loaded Shaderprogramm for render pass cloudmap. 12.5.2026 20:07:25 [Notification] Shader cloudmap: Uniform locations for variables viewDistance, viewDistanceLod0, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength, fogSpheres, fogSphereQuantity, ditherSeed, horizontalResolution, sky not found (or not used). 12.5.2026 20:07:25 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 12.5.2026 20:07:26 [Notification] Loaded Shaderprogramm for render pass clouds. 12.5.2026 20:07:26 [Notification] Shader clouds: Uniform locations for variables sunColor, playerPos, cloudTileSize, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, windWaveCounterHighFreq, waterWaveCounter, windSpeed, globalWarpIntensity, glitchWaviness, windWaveIntensity, waterWaveIntensity, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, glitchStrength, sky not found (or not used). 12.5.2026 20:07:26 [Notification] Loading world map cache db... 12.5.2026 20:07:26 [Warning] Language file includes an <a /> link missing href 12.5.2026 20:07:26 [Warning] =============================================================== 12.5.2026 20:07:26 [Warning] (x_x) Captured 8 issues during startup: 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer). 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel). 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer). 12.5.2026 20:07:26 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel). 12.5.2026 20:07:26 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 12.5.2026 20:07:26 [Warning] Language file includes an <a /> link missing href 12.5.2026 20:07:26 [Warning] =============================================================== 12.5.2026 20:07:27 [Notification] Loaded Shaderprogramm for render pass rift. 12.5.2026 20:07:27 [Notification] Shader rift: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaGlowIn, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used). 12.5.2026 20:07:27 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 692588, #i = 1038882). Adjusted Pool size accordingly. 12.5.2026 20:07:28 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525424, #i = 788136). Adjusted Pool size accordingly. 12.5.2026 20:07:28 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1102488, #i = 1653732). Adjusted Pool size accordingly. 12.5.2026 20:07:28 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598400, #i = 897600). Adjusted Pool size accordingly. 12.5.2026 20:07:29 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 596832, #i = 895248). Adjusted Pool size accordingly. 12.5.2026 20:07:29 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 931476, #i = 1397214). Adjusted Pool size accordingly. 12.5.2026 20:07:30 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603012, #i = 904518). Adjusted Pool size accordingly. 12.5.2026 20:07:30 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 588620, #i = 882930). Adjusted Pool size accordingly. 12.5.2026 20:07:30 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 569044, #i = 853566). Adjusted Pool size accordingly. 12.5.2026 20:07:30 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1072024, #i = 1608036). Adjusted Pool size accordingly. 12.5.2026 20:07:31 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1562492, #i = 2343738). Adjusted Pool size accordingly. 12.5.2026 20:07:32 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 663312, #i = 994968). Adjusted Pool size accordingly. 12.5.2026 20:07:32 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 854432, #i = 1281648). Adjusted Pool size accordingly. 12.5.2026 20:07:32 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1028604, #i = 1542906). Adjusted Pool size accordingly. 12.5.2026 20:07:33 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1290536, #i = 1935804). Adjusted Pool size accordingly. 12.5.2026 20:07:33 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1029360, #i = 1544040). Adjusted Pool size accordingly. 12.5.2026 20:07:34 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 989600, #i = 1484400). Adjusted Pool size accordingly. 12.5.2026 20:07:35 [Notification] Client pause state is now on 12.5.2026 20:07:35 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 871416, #i = 1307124). Adjusted Pool size accordingly. 12.5.2026 20:07:35 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 584280, #i = 876420). Adjusted Pool size accordingly. 12.5.2026 20:07:36 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1008856, #i = 1513284). Adjusted Pool size accordingly. 12.5.2026 20:07:36 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1086488, #i = 1629732). Adjusted Pool size accordingly. 12.5.2026 20:07:36 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 671648, #i = 1007472). Adjusted Pool size accordingly. 12.5.2026 20:07:36 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 571748, #i = 857622). Adjusted Pool size accordingly. 12.5.2026 20:07:37 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 808668, #i = 1213002). Adjusted Pool size accordingly. 12.5.2026 20:07:37 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 876988, #i = 1315482). Adjusted Pool size accordingly. 12.5.2026 20:07:37 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 716072, #i = 1074108). Adjusted Pool size accordingly. 12.5.2026 20:07:38 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 741792, #i = 1112688). Adjusted Pool size accordingly. 12.5.2026 20:07:38 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 960972, #i = 1441458). Adjusted Pool size accordingly. 12.5.2026 20:07:39 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 772060, #i = 1158090). Adjusted Pool size accordingly. 12.5.2026 20:07:39 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 582616, #i = 873924). Adjusted Pool size accordingly. 12.5.2026 20:07:39 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 896280, #i = 1344420). Adjusted Pool size accordingly. 12.5.2026 20:07:39 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 894816, #i = 1342224). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 762356, #i = 1143534). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1013740, #i = 1520610). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 824140, #i = 1236210). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1199780, #i = 1799670). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 646456, #i = 969684). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 739788, #i = 1109682). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1027484, #i = 1541226). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 529416, #i = 794124). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1139184, #i = 1708776). Adjusted Pool size accordingly. 12.5.2026 20:07:40 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836324, #i = 1254486). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1033120, #i = 1549680). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 579736, #i = 869604). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1163776, #i = 1745664). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1101404, #i = 1652106). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 625240, #i = 937860). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 832540, #i = 1248810). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 978764, #i = 1468146). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 903184, #i = 1354776). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 816904, #i = 1225356). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 553344, #i = 830016). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 543304, #i = 814956). Adjusted Pool size accordingly. 12.5.2026 20:07:41 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 674372, #i = 1011558). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 616096, #i = 924144). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 618480, #i = 927720). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1364464, #i = 2046696). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 863584, #i = 1295376). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769592, #i = 1154388). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1172432, #i = 1758648). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1125152, #i = 1687728). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 755184, #i = 1132776). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 626080, #i = 939120). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1513360, #i = 2270040). Adjusted Pool size accordingly. 12.5.2026 20:07:42 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 694068, #i = 1041102). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 731736, #i = 1097604). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1704748, #i = 2557122). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=96,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 520884, #i = 781326). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 738364, #i = 1107546). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 530244, #i = 795366). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 907524, #i = 1361286). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 821744, #i = 1232616). Adjusted Pool size accordingly. 12.5.2026 20:07:43 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 696152, #i = 1044228). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 924960, #i = 1387440). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 718120, #i = 1077180). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 955472, #i = 1433208). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 641584, #i = 962376). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603812, #i = 905718). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1215104, #i = 1822656). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 556484, #i = 834726). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661452, #i = 992178). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 645232, #i = 967848). Adjusted Pool size accordingly. 12.5.2026 20:07:44 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525464, #i = 788196). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 983892, #i = 1475838). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769432, #i = 1154148). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 540704, #i = 811056). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 586244, #i = 879366). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=96,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 871420, #i = 1307130). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 753444, #i = 1130166). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 882240, #i = 1323360). Adjusted Pool size accordingly. 12.5.2026 20:07:45 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 802476, #i = 1203714). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 677392, #i = 1016088). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1000108, #i = 1500162). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 560912, #i = 841368). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598868, #i = 898302). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 690756, #i = 1036134). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1206060, #i = 1809090). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 826752, #i = 1240128). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=96,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 559924, #i = 839886). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 562052, #i = 843078). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1565336, #i = 2348004). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 631408, #i = 947112). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 856796, #i = 1285194). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760380, #i = 1140570). Adjusted Pool size accordingly. 12.5.2026 20:07:46 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 580340, #i = 870510). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2093472, #i = 3140208). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 759408, #i = 1139112). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 558452, #i = 837678). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661996, #i = 992994). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1831664, #i = 2747496). Adjusted Pool size accordingly. 12.5.2026 20:07:47 [Fatal] Exception in async LoadSounds thread: 12.5.2026 20:07:47 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396 at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42 at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68 at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488 at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289
ShadowAn77, May 13th at 2:21 AM (modified May 13th at 2:31 AM)
The file it generates is too large to load. I enabled what you suggested and kept the game open; I could barely move around to try anything because it was so laggy, but it didn't close. I split the file into two segments, but almost everything says the same thing... Do you need any other files?
Oh man, thank you, this is the first logging I've seen of this that shows an actual problem! It isn't the OpenGL error like I thought, and it'll take me some time to dig into how it's even possible for this to happen, but this is extremely helpful.
If you don't mind doing me a big favor, could you download the three builds at this link and see if any don't have the issue? These are heavy handed and not really fixes, but test the one place the mod touches the tesselator pipeline directly, which is where that warning about increasing the pool size comes from.
NattsukiAlatyrDeadlyEssence01 Do you mind trying again with the pre release? 1.2.1 had an error checking thing that wasn't thread safe, which could create problems but also gave not very useful crash logs.
ValyarokrealJBODeeBz26 Game version 1.22 made some small changes to how transparent rendering works, it looks like OptiTime's cloud shader doesn't include some of the changes. Which makes sense for it if it's just replacing stuff anyway, but that's what's throwing off the patching here. You could try adding a line break right after the '(' on the line "float far = max(</new line here>m.x, m.y);" to test whether the mods could be compatible otherwise, if so and they don't want to update it I can tweak the matching for it.
Running on 64 bit Windows 10.0.22631.0 with 32657 MB RAM Game Version: v1.22.2 (Stable) 12/05/2026 21:16:44: Critical error occurred in the following mod: coriaendershaders@1.2.1 Loaded Mods: biggerpockets@1.0.6, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, moldsexpanded@1.2.0, propersticks@0.2.0, game@1.22.2, carryon@1.14.0, coriaendershaders@1.2.1, extrainfo@2.2.0, fastmap@122.4.0, juicyores@1.0.2, optitime@1.5.6, statushudcont@4.3.1, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2 Involved Harmony IDs: com.zaldaryon.optitime System.AggregateException: One or more errors occurred. (Base game shader failed to compile after WaterEffects patching: Failed opening savegame.) ---> CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching: Failed opening savegame. --- End of inner exception stack trace --- at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__60_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 192 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame_Patch3(ScreenManager this, Single dt) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch3(ClientPlatformWindows this, FrameEventArgs e) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching: Failed opening savegame.
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 11/05/2026 00:24:54, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x3c8c Hora de início do aplicativo com falha: 0x0x1dce0f599af2e62 Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: a1349717-ba29-498c-9c23-dea45eb0aba6 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 11/05/2026 00:21:43, Site = , Source = Application Error, Message = Nome do aplicativo com falha: VintageStory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x735c Hora de início do aplicativo com falha: 0x0x1dce0f4849678ad Caminho do aplicativo com falha: F:\Vintagestory\VintageStory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: 83984b56-7efe-4444-bdac-fb760ae5bbf0 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 10/05/2026 22:20:03, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x1b94 Hora de início do aplicativo com falha: 0x0x1dce0debe26d603 Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: 622641ca-c8ca-4c95-b8fc-8a4599433766 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: }
When I log into a multiplayer server with either 1.2.1 or 1.2.2-pre I crash. Removing the mod fixes the crashing.
Crash Report
System.Collections.Generic.KeyNotFoundException: The given key 'mvpMatrix' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 451 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Randomly when loading into a world/server, my entire pc will freeze up for a few seconds, and will come back with Vintage Story minimized and an AMD Adrenalin notification telling me my graphics drivers have stalled. I am running an rx 9070 with Adrenalin ver. 26.5.1. Not completely sure if it is caused by this mod, but it has not happened without it. Anyways, awesome mod, and appreciate it.
Ok, I believe this was caused by a conflict with the OptiTime mod, but im not fully sure. However, when being used with the Birch Bark Canoe mod, when a canoe is placed, a bunch of strange fuzz appears on the screen that only goes away when a canoe is destroyed. Could you please look into this?
Working on a fix for the weird boat thing, thanks.
Alatyr, May 11th at 6:59 PM (modified May 11th at 7:08 PM)
Some ruin blocks from the Better Ruins mod become invisible for some reason when covered in snow or when it melts, I'm not sure about that. Interestingly, their tooltips also disappear, and you can fall through them. After a world restart, everything returns to normal. Partial log
Crash Report
11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48595/114/51856. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48605/114/51858. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48595/114/51863. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48595/114/51856. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48605/114/51858. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48595/114/51863. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110 11.5.2026 21:49:31 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntitySapling@48650/117/51811. Block will probably not be rendered as intended. 11.5.2026 21:49:31 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 194 at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass6_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39 at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 240 at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110
// ============================================================ // DEBUG TOGGLES ? flip any of these to 0 to disable a feature // ============================================================
#define DBG_ENABLE_SURFACE_TURBULENCE 1 // Warps cloud top/base with time-animated noise #define DBG_ENABLE_EDGE_EROSION 1 // Erodes cloud edges with noise (coverage mask) Does it do anything ? #define DBG_ENABLE_CLOUD_SHADOW 1 // Vertical self-shadow raycast upward through cloud #define DBG_ENABLE_TOP_BRIGHTENING 1 // Bright rim at cloud tops #define DBG_ENABLE_BASE_DARKENING 1 // Dark underside shading #define DBG_ENABLE_RIM_HIGHLIGHT 1 // Thin bright rim at very top when unoccluded #define DBG_ENABLE_DIRECTION_CURVE 1 // Barrel-curve applied to ray direction #define DBG_ENABLE_DIRECTION_WARP 1 // Perception-effect warp on ray direction #define DBG_ENABLE_SMOOTH_SAMPLE_MAP 1 // clouds dont tower anymore #define DBG_ENABLE_SMOOTH_SAMPLE_COL 1 // Better k gradient #define DBG_ENABLE_STEP_SKIP 0 // Adaptive step-size multiplier in empty space
// Visualisation modes (pick at most one ? set others to 0) #define DBG_VIS_NONE 1 // Normal render #define DBG_VIS_DENSITY 0 // Greyscale raw density #define DBG_VIS_HEIGHT 0 // Red = bottom, green = top (h value) #define DBG_VIS_SHADOW 0 // White = fully occluded from above #define DBG_VIS_COVERAGE 0 // Coverage mask only (no vertical profile) #define DBG_VIS_NORMALS 0 // World-space normal approximated from density gradient
#define DBG_OVERRIDE_DENSITY_VALUE 4.0 // Density multiplier when enabled
vec3 hash(vec3 p){ const uint k = 1103515245U; uvec3 x = floatBitsToUint(p); x = ((x>>8U)^x.yzx)*k; x = ((x>>8U)^x.yzx)*k; x = ((x>>8U)^x.yzx)*k; return vec3(x)/float(0xffffffffU); }
// ------------------------------------------------------- // Density at a continuous 3D position // ------------------------------------------------------- vec2 sampleDensity(vec3 pos, vec4 map) { if(map.r <= 0.0) return vec2(0.0);
float base = map.b; float top = map.a * 0.5; float thickness = max(top - base, 1.0);
far -= near; far = min(far, plane.y); far = min(far, cloudMapWidth * cloudTileSize / 2.0 - near); far /= cloudTileSize;
vec4 k = traverse(origin, direction, far, plane.x / cloudTileSize);
if(k.a <= 0.0) discard;
float s = FrameWidth / 240.0 / 11.0; float n = NoiseFromPixelPosition(ivec2(gl_FragCoord.xy), frame + 256, FrameWidth).r * s;
k = exp(log(k + 1.0) + n) - 1.0;
if(k.a <= 0.0) discard;
#if DBG_ENABLE_GENTLE_NOISE k += gentleNoise() * k.a * 0.1; #endif #if DBG_ENABLE_DITHER k = dither(k, 255.0); #endif
drawPixel(k); }
//CSPATCHGROUPAPPLIED WATER_CLOUDVOLUMETRIC //CSPATCHAPPLIED cloudvolumetric_fsh_functionShader program: cloudvolumetric at CoriaenderShaders.Patches.ShaderPatcher.PatchShaderProgram(IShaderProgram program, ShaderPatch[] patches, String groupWatermark) in Src:\Patches\ShaderPatcher.cs:line 99 at CoriaenderShaders.Patches.CloudVolumetricPatches.Apply(ShaderProgram program) in Src:\Patches\WaterEffectsShaderPatches.cs:line 139 at CoriaenderShaders.Patches.ShaderPatchRegistry.OnShaderProgramLoaded(ShaderProgram program) in Src:\Patches\ShaderPatchRegistry.cs:line 53 at CoriaenderShaders.CoriaenderShaders.CSEvents.EmitShaderProgramLoaded(ShaderProgram p) in Src:\CoriaenderShaders\CSEvents.cs:line 19 at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 162 at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.OnRenderFrame(FrameEventArgs args) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Running on 64 bit Windows 10.0.22631.0 with 32657 MB RAM Game Version: v1.22.2 (Stable) 10/05/2026 22:19:59: Critical error occurred in the following mod: coriaendershaders@1.2.1 Loaded Mods: biggerpockets@1.0.6, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, moldsexpanded@1.2.0, propersticks@0.2.0, game@1.22.2, carryon@1.14.0, coriaendershaders@1.2.1, extrainfo@2.2.0, fastmap@122.4.0, juicyores@1.0.2, statushudcont@4.3.1, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2 System.AggregateException: One or more errors occurred. (Base game shader failed to compile after WaterEffects patching: Failed opening savegame.) ---> CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching: Failed opening savegame. --- End of inner exception stack trace --- at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__60_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 192 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching: Failed opening savegame.
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 10/05/2026 21:40:00, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x6110 Hora de início do aplicativo com falha: 0x0x1dce0dddaedddd1 Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: 8aeba09e-4858-4434-b0b7-da322295cc27 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 10/05/2026 21:33:26, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x6cd8 Hora de início do aplicativo com falha: 0x0x1dce0dda848be62 Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: 795e8ce7-6085-4a52-8ebc-f6b068ff3bec Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 10/05/2026 21:32:12, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x0x6730 Hora de início do aplicativo com falha: 0x0x1dce0dd58913698 Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll ID do Relatório: 29c791d4-9c07-486f-9499-9dc54195a88e Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: }
I ran some tests... I checked the client configuration and SSBO is enabled. At first it started loading fine, but after a few seconds the memory usage increased to almost 100%. Con mucho gusto te puedo brindar algún otro dato si se requiere. Estaré al pendiente
Reflections under ice is a deliberate tradeoff, the mod doesn't modify mesh data and the game doesn't track 'water surface' data in the mesh. I decided ice being a little weird was the least egregious of the options. Would be nice to have a solution for it though.
I can take a look at the zoom mod, but the reflections should already be using the camera FoV, so it might be an implementation quirk of that mod.
It seems to work in a single-player world, but when trying to load onto a server, the game simply closes; there doesn't seem to be anything out of the ordinary in the logs.
10.5.2026 16:36:07 [Event] [extrainfo] started mod
10.5.2026 16:36:07 [Notification] Done loading and pre-starting client side mods.
10.5.2026 16:36:07 [Event] started 'Primitive Survival' mod
10.5.2026 16:36:07 [Event] started 'Sortable Storage' mod
10.5.2026 16:36:07 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
10.5.2026 16:36:07 [Notification] Mod Config successfully loaded.
10.5.2026 16:36:07 [Error] [WindowStorageLib] Failed to load config, using defaults. Error: Input string '1.0' is not a valid integer. Path 'RainSoundVolume', line 5, position 24.
10.5.2026 16:36:07 [Notification] [WindowStorageLib] Mod loaded successfully
10.5.2026 16:36:07 [Notification] External Origins in load order: modorigin@C:\Games\Vintagestory\assets\creative\, modorigin@C:\Games\Vintagestory\assets\survival\, mod@adventurers-walking-stick-net10_3.0.4.zip, mod@Alatyr's_torchholders_v1.1.0.zip, mod@AWearableLight-v1.1.6.zip, mod@Catch Livestock_0.2.4.zip, mod@chandeliercraft_v2.1.1.zip, mod@ChiselTools1.17.1.zip, mod@DarkVisionV1.3.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.0.zip, mod@primitivesurvival_5.0.5.zip, mod@ProspectTogether-2.2.1.zip, mod@sortablestorage_3.0.0.zip, mod@Sticks from Firewood Mallows QOL Mods.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TallowCandle_1.0.1.zip, mod@translocatorengineeringredux_1.6.6.zip, mod@vsimgui_1.2.5.zip, mod@zoombuttonreborn_2.0.2.zip, mod@airthermomod_0.5.0.zip, mod@animalcages_v5.0.0.zip, mod@BetterRuinsv0.6.1.zip, mod@biodiversity_core_1.1.4.zip, mod@BloodTrail-v1.2.1.zip, mod@butchering_1.13.2.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@CMImpact_1.1.0.zip, mod@coriaendershaders-v1.2.1_v1.22.2.zip, mod@CritchersCalculator_1.1.1.zip, mod@DanaTweaks-v4.0.0.zip, mod@ExtraInfo-v2.2.0.zip, mod@foodshelves_3.0.2.zip, mod@Footprints-v1.2.1.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@MaterialNeedsGeology_2.0.3.zip, mod@MaterialNeeds_1.1.16.zip, mod@OptiTime-1.5.6.zip, mod@realsmoke_1.2.0.zip, mod@stickemup_1.3.1.zip, mod@stonebakeoven_1.2.3.zip, mod@Synergy-1.1.4.zip, mod@vsroofing_1.5.3.zip, mod@biodiversity_bdcrop_1.0.3.zip, mod@biodiversity_bdorchard_1.0.4.zip, mod@biodiversity_bdtree_1.0.4.zip, mod@expanded_matter-3.5.3.zip, mod@MaterialNeedsFlowers_0.0.0.zip, mod@shearlib-1.3.0.zip, mod@tailors_delight-2.2.0.zip, mod@WindowStorageLib_1.2.3.zip, mod@bricklayers-3.2.2.zip, mod@dressmakers-1.8.0.zip, mod@WindowStorage_1.8.1.zip, mod@wool-1.9.1.zip, themepack@texturmod.zip, themepack@118hair_1.19.8_v0.1.4.zip, themepack@Gothic Game Music part 1.zip, themepack@Gothic Game Music part 2.zip, themepack@Gothic game music part 3.zip
10.5.2026 16:36:07 [Notification] Found 377 external assets in category lang
10.5.2026 16:36:07 [Notification] Found 723 external assets in category patches
10.5.2026 16:36:07 [Notification] Found 264 external assets in category config
10.5.2026 16:36:07 [Notification] Found 34 external assets in category worldproperties
10.5.2026 16:36:07 [Notification] Found 738 external assets in category sounds
10.5.2026 16:36:07 [Notification] Found 7587 external assets in category shapes
10.5.2026 16:36:07 [Notification] Found 47 external assets in category shaders
10.5.2026 16:36:07 [Notification] Found 6 external assets in category shaderincludes
10.5.2026 16:36:07 [Notification] Found 14748 external assets in category textures
10.5.2026 16:36:07 [Notification] Found 86 external assets in category music
10.5.2026 16:36:07 [Notification] Found 18 external assets in category dialog
10.5.2026 16:36:07 [Notification] Found 265 external assets in category compatibility
10.5.2026 16:36:07 [Notification] Found 2 external assets in category jsonpatches
10.5.2026 16:36:07 [Notification] Reloaded lang file now with mod assets
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass standard.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass particlescube.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass particlesquad.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass sky.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass nightsky.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass woittest.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass helditem.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass decals.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass final.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass gui.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass blur.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass findbright.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass godrays.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass autocamera.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass wireframe.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass luma.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass blit.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass texture2texture.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass celestialobject.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass colorgrade.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass guigear.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass ssao.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass aurora.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass cloudmap.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass instanced.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass lines.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass standard.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass darkvision_desat.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass darkvision_streaks.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass darkvision_streaksblur.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass poison.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass standard.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass particlescube.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass lines.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass aurora.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass squintoverlay.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogram for render pass watercompose.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogram for render pass cameradepth.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogram for render pass waternormals.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass footprintshader.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
10.5.2026 16:36:10 [Notification] Loaded Shaderprogramm for render pass machinegear.
10.5.2026 16:36:10 [Notification] Reloaded shaders now with mod assets
10.5.2026 16:36:10 [Notification] Reloaded sounds, now with mod assets
10.5.2026 16:36:10 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
10.5.2026 16:36:10 [Notification] Соединились с сервером, загружаем данные...
5 килобайт получено
10.5.2026 16:36:10 [Notification] Received level init
10.5.2026 16:36:10 [Notification] Соединились с сервером, загружаем данные...
385 килобайт получено
10.5.2026 16:36:10 [Notification] Соединились с сервером, загружаем данные...
945 килобайт получено
10.5.2026 16:36:10 [Notification] Соединились с сервером, загружаем данные...
1505 килобайт получено
10.5.2026 16:36:10 [Notification] Соединились с сервером, загружаем данные...
2065 килобайт получено
10.5.2026 16:36:11 [Notification] Соединились с сервером, загружаем данные...
2609 килобайт получено
10.5.2026 16:36:11 [Notification] Соединились с сервером, загружаем данные...
3169 килобайт получено
10.5.2026 16:36:11 [Notification] Соединились с сервером, загружаем данные...
3729 килобайт получено
10.5.2026 16:36:11 [Notification] Соединились с сервером, загружаем данные...
4273 килобайт получено
10.5.2026 16:36:11 [Notification] Соединились с сервером, загружаем данные...
4833 килобайт получено
10.5.2026 16:36:12 [Notification] Соединились с сервером, загружаем данные...
5377 килобайт получено
10.5.2026 16:36:12 [Notification] Соединились с сервером, загружаем данные...
29 килобайт получено
10.5.2026 16:36:12 [Notification] Соединились с сервером, загружаем данные...
5825 килобайт получено
10.5.2026 16:36:13 [Notification] Received server assets
10.5.2026 16:36:13 [Notification] Tags registries now locked.
10.5.2026 16:36:15 [Warning] Texture asset 'game:textures/item/tool/resource/string.png' not found (defined in Shape file butchering:items/tools/arrow-bone).
I'm not sure why it would be different single player vs server, but the log shows that your 'allowSSBOs' setting is disabled. If your card supports OpenGL 4.6 then it definitely supports SSBOs, but if the setting is ever turned off the game won't turn it back on. Do you mind checking if it's set to true in clientsettings.json?
vluka96, May 10th at 10:16 AM (modified May 10th at 10:17 AM)
So, good news and bad news. The new update fixed all the issues I was having with invisible terrain and crashing on startup. The shaders load and display correctly now. However, now I'm getting massive stuttering the whole time that makes the game completely unplayable. This didn't happen to me in previous releases where the mod worked. I tried looking in the logs, but the client log isn't printing anything at all, and no obvious issues printed anywhere else.
I added a check that 'allowSSBOs' is enabled which like glContextVersion the game can turn off but won't turn it back on. Do you mind checking that it's enabled in clientsettings.json?
No se que fue lo que sucedió. Actualicé el mod a la nueva versión y practicamente se volvió injugable. Mis FPS Bajaron casi a 0 y se hacía complicado moverse ya que se trababa todo. Tuve que volver a la versión 1.2.1 Pre alpha 4... No se si pueda dar algo útil sobre eso...
Lo siento, mi espanol no es bueno, pero eso es lo que pasa quando el juego hace demasiado logging, como cuando un patch es malo. Por favor puedes compartir sus client-main.log? Problamente tiene "OpenGL Error" muchos veses, pero solomente nesecito antes de eso.
Sorry, a couple people have reported this but I haven't been able to reproduce it. Do you mind trying version 1.2.1 that I just posted and if it still freezes sharing your client-main.log?
almatujo, May 8th at 12:30 AM (modified May 8th at 1:55 AM)
I would say that pretty close to 50% of the time this mod will cause a hardware crash and force my GPU to shut down upon initializing a save. Sometimes it recovers without the whole computer having to be turned off, other times not. Tested with and without mod. Other than that it ruins quite well. It's not your fault, my hardware is ancient. Open to even the vaguest advice about how to reduce the frequency of these crashes. It's an AMD GPU that supports OpenGL 4.3 & 4.6.
Sorry but what do you mean initializing a save, like when you Save & Leave world? The mod doesn't do any saving besides the config, but it does rely on the game to dispose of everything on exit so it's possible I set that up wrong somewhere. Is this specific to terrain shadows? That does some threading cleanup but should timeout pretty quick.
If you don't mind sharing your client-main.log from after a crash it might give some hints to what's happening.
Yes, sorry, loading a save or creating a new world. Typically the crash happens after the loading screen has finished and just as the game begins rendering stuff. If I start a new game, for instance, it'll show the character creation menu and freeze instantly.
Ah, yeah, on startup it kind of tags along with the game's terrain loading system, I wouldn't be surprised if it's something silly like how many caves you're near when loading. There's some optimization work I've started on but don't have a timeline on or anything, unfortunately I don't think there's much you can do on your end for now, sorry.
I´ve been playing with "Coriaendershaders-v1.2.1-pre.1_v1.22.0" up until today, then i upgraded to "Coriaendershaders-v1.2.1-pre.3_v1.22.2".
Everything works perfectly fine, however it appears that the newer version lacks the distinct reddish color during sunrise and sunset. The sun itself is as bright as at midday/noon, now this wouldnt exactly be a problem, but it appears that the sky also doenst have any red in it.
8.5.2026 00:05:10 [Notification] Client logger started. 8.5.2026 00:05:10 [Notification] Game Version: v1.22.2 (Stable) 8.5.2026 00:05:10 [Notification] Process path: C:\Games\Vintagestory\Vintagestory.exe 8.5.2026 00:05:10 [Notification] Operating System: Windows 10.0.26200.0 8.5.2026 00:05:10 [Notification] CPU Cores: 24 8.5.2026 00:05:10 [Notification] CPU: 13th Gen Intel(R) Core(TM) i7-13700KF 8.5.2026 00:05:10 [Notification] Available RAM: 48941 MB 8.5.2026 00:05:10 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 8.5.2026 00:05:10 [Notification] Graphics Card Vendor: NVIDIA Corporation 8.5.2026 00:05:10 [Notification] Graphics Card Version: 4.3.0 NVIDIA 596.21 8.5.2026 00:05:10 [Notification] Graphics Card Renderer: NVIDIA GeForce RTX 5090/PCIe/SSE2 8.5.2026 00:05:10 [Notification] Graphics Card ShadingLanguageVersion: 4.30 NVIDIA via Cg compiler 8.5.2026 00:05:10 [Notification] GL.MaxVertexUniformComponents: 4096 8.5.2026 00:05:10 [Notification] GL.MaxUniformBlockSize: 65536 8.5.2026 00:05:10 [Notification] C# Framework: .net 10.0.0 8.5.2026 00:05:10 [Notification] Cairo Graphics Version: 1.17.3 8.5.2026 00:05:10 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 8.5.2026 00:05:10 [Notification] Zstd Version: 1.5.7 8.5.2026 00:05:10 [Notification] Start discovering assets 8.5.2026 00:05:10 [Notification] Found 34 base assets in category lang 8.5.2026 00:05:10 [Notification] Found 0 base assets in category patches 8.5.2026 00:05:10 [Notification] Found 24 base assets in category config 8.5.2026 00:05:10 [Notification] Found 0 base assets in category worldproperties 8.5.2026 00:05:10 [Notification] Found 49 base assets in category sounds 8.5.2026 00:05:10 [Notification] Found 230 base assets in category shapes 8.5.2026 00:05:10 [Notification] Found 84 base assets in category shaders 8.5.2026 00:05:10 [Notification] Found 19 base assets in category shaderincludes 8.5.2026 00:05:10 [Notification] Found 182 base assets in category textures 8.5.2026 00:05:10 [Notification] Found 4 base assets in category music 8.5.2026 00:05:10 [Notification] Found 0 base assets in category dialog 8.5.2026 00:05:10 [Notification] Found 626 base assets in total 8.5.2026 00:05:10 [Notification] Loading sounds 8.5.2026 00:05:10 [Notification] (Re-)loaded frame buffers 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass . 8.5.2026 00:05:10 [Notification] Sounds loaded 8.5.2026 00:05:10 [Notification] Begin loading shaders 8.5.2026 00:05:10 [Notification] Load shaders now 8.5.2026 00:05:10 [Notification] Loading shaders... 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlesquad. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass sky. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass nightsky. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass woittest. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass helditem. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass decals. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass final. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass gui. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blur. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass findbright. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass godrays. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass autocamera. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass wireframe. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass luma. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blit. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass texture2texture. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass celestialobject. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass colorgrade. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass guigear. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass ssao. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass aurora. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass instanced. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass lines. 8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:10 [Notification] Cached session key is valid, validating with server 8.5.2026 00:05:11 [Notification] Server validation response: Good 8.5.2026 00:05:11 [Notification] Will search the following paths for mods: 8.5.2026 00:05:11 [Notification] C:\Games\Vintagestory\Mods 8.5.2026 00:05:11 [Notification] %appdata%\VintagestoryData\Mods 8.5.2026 00:05:21 [Notification] Initialized GUI Manager 8.5.2026 00:05:21 [Notification] Initialized Server Connection 8.5.2026 00:05:21 [Notification] Server args parsed 8.5.2026 00:05:21 [Notification] Server main instantiated 8.5.2026 00:05:37 [Notification] Processed server identification 8.5.2026 00:05:37 [Notification] Map initialized 8.5.2026 00:05:37 [Notification] Received server assets 8.5.2026 00:05:37 [Notification] Loading and pre-starting client side mods... 8.5.2026 00:05:37 [Notification] Will search the following paths for mods: 8.5.2026 00:05:37 [Notification] C:\Games\Vintagestory\Mods 8.5.2026 00:05:37 [Notification] %appdata%\VintagestoryData\Mods 8.5.2026 00:05:37 [Notification] Found 45 mods (0 disabled) 8.5.2026 00:05:37 [Notification] Mods, sorted by dependency: woodlogstack64, cbr, doublebackpackcapacity, DrystoneParity, fieldsandplateaus, jsonpatcheslib, kyattonostickybranches, lightrifts, miningdropsmorestone, moretorchholders, overhaullib, plainsandvalleys, plumpkins, primitivesurvival, temporalstormgear, tulesedgefix, unnerfedflowers, game, vsimgui, wetlandharvest, wlts, zoombuttonreborn, betterruins, bloodtrail, configlib, coriaendershaders, geologymap, herbarium, lakulsenhancedtrees1, mightywalnut, opineuponpine, oreveintracers, playermodellib, realsmoke, statushudcont, valksfuzzyclouds, creative, vsroofing, survival, weaponpackalphaunoff, castaway, em, wildcraftfruit, wildcrafttree, aldiclasses 8.5.2026 00:05:37 [Notification] Instantiated 169 mod systems from 45 enabled mods 8.5.2026 00:05:37 [Notification] Loaded mods (45): ModID Version Name FileName Dependencies Authors ModDB (if alias set by author) aldiclasses 2.0.0-rc.3 Aldi's Classes aldiclasses2.0.0-rc.3.zip em@* Aldi, Krima https://mods.vintagestory.at/aldiclasses lightrifts 1.1.1 Light Rifts LightRifts_1.1.1.zip - animatiV https://mods.vintagestory.at/lightrifts unnerfedflowers 1.0.0 unnerfed flowers unnerfedflowers auto.zip - appo47 https://mods.vintagestory.at/unnerfedflowers bloodtrail 1.2.0 BloodTrail BloodTrail-v1.2.0.zip game@1.22.0-pre.1 Aylor222 https://mods.vintagestory.at/bloodtrail plumpkins 1.1.3 Plumpkins PlumpkinsV1.1.3.zip - Brun https://mods.vintagestory.at/plumpkins geologymap 1.1.0 Geology Map geologymap_1.1.0.zip game@1.22.0-pre.1 cooli2 https://mods.vintagestory.at/geologymap coriaendershaders 1.2.1-pre.4 CoriaenderShaders coriaendershaders-v1.2.1-pre.4_v1.22.2.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders temporalstormgear 1.0.1 TemporalStormGear TemporalStormGear.zip - Fulgen https://mods.vintagestory.at/temporalstormgear wildcrafttree 1.3.3 Wildcraft: Trees and Shrubs wildcrafttree_1.3.3.zip herbarium@1.4.0 gabb (code), Ледяная Соня (textures, models), CATASTEROID (some assets) https://mods.vintagestory.at/wildcrafttree wildcraftfruit 1.4.61 Wildcraft: Fruits and Nuts wildcraftfruit_1.4.61.zip herbarium@1.4.2-rc.1 gabb (code), Ледяная Соня (textures, models), CATASTEROID (some assets), L33tmaan (meal fixes) https://mods.vintagestory.at/wildcraftfruit herbarium 1.4.2-rc.1 Herbarium herbarium_1.4.2-rc.1.zip game gabb, pizza2004, CATASTEROID https://mods.vintagestory.at/herbarium zoombuttonreborn 2.0.2 ZoomButton zoombuttonreborn_2.0.2.zip - goxmeor, SpearAndFang https://mods.vintagestory.at/zoombuttonreborn statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont miningdropsmorestone 1.0.0 Mining Drops More Stone MiningDropsMoreStone.zip - GreyIsTired https://mods.vintagestory.at/miningdropsmorestone castaway 1.0.2 Castaway castaway-1.02.zip game@1.22.0, survival@1.22.0 Krougal https://mods.vintagestory.at/castaway kyattonostickybranches 1.1.3 Kyatto's Sticky Branches kyattonostickybranches_1.1.3.zip - Kyattono https://mods.vintagestory.at/kyattonostickybranches lakulsenhancedtrees1 0.0.1 lakulsenhancedtrees1 lakulsenhancedvanillatrees.zip game@1.21.6 Lakul https://mods.vintagestory.at/lakulsenhancedtrees1 DrystoneParity 1.0.0 Drystone Parity DrystoneParity.zip - Lodeclaw https://mods.vintagestory.at/DrystoneParity moretorchholders 1.0.1 More Torch Holders MoreTorchHolders_1.0.1.zip - Lodeclaw https://mods.vintagestory.at/moretorchholders jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib vsimgui 1.2.4 Dear ImGui vsimgui_1.2.4.zip - Maltiez https://mods.vintagestory.at/vsimgui playermodellib 1.18.2 Player Model Library playermodellib_1.18.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib configlib 1.12.0 Config lib configlib_1.12.0.zip vsimgui@1.2.0 Maltiez, The Insanity God https://mods.vintagestory.at/configlib weaponpackalphaunoff 1.8.2 Alpha Weapon Pack unofficial WeaponPackAlphaUnofficial_1.8.2.zip game@1.22.0 Mr1k3, fipil https://mods.vintagestory.at/weaponpackalphaunoff betterruins 0.6.1 BetterRuins BetterRuinsv0.6.1.zip game@1.22.0 NiclAss https://mods.vintagestory.at/betterruins doublebackpackcapacity 0.0.2 DoubleBackpackCapacity DoubleBackpackCapacityV0.0.2.zip - NomadicPirate https://mods.vintagestory.at/doublebackpackcapacity wetlandharvest 0.0.3 WetlandHarvest WetlandHarvestV0.0.3.zip - NomadicPirate https://mods.vintagestory.at/wetlandharvest oreveintracers 1.2.0 Ore Vein Traces oreveintracers-v1.2.0.zip game PurplePi https://mods.vintagestory.at/oreveintracers cbr 2.0.1 Chiseled Block Retention ChiseledBlockRetention-2.0.1.zip - Rythillian https://mods.vintagestory.at/cbr wlts 1.0.1 Whole Lotta Tree Seeds WholeLottaTreeSeeds-1.0.1.zip - Rythillian https://mods.vintagestory.at/wlts woodlogstack64 1.2.1 Bigger Wood Log Stacks (x64) Bigger Wood Log Stacks (x64)-1.2.1.zip - Sadi https://mods.vintagestory.at/woodlogstack64 valksfuzzyclouds 2.0.7 ValksFuzzyClouds valksfuzzyclouds_2.0.7.zip game@1.22.0 SilverValkyrie https://mods.vintagestory.at/valksfuzzyclouds primitivesurvival 5.0.5 Primitive Survival primitivesurvival_5.0.5.zip - SpearAndFang https://mods.vintagestory.at/primitivesurvival em 3.5.1 Expanded Matter expanded_matter-3.5.1.zip game@1.22.0, survival@1.22.0 Tels, Phiwa https://mods.vintagestory.at/em fieldsandplateaus 1.0.10 Fields and Plateaus Fieldsandplateaus-v1.0.10.zip - Tenth Architect https://mods.vintagestory.at/fieldsandplateaus plainsandvalleys 1.0.13 Plains and Valleys Plainsandvalleys-v1.0.13.zip - Tenth Architect https://mods.vintagestory.at/plainsandvalleys game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival vsroofing 1.5.3 VS Roofing Mod vsroofing_1.5.3.zip game@1.22.0 vsroofing@proton.me https://mods.vintagestory.at/vsroofing mightywalnut 1.1.3 The Mighty Walnut mightywalnut-1.1.3.zip game@1.21.5 Whiskey Sunshine https://mods.vintagestory.at/mightywalnut opineuponpine 1.0.8 Opine Upon Pine (Retexture) Opine_Upon_Pine_v1.0.8.zip game whomp https://mods.vintagestory.at/opineuponpine realsmoke 1.2.0 Real Smoke realsmoke_1.2.0.zip game@1.22.0 XyrVexus https://mods.vintagestory.at/realsmoke tulesedgefix 1.0.1 Wildcraft: Tule and Sedge FIX tulesedgefix_1.0.1.zip - Ледяная Соня https://mods.vintagestory.at/tulesedgefix
8.5.2026 00:05:37 [Notification] Done loading and pre-starting client side mods. 8.5.2026 00:05:37 [Event] started 'Primitive Survival' mod 8.5.2026 00:05:37 [Notification] modconfigload 8.5.2026 00:05:37 [Notification] External Origins in load order: modorigin@C:\Games\Vintagestory\assets\creative\, modorigin@C:\Games\Vintagestory\assets\survival\, mod@Bigger Wood Log Stacks (x64)-1.2.1.zip, mod@ChiseledBlockRetention-2.0.1.zip, mod@DoubleBackpackCapacityV0.0.2.zip, mod@DrystoneParity.zip, mod@Fieldsandplateaus-v1.0.10.zip, mod@jsonpatcheslib_1.5.2.zip, mod@kyattonostickybranches_1.1.3.zip, mod@LightRifts_1.1.1.zip, mod@MiningDropsMoreStone.zip, mod@MoreTorchHolders_1.0.1.zip, mod@overhaullib_2.0.8.zip, mod@Plainsandvalleys-v1.0.13.zip, mod@primitivesurvival_5.0.5.zip, mod@TemporalStormGear.zip, mod@tulesedgefix_1.0.1.zip, mod@unnerfedflowers auto.zip, mod@vsimgui_1.2.4.zip, mod@WetlandHarvestV0.0.3.zip, mod@WholeLottaTreeSeeds-1.0.1.zip, mod@zoombuttonreborn_2.0.2.zip, mod@BetterRuinsv0.6.1.zip, mod@BloodTrail-v1.2.0.zip, mod@coriaendershaders-v1.2.1-pre.4_v1.22.2.zip, mod@geologymap_1.1.0.zip, mod@herbarium_1.4.2-rc.1.zip, mod@lakulsenhancedvanillatrees.zip, mod@mightywalnut-1.1.3.zip, mod@oreveintracers-v1.2.0.zip, mod@playermodellib_1.18.2.zip, mod@realsmoke_1.2.0.zip, mod@statushudcont_4.3.1.zip, mod@valksfuzzyclouds_2.0.7.zip, mod@vsroofing_1.5.3.zip, mod@WeaponPackAlphaUnofficial_1.8.2.zip, mod@castaway-1.02.zip, mod@expanded_matter-3.5.1.zip, mod@wildcraftfruit_1.4.61.zip, mod@wildcrafttree_1.3.3.zip, mod@aldiclasses2.0.0-rc.3.zip, themepack@PlumpkinsV1.1.3.zip, themepack@Opine_Upon_Pine_v1.0.8.zip 8.5.2026 00:05:37 [Notification] Tags registries now locked. 8.5.2026 00:05:37 [Notification] Found 138 external assets in category lang 8.5.2026 00:05:37 [Notification] Found 346 external assets in category patches 8.5.2026 00:05:37 [Notification] Found 205 external assets in category config 8.5.2026 00:05:37 [Notification] Found 28 external assets in category worldproperties 8.5.2026 00:05:37 [Notification] Found 705 external assets in category sounds 8.5.2026 00:05:37 [Notification] Found 8762 external assets in category shapes 8.5.2026 00:05:37 [Notification] Found 37 external assets in category shaders 8.5.2026 00:05:37 [Notification] Found 5 external assets in category shaderincludes 8.5.2026 00:05:38 [Notification] Found 14246 external assets in category textures 8.5.2026 00:05:38 [Notification] Found 83 external assets in category music 8.5.2026 00:05:38 [Notification] Found 18 external assets in category dialog 8.5.2026 00:05:38 [Notification] Found 198 external assets in category compatibility 8.5.2026 00:05:38 [Notification] Found 4 external assets in category jsonpatches 8.5.2026 00:05:38 [Notification] Reloaded lang file now with mod assets 8.5.2026 00:05:40 [Notification] [Config lib] Configs loaded: 5 8.5.2026 00:05:40 [Notification] Compatibility lib: 9 assets added, 0 assets replaced. 8.5.2026 00:05:40 [Notification] JsonPatch Loader: 950 patches total, successfully applied 53 patches, missing files on 897 patches, unmet conditions on 111 patches, no errors 8.5.2026 00:05:40 [Notification] Received 6954 item types from server 8.5.2026 00:05:40 [Notification] Loaded 39816 block types from server 8.5.2026 00:05:41 [Notification] Server launched 8.5.2026 00:05:41 [Notification] Reloaded sounds, now with mod assets 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/copper.png' not found (defined in Entity type weaponpacka:throwingspear-copper). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/tinbronze.png' not found (defined in Entity type weaponpacka:throwingspear-tinbronze). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/bismuthbronze.png' not found (defined in Entity type weaponpacka:throwingspear-bismuthbronze). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/blackbronze.png' not found (defined in Entity type weaponpacka:throwingspear-blackbronze). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Entity type weaponpacka:throwingspear-iron). 8.5.2026 00:05:42 [Notification] Composed 1 4096x4096 entities texture atlases from 970 textures 8.5.2026 00:05:42 [Notification] Collected 4328 shapes to tesselate. 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Item weaponpacka:javelinfletching). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Item weaponpacka:javelinfletching). 8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Item weaponpacka:macu-flint). 8.5.2026 00:05:42 [Notification] Composed 1 4096x4096 items texture atlases from 4149 textures 8.5.2026 00:05:43 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Shape code weaponpacka:item/matchfli). 8.5.2026 00:05:44 [Notification] Composed 1 4096x4096 blocks texture atlases from 10572 textures 8.5.2026 00:05:45 [Notification] [Config lib] Configs received from server: 5 8.5.2026 00:05:45 [Notification] Server assets loaded 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora. 8.5.2026 00:05:45 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass squintoverlay. 8.5.2026 00:05:45 [Warning] [CoriaenderShaders] The active OpenGL context is version 4.30 NVIDIA via Cg compiler , but version 460 is required for terrain shadows. Effect will not be loaded.
8.5.2026 00:05:45 [Notification] [coriaendershaders] [CoriaendersShaders] Initializing WaterEffects. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass watercompose. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cameradepth. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass waternormals. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 8.5.2026 00:05:45 [Notification] [coriaendershaders] [CoriaendersShaders] Initializing CloudShadows. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 8.5.2026 00:05:45 [Notification] [ValksFuzzyClouds] Harmony patches applied. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass machinegear. 8.5.2026 00:05:45 [Notification] Started 118 systems on Client: 8.5.2026 00:05:45 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib): 8.5.2026 00:05:45 [Notification] OverhaulLib.OverhaulLibSystem 8.5.2026 00:05:45 [Notification] Mod 'VSEssentials.dll' (game): 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.Core 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityPartitioning 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ErrorReporter 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 8.5.2026 00:05:45 [Notification] FluffyClouds.FluffyCloudsModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.GenMaps 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemFpHands 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityParticleSpawner 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityParticleSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.POIRegistry 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemProgressBar 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.RoomRegistry 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WeatherSystemCommands 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WeatherSystemClient 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WorldMapManager 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.LoadColorMaps 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ClothManager 8.5.2026 00:05:45 [Notification] Mod 'vsimgui_1.2.4.zip' (vsimgui): 8.5.2026 00:05:45 [Notification] VSImGui.ImGuiModSystem 8.5.2026 00:05:45 [Notification] Mod 'VSSurvivalMod.dll' (survival): 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemControlPoints 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 8.5.2026 00:05:45 [Notification] Vintagestory.Systems.StoryLockableDoor 8.5.2026 00:05:45 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 8.5.2026 00:05:45 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.UpgradeTasks 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MyceliumSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.FishingSupportModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemGliding 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Timeswitch 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemAuction 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Core 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.CharacterSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MealMeshCache 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.VariablesModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModsystemElevator 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ActivityModSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ActivityEditorSystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemFarming 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemTutorial 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemNightVision 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TobiasTeleporter 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModJournal 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModLootRandomizer 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MicroBlockModelCache 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRifts 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSleeping 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TeleporterManager 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModTemperature 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SystemTemporalStability 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemWearableStats 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemEditableBook 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TradeHandbookInfo 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.GenDevastationLayer 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemOreMap 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSnowballs 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.HumanoidOutfits 8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 8.5.2026 00:05:45 [Notification] Mod 'VSCreativeMod.dll' (creative): 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.Core 8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 8.5.2026 00:05:45 [Notification] Mod 'configlib_1.12.0.zip' (configlib): 8.5.2026 00:05:45 [Notification] ConfigLib.ConfigLibModSystem 8.5.2026 00:05:45 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib): 8.5.2026 00:05:45 [Notification] JsonPatchLib.JsonPatchLibSystem 8.5.2026 00:05:45 [Notification] Mod 'primitivesurvival_5.0.5.zip' (primitivesurvival): 8.5.2026 00:05:45 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem 8.5.2026 00:05:45 [Notification] Mod 'TemporalStormGear.zip' (temporalstormgear): 8.5.2026 00:05:45 [Notification] VSMods.TemporalStormGear.SystemTemporalStormGear 8.5.2026 00:05:45 [Notification] Mod 'zoombuttonreborn_2.0.2.zip' (zoombuttonreborn): 8.5.2026 00:05:45 [Notification] ZoomButton.ZoomButton 8.5.2026 00:05:45 [Notification] Mod 'BloodTrail-v1.2.0.zip' (bloodtrail): 8.5.2026 00:05:45 [Notification] BloodTrail.Core 8.5.2026 00:05:45 [Notification] Mod 'coriaendershaders-v1.2.1-pre.4_v1.22.2.zip' (coriaendershaders): 8.5.2026 00:05:45 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 8.5.2026 00:05:45 [Notification] Mod 'geologymap_1.1.0.zip' (geologymap): 8.5.2026 00:05:45 [Notification] CustomMapRegions.GeologyMapModSystem 8.5.2026 00:05:45 [Notification] Mod 'herbarium_1.4.2-rc.1.zip' (herbarium): 8.5.2026 00:05:45 [Notification] herbarium.Herbarium 8.5.2026 00:05:45 [Notification] Mod 'oreveintracers-v1.2.0.zip' (oreveintracers): 8.5.2026 00:05:45 [Notification] OreVeinTracers.OreVeinTracersModSystem 8.5.2026 00:05:45 [Notification] Mod 'playermodellib_1.18.2.zip' (playermodellib): 8.5.2026 00:05:45 [Notification] PlayerModelLib.PlayerModelModSystem 8.5.2026 00:05:45 [Notification] PlayerModelLib.CustomModelsSystem 8.5.2026 00:05:45 [Notification] PlayerModelLib.LatePlayerModelModSystem 8.5.2026 00:05:45 [Notification] Mod 'realsmoke_1.2.0.zip' (realsmoke): 8.5.2026 00:05:45 [Notification] RealSmoke.ModSystem 8.5.2026 00:05:45 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont): 8.5.2026 00:05:45 [Notification] StatusHud.StatusHudSystem 8.5.2026 00:05:45 [Notification] Mod 'valksfuzzyclouds_2.0.7.zip' (valksfuzzyclouds): 8.5.2026 00:05:45 [Notification] ValksFuzzyClouds.ValksFuzzyCloudsModSystem 8.5.2026 00:05:45 [Notification] Mod 'vsroofing_1.5.3.zip' (vsroofing): 8.5.2026 00:05:45 [Notification] VSRoofing.VSRoofingModSystem 8.5.2026 00:05:45 [Notification] Mod 'WeaponPackAlphaUnofficial_1.8.2.zip' (weaponpackalphaunoff): 8.5.2026 00:05:45 [Notification] CustomWeaponSpeed.WeaponPackAlphaMod 8.5.2026 00:05:45 [Notification] Loading shaders... 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlesquad. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sky. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass nightsky. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass woittest. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass helditem. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass decals. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass final. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass gui. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blur. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass findbright. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass godrays. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass autocamera. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass wireframe. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass luma. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blit. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass texture2texture. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass celestialobject. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass colorgrade. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass guigear. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass ssao. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass instanced. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass poison. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass squintoverlay. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass watercompose. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cameradepth. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass waternormals. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass machinegear. 8.5.2026 00:05:45 [Notification] Reloaded shaders now with mod assets 8.5.2026 00:05:46 [Notification] Received level init 8.5.2026 00:05:46 [Notification] Loaded Shaderprogramm for render pass instanced. 8.5.2026 00:05:46 [Event] 125 traits loaded from 2 files 8.5.2026 00:05:46 [Warning] Failed to find vanilla classes: hunter, malefactor, clockmaker, blackguard, tailor, dont remove vanilla classes (set 'enabled' attribute to 'false' instead), it will cause incompatibility with other mods that change classes, that can result in crashes. 8.5.2026 00:05:46 [Event] 15 classes loaded from 2 files 8.5.2026 00:05:46 [Notification] Initialized Music Engine 8.5.2026 00:05:46 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 8.5.2026 00:05:46 [Notification] Blocks tesselated 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-bearnut-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-wiliwili-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-tujaseed-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-kauricone-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-douglas-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-fircone-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-sprucecone-amulet instead 8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-cedarcone-amulet instead 8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallBaitStolenPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxAnimalHeight of 0,7 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxDamageSet of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxDamageBaited of 20 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallTrippedPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FallDamageMultiplierWoodSpikes of 25 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FallDamageMultiplierMetalSpikes of 80 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketCatchPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketBaitedCatchPercent of 15 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketBaitStolenPercent of 5 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketEscapePercent of 15 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketUpdateMinutes of 2,2 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketRotRemovedPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChanceOfEggsPercent of 20 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkDepletionRate of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkRepletionRate of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkRepletionMinutes of 20 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishEggsChunkRepletionRate of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkMaxDepletionPercent of 95 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandUpdateFrequency of 120 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandBlockageChancePercent of 0,05 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandMinMoistureClose of 0,85 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandMinMoistureFar of 0,6 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineCatchPercent of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitedCatchPercent of 3 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineLuredCatchPercent of 3 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitedLuredCatchPercent of 6 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitStolenPercent of 5 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineUpdateMinutes of 2,4 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineRotRemovedPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received MonkeyBridgeMaxLength of 120 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received RaftWaterSpeedModifier of 0,1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received RaftFlotationModifier of 0,025 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareBaitStolenPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxAnimalHeight of 0,8 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxDamageSet of 12 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxDamageBaited of 24 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareTrippedPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentGlobe of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentJelly of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentOrangeJelly of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentWorm of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierCrabBairdi of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierCrabLand of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierLivingDead of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeBlackRat of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeChainViper of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeCoachWhip of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakePitViper of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispGreen of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispWhite of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispYellow of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsMaxItems of 8 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsEnableDeveloperTools of False from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsMaxPerChunk of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsSpawnProbability of 0,15 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsUpdateMinutes of 360 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapCatchPercent of 2 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapEscapePercent of 15 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapUpdateMinutes of 5 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapRotRemovedPercent of 10 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WormFoundPercentRock of 1 from server 8.5.2026 00:05:48 [Event] [primitivesurvival] Received WormFoundPercentStickFlint of 10 from server 8.5.2026 00:05:49 [Notification] Received level finalize 8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass clouds. 8.5.2026 00:05:49 [Warning] weatherSim for region 102/100 is null. No idea what to do here 8.5.2026 00:05:49 [Notification] Loading world map cache db... 8.5.2026 00:05:49 [Notification] Loading world map cache db... 8.5.2026 00:05:49 [Warning] =============================================================== 8.5.2026 00:05:49 [Warning] (x_x) Captured 859 issues during startup: 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/copper.png' not found (defined in Entity type weaponpacka:throwingspear-copper). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/tinbronze.png' not found (defined in Entity type weaponpacka:throwingspear-tinbronze). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/bismuthbronze.png' not found (defined in Entity type weaponpacka:throwingspear-bismuthbronze). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/blackbronze.png' not found (defined in Entity type weaponpacka:throwingspear-blackbronze). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Entity type weaponpacka:throwingspear-iron). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Item weaponpacka:javelinfletching). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Item weaponpacka:javelinfletching). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Item weaponpacka:macu-flint). 8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Shape code weaponpacka:item/matchfli). 8.5.2026 00:05:49 [Warning] [CoriaenderShaders] The active OpenGL context is version 4.30 NVIDIA via Cg compiler , but version 460 is required for terrain shadows. Effect will not be loaded.
8.5.2026 00:05:49 [Warning] Failed to find vanilla classes: hunter, malefactor, clockmaker, blackguard, tailor, dont remove vanilla classes (set 'enabled' attribute to 'false' instead), it will cause incompatibility with other mods that change classes, that can result in crashes. 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-bearnut-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-wiliwili-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-tujaseed-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-kauricone-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-douglas-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-fircone-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-sprucecone-amulet instead 8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-cedarcone-amulet instead 8.5.2026 00:05:49 [Warning] weatherSim for region 102/100 is null. No idea what to do here 8.5.2026 00:05:49 [Warning] =============================================================== 8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass rift. 8.5.2026 00:06:04 [Notification] Finished fully loading sounds (async) 8.5.2026 00:08:25 [Notification] Client pause state is now on 8.5.2026 00:08:45 [Notification] Client pause state is now off 8.5.2026 00:08:57 [Notification] Client pause state is now on 8.5.2026 00:09:12 [Notification] Client pause state is now off 8.5.2026 00:09:22 [Notification] Client pause state is now on 8.5.2026 00:09:29 [Notification] Client pause state is now off 8.5.2026 00:15:35 [Notification] Client pause state is now on 8.5.2026 00:15:36 [Notification] Client pause state is now off 8.5.2026 00:31:46 [Notification] Client pause state is now on 8.5.2026 00:47:03 [Notification] Client pause state is now off 8.5.2026 00:49:49 [Error] The dialog GuiDialogBlockEntityRecipeSelector requested focus, but was not added yet. Missing call to api.Gui.RegisterDialog() 8.5.2026 00:51:32 [Notification] Client pause state is now on 8.5.2026 01:13:12 [Notification] Client pause state is now off 8.5.2026 01:16:04 [Warning] Audio File not found: game:block/dirt.ogg 8.5.2026 01:16:05 [Warning] Audio File not found: game:block/dirt.ogg 8.5.2026 01:18:07 [Warning] Audio File not found: game:block/planks.ogg 8.5.2026 01:19:38 [Notification] Client pause state is now on 8.5.2026 01:19:38 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers 8.5.2026 01:20:12 [Notification] Client pause state is now off 8.5.2026 01:20:15 [Notification] Client pause state is now on 8.5.2026 01:20:15 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers 8.5.2026 01:20:23 [Notification] Client pause state is now off 8.5.2026 01:22:56 [Notification] Client pause state is now on 8.5.2026 01:22:57 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers 8.5.2026 01:23:16 [Notification] Client pause state is now off 8.5.2026 01:23:57 [Notification] Client pause state is now on 8.5.2026 01:23:59 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 8.5.2026 01:23:59 [Notification] Stopping single player server 8.5.2026 01:24:02 [Notification] Exiting current game to main menu, reason: leave world button pressed 8.5.2026 01:24:24 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Also, here are two imgur links, that show exactly what i mean, just in case.
Nevermind, I realized that OpenGL was set to 4.3 in the client.settings.json, when I was looking through them. I changed that to 4.6 just in case. Anyway that didnt change the sky even a bit.
So I restarted my computer, started the game again and now I had the same problem even with the earlier 1.2.1-pre.1 version. Then I looked through my mods and saw that for whatever reason "Biomes" was enabled. Even though I definitely disabled it.
After disableing "Biomes" I started the game again, loaded my world and this time it worked like a charm, and with the newest (coriaendershaders-v1.2.1-pre.4_v1.22.2) version aswell.
Whatever it was, its working fine now. But thank you for taking your time and looking into it, I really didnt mean bother you with this nonsense, that hast appearently nothing to do with Coriaender Shaders.
No worries! It can be fun just to have a reason to dig around in game systems I'm not familiar with. It also shows that issues are still being hidden away in logs, even if it might not have been directly related here.
These are the crash logs from the pre4 version while on linux.
Crash Report
Game Version: v1.22.2 (Stable) 2026-05-06 9:59:33 p.m.: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.4 Loaded Mods: walkingstick@3.0.0, awearablelight@1.1.9, bedrespawnerz1@1.0.1, bettersticks@1.2.1, cavesymphony@1.2.2, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, sirenia@1.0.27, hydrateordiedrate@2.4.6, millwright@1.3.3, primitivesurvival@5.0.5, prospecttogether@2.2.1, shelfobsessed@2.1.1, snowcaps@0.0.0, sortablestorage@3.0.0, spinningwheel@1.2.1, terratag@0.4.5, game@1.22.2, vsimgui@1.2.4, aculinaryartillery@2.0.0-dev.12, alchemy@2.0.0-rc.1, algernonsterrainsampler@1.2.1, animalcages@5.0.0, attributerenderinglibrary@3.1.1, egocaribautomapmarkers@5.0.3, betterdeathmessages@1.0.3, betterruins@0.6.1, bettertraders@0.2.0, blacksmithname@1.3.0, bloodtrail@1.2.1, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.1-pre.4, extrainfo@2.1.0, farseer@1.4.0, foodshelves@3.0.2, footprints@1.2.1, fromgoldencombs@2.0.1-rc.2, genelib@3.0.2, herbarium@1.4.2-rc.1, hudclockpatch@4.3.0, jaunt@3.0.0-rc.3, mngeology@2.0.3, materialneeds@1.1.16, millwrightvawtaddon@1.0.3, morepiles@3.0.0, petai@5.1.0, placeonslabs@1.0.5, realsmoke@1.2.0, rivers@5.0.0, seamlessrapids@1.0.1, shipwright@1.3.3, smithingplus@1.9.0-rc.1, stonebakeoven@1.2.2, th3dungeon@0.5.0, vsairshipmod@1.1.2, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2, warmweathereffects@1.0.2, waterfall@1.2.1, watersheds@6.3.0, worldpregenerator@1.0.1, cats@5.0.1, equus@1.3.0-rc.1, em@3.5.1, mnflowers@0.0.0, medievalarchitecture@1.1.1, playercorpseforked@1.14.1, shearlib@1.3.0, stonequarryforked@3.5.3, tailorsdelight@2.2.0, terrainslabs@1.0.13, wildcraftfruit@1.4.61, wolftaming@5.0.1, bricklayers@3.2.1, wool@1.9.1 System.Collections.Generic.KeyNotFoundException: The given key 'mvpMatrix' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 459 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
I'm still having the same issue, and my client-main.log is showing the same thing as Akiae. I tried setting debug mode to true in the clientsettings.json but that didn't appear to change anything, same error still. Also, I'm not on Linux like apparently most people that have this issue in the comments, I'm on Windows 11.
Coriaender , May 6th at 7:12 PM (modified May 6th at 9:21 PM)
26 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error Click to collapse
Ok, so one more step then: to get the OpenGL error you have to turn on extra logging in settings, on the Interface tab there's a check box for 'Developer Mode', if you check it it'll make you confirm and then the Dev tab will appear. On that tab if you enable 'OpenGL Error Checking' and 'OpenGL Debug Mode', then when you launch the game instead of that warning it will crash the game and generate a report with what's triggering that error.
$ tail -40 /home/akiae/.config/VintagestoryData/Logs/client-main.log 6.5.2026 21:09:41 [Notification] DebugSeverityMedium DebugTypePerformance | Program/shader state performance warning: Vertex shader in program 235 is being recompiled based on GL state. 6.5.2026 21:09:41 [Notification] DebugSeverityMedium DebugTypePerformance | Program/shader state performance warning: Fragment shader in program 214 is being recompiled based on GL state. 6.5.2026 21:09:41 [Notification] DebugSeverityMedium DebugTypePerformance | Program/shader state performance warning: Vertex shader in program 214 is being recompiled based on GL state. 6.5.2026 21:09:41 [Notification] DebugSeverityMedium DebugTypePerformance | Program/shader state performance warning: Vertex shader in program 238 is being recompiled based on GL state. 6.5.2026 21:09:42 [Notification] [coriaendershaders] [CoriaendersShaders] Initializing TerrainShadows. 6.5.2026 21:09:42 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 6.5.2026 21:09:42 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 6.5.2026 21:09:42 [Notification] Shader terrainshadowmap: Uniform locations for variables orthographicDir not found (or not used). 6.5.2026 21:09:42 [Notification] Loading shaders... 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass standard. 6.5.2026 21:09:43 [Notification] Shader standard: Uniform locations for variables viewDistanceLod0, depthOffset, glitchStrength, psychedelicStrength not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass particlescube. 6.5.2026 21:09:43 [Notification] Shader particlescube: Uniform locations for variables viewDistance, viewDistanceLod0, glitchStrength, psychedelicStrength not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass particlesquad. 6.5.2026 21:09:43 [Notification] Shader particlesquad: Uniform locations for variables viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity, particleTex, lightPosition, glitchStrength, psychedelicStrength not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass sky. 6.5.2026 21:09:43 [Notification] Shader sky: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, playerPos, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, glitchStrength not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass nightsky. 6.5.2026 21:09:43 [Notification] Shader nightsky: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, rgbaFog, horizonFog, playerToSealevelOffset, fogDensityIn, fogMinIn, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass woittest. 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 6.5.2026 21:09:43 [Notification] Shader transparentcompose: Uniform locations for variables accumulation not found (or not used). 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 6.5.2026 21:09:43 [Notification] Loaded Shaderprogramm for render pass helditem. 6.5.2026 21:09:43 [Notification] Shader helditem: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity not found (or not used). 6.5.2026 21:09:43 [Error] Shader compile error in chunkopaque.vsh 0(1156) : error C1503: undefined variable "vdata" 6.5.2026 21:09:43 [Notification] DebugSeverityHigh DebugTypeError | GL_INVALID_VALUE error generated. Program handle does not refer to an object generated by OpenGL. 6.5.2026 21:09:43 [Fatal] Game Version: v1.22.2 (Stable) 6.05.2026 21:09:43: Critical error occurred Loaded Mods: chickenfeed@1.1.11, driedpeat@1.1.2, expandedmolds@1.2.0, fieldsandplateaus@1.0.10, foodcrate@2.2.1, forestsymphony@1.0.6, geoaddons@1.4.7, hydrateordiedrate@2.4.6, immersivelanterns@0.3.2, jsonpatcheslib@1.5.2, logicalclothingwarmth@1.5.0, millwright@1.3.3, overhaulliblegacycompat@1.0.40, p1nkstacksizes@1.1.6, primitivesurvival@5.0.5, soapandlyecontinued@2.1.2, stonequarryrepckfipil@3.6.2, game@1.22.2, vsimgui@1.2.4, airthermomod@0.5.0, allclasses@2.1.2, altmapiconrenderercontinued@1.6.0, animalcages@5.0.0, animationslib@0.0.2, attributerenderinglibrary@3.1.1, egocaribautomapmarkers@5.0.3, bettererprospecting@3.2.4, betterfirepit@1.2.0, betterruins@0.6.1, bettertraders@0.2.0, bdflower@0.1.1, biodiversity@1.1.4, butchering@1.13.2, canjewelry@0.6.2, carryon@1.14.0, chiselingqolpatches@0.1.4, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.1-pre.4, thecritterpacktmp@1.3.4, extrainfo@2.1.0, farmlanddropswithnutrients@1.2.2, farseer@1.4.0, fendragonbcs@0.2.2, firearmsfork@1.8.5, firepitsshowfuel@2.0.0-dev.1, foodshelves@3.0.2, fromgoldencombs@2.0.1-rc.1, genelib@3.0.2, herbarium@1.4.2-rc.1, hudclockpatch@4.3.0, hydrateandbenedrate@1.0.3, insanitylib@2.0.1, knapster@4.0.0, knitting@2.0.2, ksrealisticfarming@1.0.7, liquidcontainers@1.3.1, morepiles@3.0.0, opineuponpine@1.0.8, optitime@1.5.4, particlesplus@2.5.8, petai@5.1.0, pigfeed@1.0.10, purposefulstorage@1.5.1, realistictemperatures@0.1.6, realisticwater@0.2.1, realsmoke@1.2.0, resinrelief@1.0.1, rivers@5.0.0, simplestarvation@1.0.7, smithingplus@1.9.0-rc.1, statushudcont@4.3.1, stonebakeoven@1.2.2, thecritterpack@1.3.4, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2, warmweathereffects@1.0.2, waterfall@1.2.1, watersheds@6.3.0, windchimes@1.5.0, xlibfork@1.0.4, bdcrop@1.0.3, bdherb@0.1.1, bdorchard@1.0.4, bdshrub@0.2.0, bdtree@1.1.0-pre.1, brainfreeze@1.3.7, cats@5.0.1, combatoverhaulfork@0.17.29, crossbowsfork@1.9.8, em@3.5.1, helvehammerextforked@1.9.1, quiversfork@0.8.19, shearlib@1.3.0, tailorsdelight@2.2.0, wolftaming@5.0.1, xinvtweaks@1.8.1, xskillsfork@1.0.20, armoryfork@1.10.11, bricklayers@3.2.1, ashes@1.4.0, wool@1.9.1, xskillsgilded@1.3.23 System.Exception: GL_INVALID_VALUE error generated. Program handle does not refer to an object generated by OpenGL. at Vintagestory.Client.NoObf.ClientPlatformWindows.DebugCallback(DebugSource source, DebugType type, Int32 id, DebugSeverity severity, Int32 length, IntPtr message, IntPtr userParam) in VintagestoryLib\Client\ClientPlatform\GLFramebuffer.cs:line 1327 Crash written to file at "/home/akiae/.config/VintagestoryData/Logs/client-crash.log" 6.5.2026 21:09:43 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 6.5.2026 21:09:43 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 6.5.2026 21:09:43 [Notification] Stopping single player server 6.5.2026 21:09:50 [Notification] ChunkIntake threads completed gracefully. 6.5.2026 21:09:50 [Notification] ChunkLoading threads completed gracefully. 6.5.2026 21:09:51 [Notification] Exiting current game to main menu, reason: window close event Click to collapse
TerrainShadows initialized - "Loaded Shaderprogramm for render pass terrainshadowmap" 2. Shader error: "Shader compile error in chunkopaque.vsh 0(1156) : error C1503: undefined variable "vdata" This is a shader compilation error in chunkopaque.vsh - the variable vdata is undefined. This is happening because our patch is modifying the shader incorrectly.
Coriaender , May 6th at 9:06 PM (modified May 6th at 9:20 PM)
Edit: Actually it probably isn't, it looks like the game does a culling pass for which it disables SSBOs temporarily. The 'shader being recompiled' warnings can happen if the openGL state at first draw is different than when it was linked. The vdata referenced is within a precompile directive on SSBOs enabled, meaning if the shader recompile is triggered by the culling pass then it will remove the SSBO code, then crash on the regular pass when it goes looking for it.
That is to say, this is really helpful, thanks, I think I understand what's happening but will need to figure out what's causing the recompile to fix it.
Sorry but do you mind checking your allowSSBO setting after all? I cleaned up the debug warnings and they don't seem related, but in the process I discovered that the game can turn allowSSBOs off, but has no mechanism for turning it back on, meaning if it ever got disabled for you then you do need to manually reenable it in the settings json. Worth checking, at least.
Not a waste at all! I'm glad to have figured it out, if you're having this issue someone else must be and I wouldn't have known to look into it without your help. So thanks!
SwedneckHeavenArtAlatyrvluka96JediGibblesAkiae Sorry! Turns out glslangValidator is also lenient with some out-of-spec things, specifically a thing I added in pre.3. Posted pre.4, which is the same as pre.3 except without breaking terrain block shaders for Linux drivers.
I'm experiencing crashes when loading into a world (that I have already played on with the shaders and it was working) I ran the crash log through gemini and it's saying there seems to be an issue with my graphics drivers conflicting with the shaders. I have the 7900 GRE with the lastest drivers update. I don't know if anyone else is getting this but advice would be nice.
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 389
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Thanks! Sorry to keep asking for stuff but do you mind checking your client-main.log for any startup issues? It'll be in the summary between two bars of ========.
The crash is in an odd spot that I was kind of wanting to simplify anyway, so maybe I'll just do that regardless in case it helps.
Update on my previous tests - the newest version (1.2.1 pre3) does work for me (5090). I'm also seeing the same issue as the below users though, but only if "Terrain Shadows" are enabled (I have my game set to glContextVersion 4.6). If I disable Terrain Shadows, all other settings work fine. When it's enabled, the entire world is invisible, besides clouds, water, and mobs it seems. Also, turning the screen produces many artifacts, some large black blocks that turn red when facing different directions.
I just posted 1.2.1-pre.3, and while I don't have a way to reproduce the crashes folks have been having I did find a pretty major issue with how I was using the game's UBOs that would definitely cause the kinds of errors that have been getting reported. I'd appreciate anyone who has been having issues giving it a try and letting me know how it goes.
Not sure it needs a whole SEV but in case anyone who's considering similar work sees this - only a few shader programs use ShaderProgram.ubos, and they override Compile to add a post-base.Compile step initUbos() which iterates the dict calling Dispose. Since I'd added my UBOs during shader patching attached to LoadShaderProgram, they'd dutifully delete their buffer, just to have their handles immediately reassigned to the new UBO. So then they just shared buffers I guess, kind of surprised it ran at all tbh. If you still want to have Use call UBORef.Bind for you, make sure to add them after Compile is done. I just chose to use the patches I already had and now add GL_ARB_shading_language_420pack so I can use layout binding in the shader and then bind (probably redundantly) when setting uniforms.
JediGibblesvluka96AkiaemarfmarfalotCrispyMuffin Thanks for the reports, sorry it's taking a while to figure out. Version pre-2 should be ruling out shader compile issues, and today I implemented validation for the shader run time patches which seem to be passing fine, so it seems what it's narrowed down to is a problem with how I implemented UBOs. I'll dig into it, and at least try and get a build posted in the next day or two that gives better logging. Thanks for your patience!
Running on 64 bit Windows 10.0.26200.0 with 64997 MB RAM Game Version: v1.22.1 (Stable) 02.05.2026 16:56:23: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.2 Loaded Mods: walkingstick@3.0.0, alatyrstorcholders@1.0.0, awearablelight@1.1.6, catchlivestock@0.2.4, chandeliercraft@2.1.1, chiseltools@1.17.1, darkvision@1.3.2, jsonpatcheslib@1.5.2, molds@0.3.0, primitivesurvival@5.0.5, prospecttogether@2.2.1, sortablestorage@3.0.0, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.2, meapineapplefatcandle@1.0.1, translocatorengineeringredux@1.6.5, game@1.22.1, vsimgui@1.2.2, zoombuttonreborn@2.0.2, airthermomod@0.5.0, animalcages@5.0.0, attributerenderinglibrary@3.1.0, betterruins@0.6.0, biodiversity@1.1.4, butchering@1.13.2, carryon@1.14.0-rc.1, cmimpact@1.1.0, configlib@1.12.0, coriaendershaders@1.2.1-pre.2, danatweaks@4.0.0, extrainfo@2.0.0, foodshelves@3.0.1, footprints@1.2.1, hudclockpatch@4.2.3, mngeology@2.0.3, materialneeds@1.1.15, optitime@1.5.4, realsmoke@1.2.0, rivers@5.0.0, stickemup@1.3.1, stonebakeoven@1.2.2, synergy@1.1.3, 1111@1.0.0, creative@1.22.1, vsroofing@1.5.2, survival@1.22.1, 118hair@0.1.4, bdcrop@1.0.2, bdorchard@1.0.3, bdtree@1.0.4, em@3.5.1, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, mnflowers@0.0.0, shearlib@1.3.0, tailorsdelight@2.2.0, windowstoragelib@1.1.3, bricklayers@3.2.1, dressmakers@1.7.5, windowstorage@1.7.2, wool@1.9.1 Involved Harmony IDs: coriaendershaders, com.zaldaryon.optitime CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque! at CoriaenderShaders.Helpers.NamedUBO.BindToProgram(IShaderProgram program) in Src:\Helpers\NamedUBO.cs:line 84 at CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile(ShaderProgram __instance) in Src:\Patches\HarmonyPatches.cs:line 282 at Vintagestory.Client.NoObf.ShaderProgram.Compile_Patch1(ShaderProgram this) at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 164 at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 02.05.2026 15:25:45, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x64d0 Время запуска сбойного приложения: 0x1dcda2ec278158d Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: a526adbe-ff07-4055-86cc-b447b04a5d15 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 02.05.2026 15:22:32, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x54bc Время запуска сбойного приложения: 0x1dcda2e439aa50b Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: b6f19ca9-db8f-4268-9778-9392bdd9f7d9 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 02.05.2026 15:19:42, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x4e18 Время запуска сбойного приложения: 0x1dcda2dea7c1925 Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: ee42a7f3-011a-4a10-a01c-adee6eec1e15 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: }
Darmin404, May 2nd at 11:42 AM (modified May 2nd at 11:52 AM)
Hi! I'm testing the shaders and with large screenshot the terrain shadow looks beautiful. The problem is with normal objects at "gameplay" distance. Mixing with game shadows make it obvious, but even withou it, the less resolution makes it -on my machine at least- basically a boiling mass of large pixels.
Is there a way to have a fade from terrain shadows in the vicinity of the player, to have game shadow near you like a first high quality LOD?
EDIT: i do not know why, but after some "activating-deactivating" now the terrain correctly doenst mix anymore with the near objects, so I guess this was what should have done right along. This was really strange.
Hello, I got after enabling terrain shadows: Crash Summary Game Version: v1.22.1 (Stable) Crashing Mod: coriaendershaders@1.2.1-pre.2 Error Type: ShaderCompileException Error Message: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque! Stack Trace: - CoriaenderShaders.Helpers.NamedUBO.BindToProgram() line 84 - CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile() line 282 - ShaderProgram.Compile → ShaderRegistry.loadRegisteredShaderPrograms → ShaderAPI.ReloadShaders Harmony IDs Involved: coriaendershaders, com.zaldaryon.optitime
i also have mods optitime, blockoverla, realisticwater
vluka96, May 2nd at 9:24 AM (modified May 2nd at 9:24 AM)
Crash Report
Involved Harmony IDs: coriaendershaders CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque! at CoriaenderShaders.Helpers.NamedUBO.BindToProgram(IShaderProgram program) in Src:\Helpers\NamedUBO.cs:line 84 at CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile(ShaderProgram __instance) in Src:\Patches\HarmonyPatches.cs:line 282 at Vintagestory.Client.NoObf.ShaderProgram.Compile_Patch1(ShaderProgram this) at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 164 at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Unfortunately for the past 3 updates I'm still getting this same crash on startup (looks to be the same one JediGibbles posted).
With VintageStory 1.22.1 and coriaendershaders-v1.2.1-pre.2_v1.22.1.zip and having set glContextVersion to 4.6 the game crashes (runs out of RAM) on loading a new clean world with no other mods. I've included a zip the logs, and two screenshots showing the memory usage etc as the game loads. Disabling coriaendershaders makes the game load normally. The game is from flatpak, running on Fedora Kinoite.
Damn, thanks for sharing. What's the time scale on those charts? Is there any chance you tried it with different effects disabled? Specifically terrain shadows, loading chunks is the only place the mod should be allocating much memory after startup, but that should only be if you're also moving around and it seems like a pretty linear increase. I can add some guard rails on it just in case.
Zr4g0n, May 4th at 11:11 PM (modified May 5th at 8:48 PM)
It takes less than 60s total to fully load up the ram when I try to load into a world. The game runs out of RAM before I load into the world propper. As for settings, whatever is default :D I'll give more details when I have some more time available
EDIT: Tried with v1.2.1-pre.3, it now loads into the world! The world is also invisible, besides water surface, lava surface, and creatures. I saw bunnies, bears, bowtorn, boars, chickens, drifters, and more.
LuckyWithaGun Nice, thanks, that's good news, it means there aren't any big surprises. My guess is that you have a mod which overwrites that file which is based on an older version of the shader. Does it still crash if you don't have any other mods enabled? It could also be some kind of locality or ordering issue with the patching, though I'd expect more people to be having the same issue if that were the case. I can take a look though.
LuckyWithaGun I found it, the mod Better Jonas Devices overwrites the nightsky shader, looks like to add their nightvision code. Having '0' instead of '0.0' is the only other change 😂 I left a comment there asking if they wouldn't mind updating it, if they don't want to then I'll just add an exception for you.
Also either the respond option is new or sheesh it just really took me this long to notice it.
JimbroJammigans The mod definitely needs more optimizing, especially the water shader since there's a lot I didn't know when I made it. That said, something you could check is if your main log is showing a lot of logging, which might happen with a weird mod interaction and would tank framerate. Other than that, does toggling any of the effects off help? What's your view distance?
Coriaender , Apr 30th at 11:29 PM (modified Apr 30th at 11:30 PM)
TheRedCreeper29AkiaeDireTheRedJediGibbles Thanks for the reports, these all looks similar to the other startup issues coming up so if you haven't tried the pre build it might help, but I'm taking another pass over how the mod handles startup and will have another test build posted soon that hopefully fixes it or at least clears up what's happening.
LuckyWithaGun This is pretty strange, for some reason the nightsky shader I have from the game has a '0.0' where apparently yours has just '0'. It won't be hard to add a little fix for that, but it's really unexpected that there'd be different versions. Sorry, do you mind doing me a favor and checking the shader file you have to confirm that? It's in the non-Data files, VintageStory/assets/game/shaders/nightsky.fsh, line 34: skyCol.a = max(0.0, 1 - 2*(dayLight - 0.05)); and I just want to know if the file you have has "...max(0,..." instead of "...max(0.0,..." Hopefully you just have a mod replacing it or something, but if there can be multiple versions then that would be really handy for me to know about.
SilverValkyrie Glad it works! Those clouds look fantasic, very nice work!
privet_so_dna Thanks, it turns out the overflow warning was counting wrong, it'll be fixed in the next build posted. That said, I sure hope that's the problem cause it's weird that the crash happened during entity loading.
Shaman26 That's interesting, the regex that parses version shouldn't really care, any chance you have the error you got or can get the version you are using? Good to know though, thanks.
Mercar Glad it's working ok! And yeah, there's definitely room for more optimization, I want to get back to some of it once these crashes are taken care of.
Getting some pretty major stuttering with this mod. Game freezes for a second or two every 10 seconds or so. My game is pretty heavilly modded, so im unsure if this mod is negativly interacting with another to cause this, but the game runs buttery smooth without this mod, which is a shame because I LOVE these shaders, especially the water. I can provide logs/a mod list if you'd like.
I'm still getting a crash on world load using 1.2.1-pre.1 - tested with all other mods in my list, as well as no other mods besides this one. Same error on crash. I've made sure to change OpenGL version to 4.6. GPU is a 5090.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65189 MB RAM Game Version: v1.22.0 (Stable) 4/30/2026 10:54:09 AM: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.1 Loaded Mods: game@1.22.0, coriaendershaders@1.2.1-pre.1, creative@1.22.0, survival@1.22.0 Involved Harmony IDs: coriaendershaders CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque! at CoriaenderShaders.Helpers.NamedUBO.BindToProgram(IShaderProgram program) in Src:\Helpers\NamedUBO.cs:line 79 at CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile(ShaderProgram __instance) in Src:\Patches\HarmonyPatches.cs:line 282 at Vintagestory.Client.NoObf.ShaderProgram.Compile_Patch1(ShaderProgram this) at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 164 at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 782 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Coriander Unfortunately, I'm still getting the same error with newest version as the previous one (CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque!)
Not sure if the newest version was meant to address that or not, just wanted to update in case!
Running on 64 bit Windows 10.0.19045.0 with 32710 MB RAM Game Version: v1.22.1 (Stable) 4/30/2026 12:26:16 AM: Critical error occurred in the following mod: coriaendershaders@1.2.0 Loaded Mods: tallheightwatershedslandforms@2.1.1, chiseltools@1.17.1, jsonpatcheslib@1.5.1, game@1.22.1, egocaribautomapmarkers@5.0.1, blacksmithname@1.3.0, butchering@1.13.1, carryon@1.14.0-pre.3, commonlib@2.6.1, coriaendershaders@1.2.0, deathcorpses@2.7.1, maketeaforked@0.8.1, noticeboard@1.3.0, playermodellib@1.14.9, realsmoke@1.2.0-rc.9, rpvoicechat@2.5.0, creative@1.22.1, vsimgui@1.1.3, vsroofing@1.5.1, survival@1.22.1, watersheds@6.0.0, configlib@1.3.9, koboldrdx@1.4.0 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.CoriaenderShaders.UniformManager.Initialize() in Src:\CoriaenderShaders\UniformManager.cs:line 78 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
@coriender no worry mand good job the mod is very nice ... I don't know what I did, but in my tests I changed quite a few things, even uninstalling and reinstalling the game, and it seems to have normalized after that... although the CPU gets quite hot... perhaps in the future it would be interesting to see if everything is running on the GPU or if some of it is being pushed to the CPU...
Shaman26, Apr 29th at 11:35 AM (modified Apr 29th at 11:40 AM)
I wrote 4.6 in glContextVersion and the game crashed. I wrote 4.6.0 and the game worked. Thanks for the mod. P.S. card is 5070
OK, I tried the pre-1 version. It no longer crashes when launching the world, but after flying through it in spectator mode, the game crashed.
Crash Report
29.4.2026 11:46:00 [Notification] Client logger started. 29.4.2026 11:46:00 [Notification] Game Version: v1.22.0 (Stable) 29.4.2026 11:46:00 [Notification] Process path: E:\Games\Vintagestory\Vintagestory.exe 29.4.2026 11:46:00 [Notification] Operating System: Windows 10.0.26200.0 29.4.2026 11:46:00 [Notification] CPU Cores: 12 29.4.2026 11:46:00 [Notification] CPU: AMD Ryzen 5 5600X 6-Core Processor 29.4.2026 11:46:00 [Notification] Available RAM: 16294 MB 29.4.2026 11:46:02 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 29.4.2026 11:46:02 [Notification] Graphics Card Vendor: ATI Technologies Inc. 29.4.2026 11:46:02 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.3.1.260309 29.4.2026 11:46:02 [Notification] Graphics Card Renderer: AMD Radeon RX 7600 29.4.2026 11:46:02 [Notification] Graphics Card ShadingLanguageVersion: 4.60 29.4.2026 11:46:02 [Notification] GL.MaxVertexUniformComponents: 8000 29.4.2026 11:46:02 [Notification] GL.MaxUniformBlockSize: 4194304 29.4.2026 11:46:02 [Notification] C# Framework: .net 10.0.3 29.4.2026 11:46:02 [Notification] Cairo Graphics Version: 1.17.3 29.4.2026 11:46:02 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 29.4.2026 11:46:03 [Notification] Zstd Version: 1.5.7 29.4.2026 11:46:04 [Notification] Start discovering assets 29.4.2026 11:46:04 [Notification] Found 34 base assets in category lang 29.4.2026 11:46:04 [Notification] Found 0 base assets in category patches 29.4.2026 11:46:04 [Notification] Found 24 base assets in category config 29.4.2026 11:46:04 [Notification] Found 0 base assets in category worldproperties 29.4.2026 11:46:04 [Notification] Found 49 base assets in category sounds 29.4.2026 11:46:04 [Notification] Found 230 base assets in category shapes 29.4.2026 11:46:04 [Notification] Found 84 base assets in category shaders 29.4.2026 11:46:04 [Notification] Found 19 base assets in category shaderincludes 29.4.2026 11:46:04 [Notification] Found 182 base assets in category textures 29.4.2026 11:46:04 [Notification] Found 4 base assets in category music 29.4.2026 11:46:04 [Notification] Found 0 base assets in category dialog 29.4.2026 11:46:04 [Notification] Found 626 base assets in total 29.4.2026 11:46:04 [Notification] Loading sounds 29.4.2026 11:46:04 [Notification] (Re-)loaded frame buffers 29.4.2026 11:46:05 [Notification] Sounds loaded 29.4.2026 11:46:05 [Notification] Loaded Shaderprogramm for render pass . 29.4.2026 11:46:05 [Notification] Begin loading shaders 29.4.2026 11:46:05 [Notification] Load shaders now 29.4.2026 11:46:05 [Notification] Loading shaders... 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlescube. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlesquad. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass sky. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass nightsky. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass woittest. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass helditem. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass decals. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass final. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass gui. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blur. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass findbright. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass godrays. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass autocamera. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass wireframe. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass luma. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blit. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass texture2texture. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass celestialobject. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass colorgrade. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass guigear. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass ssao. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass aurora. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass cloudmap. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass instanced. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass lines. 29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:46:08 [Notification] Cached session key is valid, validating with server 29.4.2026 11:46:09 [Notification] Server validation response: Good 29.4.2026 11:46:09 [Notification] Will search the following paths for mods: 29.4.2026 11:46:09 [Notification] E:\Games\Vintagestory\Mods 29.4.2026 11:46:09 [Notification] %appdata%\VintagestoryData\Mods 29.4.2026 11:46:14 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers 29.4.2026 11:46:20 [Notification] Send request: v2/mods/install-information?gv=1.22.0&ids=coriaendershaders@1.2.1-pre.1 29.4.2026 11:46:21 [Notification] Will search the following paths for mods: 29.4.2026 11:46:21 [Notification] E:\Games\Vintagestory\Mods 29.4.2026 11:46:21 [Notification] %appdata%\VintagestoryData\Mods 29.4.2026 11:46:23 [Notification] Will search the following paths for mods: 29.4.2026 11:46:23 [Notification] E:\Games\Vintagestory\Mods 29.4.2026 11:46:23 [Notification] %appdata%\VintagestoryData\Mods 29.4.2026 11:46:23 [Warning] Multiple mods share the mod ID 'coriaendershaders' ('coriaendershaders-v1.2.0.zip', 'coriaendershaders-v1.2.1-pre.1_v1.22.0.zip'). Will only load the highest version one - v1.2.1-pre.1. 29.4.2026 11:46:36 [Notification] Initialized GUI Manager 29.4.2026 11:46:36 [Notification] Initialized Server Connection 29.4.2026 11:46:36 [Notification] Server args parsed 29.4.2026 11:46:36 [Notification] Server main instantiated 29.4.2026 11:46:55 [Notification] Processed server identification 29.4.2026 11:46:55 [Notification] Map initialized 29.4.2026 11:46:55 [Notification] Received server assets 29.4.2026 11:46:55 [Notification] Loading and pre-starting client side mods... 29.4.2026 11:46:55 [Notification] Will search the following paths for mods: 29.4.2026 11:46:55 [Notification] E:\Games\Vintagestory\Mods 29.4.2026 11:46:55 [Notification] %appdata%\VintagestoryData\Mods 29.4.2026 11:46:55 [Notification] Found 4 mods (0 disabled) 29.4.2026 11:46:55 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival 29.4.2026 11:46:55 [Notification] Instantiated 149 mod systems from 4 enabled mods 29.4.2026 11:46:55 [Notification] Done loading and pre-starting client side mods. 29.4.2026 11:46:55 [Notification] External Origins in load order: modorigin@E:\Games\Vintagestory\assets\creative\, modorigin@E:\Games\Vintagestory\assets\survival\, mod@coriaendershaders-v1.2.1-pre.1_v1.22.0.zip 29.4.2026 11:46:55 [Notification] Tags registries now locked. 29.4.2026 11:46:55 [Notification] Found 1 external assets in category lang 29.4.2026 11:46:55 [Notification] Found 10 external assets in category patches 29.4.2026 11:46:55 [Notification] Found 127 external assets in category config 29.4.2026 11:46:55 [Notification] Found 25 external assets in category worldproperties 29.4.2026 11:46:55 [Notification] Found 675 external assets in category sounds 29.4.2026 11:46:56 [Notification] Found 6123 external assets in category shapes 29.4.2026 11:46:56 [Notification] Found 29 external assets in category shaders 29.4.2026 11:46:56 [Notification] Found 5 external assets in category shaderincludes 29.4.2026 11:46:56 [Notification] Found 9459 external assets in category textures 29.4.2026 11:46:56 [Notification] Found 83 external assets in category music 29.4.2026 11:46:56 [Notification] Found 18 external assets in category dialog 29.4.2026 11:46:56 [Notification] Found 0 external assets in category compatibility 29.4.2026 11:46:56 [Notification] Reloaded lang file now with mod assets 29.4.2026 11:46:56 [Notification] Compatibility lib: 0 assets added, 0 assets replaced. 29.4.2026 11:46:56 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors 29.4.2026 11:46:57 [Notification] Received 4469 item types from server 29.4.2026 11:46:57 [Notification] Loaded 14091 block types from server 29.4.2026 11:46:58 [Notification] Reloaded sounds, now with mod assets 29.4.2026 11:47:02 [Notification] Composed 1 4096x4096 entities texture atlases from 695 textures 29.4.2026 11:47:06 [Notification] Collected 3096 shapes to tesselate. 29.4.2026 11:47:11 [Notification] Composed 1 4096x4096 items texture atlases from 2329 textures 29.4.2026 11:47:11 [Notification] Server launched 29.4.2026 11:47:34 [Notification] Composed 1 4096x4096 blocks texture atlases from 7430 textures 29.4.2026 11:47:34 [Notification] Server assets loaded 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass particlescube. 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass lines. 29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass aurora. 29.4.2026 11:47:34 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 29.4.2026 11:47:34 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 29.4.2026 11:47:35 [Notification] Blocks tesselated 29.4.2026 11:47:35 [Notification] [coriaendershaders] [CoriaenderWater] Initializing water effects. 29.4.2026 11:47:35 [Notification] Loaded Shaderprogram for render pass watercompose. 29.4.2026 11:47:35 [Notification] Loaded Shaderprogram for render pass cameradepth. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass waternormals. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 29.4.2026 11:47:36 [Notification] [coriaendershaders] [CoriaendersShadow] Initializing shadow effects. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 29.4.2026 11:47:36 [Notification] [coriaendershaders] [TerrainShadows] Initializing terrain shadow effects. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 29.4.2026 11:47:36 [Notification] Loaded Shaderprogramm for render pass machinegear. 29.4.2026 11:47:36 [Notification] Started 99 systems on Client: 29.4.2026 11:47:36 [Notification] Mod 'VSEssentials.dll' (game): 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.Core 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityPartitioning 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ErrorReporter 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 29.4.2026 11:47:36 [Notification] FluffyClouds.FluffyCloudsModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.GenMaps 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemFpHands 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityParticleSpawner 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityParticleSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.POIRegistry 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemProgressBar 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.RoomRegistry 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WeatherSystemCommands 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WeatherSystemClient 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WorldMapManager 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.LoadColorMaps 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ClothManager 29.4.2026 11:47:36 [Notification] Mod 'VSSurvivalMod.dll' (survival): 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemControlPoints 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 29.4.2026 11:47:36 [Notification] Vintagestory.Systems.StoryLockableDoor 29.4.2026 11:47:36 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 29.4.2026 11:47:36 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.UpgradeTasks 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MyceliumSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.FishingSupportModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemGliding 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Timeswitch 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemAuction 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Core 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.CharacterSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MealMeshCache 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.VariablesModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModsystemElevator 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ActivityModSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ActivityEditorSystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemFarming 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemTutorial 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemNightVision 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TobiasTeleporter 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModJournal 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModLootRandomizer 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MicroBlockModelCache 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRifts 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSleeping 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TeleporterManager 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModTemperature 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SystemTemporalStability 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemWearableStats 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemEditableBook 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TradeHandbookInfo 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.GenDevastationLayer 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemOreMap 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSnowballs 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.HumanoidOutfits 29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 29.4.2026 11:47:36 [Notification] Mod 'VSCreativeMod.dll' (creative): 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.Core 29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 29.4.2026 11:47:36 [Notification] Mod 'coriaendershaders-v1.2.1-pre.1_v1.22.0.zip' (coriaendershaders): 29.4.2026 11:47:36 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 29.4.2026 11:47:36 [Notification] Loading shaders... 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass particlescube. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass particlesquad. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass sky. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass nightsky. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass woittest. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass helditem. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass decals. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass final. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass gui. 29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass blur. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass findbright. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass godrays. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass autocamera. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass wireframe. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass luma. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass blit. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass texture2texture. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass celestialobject. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass colorgrade. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass guigear. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass ssao. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass aurora. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass cloudmap. 29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass instanced. 29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass lines. 29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 29.4.2026 11:47:42 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:47:42 [Notification] Loaded Shaderprogramm for render pass standard. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass entityanimated. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass particlescube. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass lines. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass aurora. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass watercompose. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cameradepth. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass waternormals. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass terrainshadowmap. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass machinegear. 29.4.2026 11:47:43 [Notification] Reloaded shaders now with mod assets 29.4.2026 11:47:44 [Notification] Received level init 29.4.2026 11:47:44 [Notification] Loaded Shaderprogramm for render pass instanced. 29.4.2026 11:47:44 [Event] 26 traits loaded from 1 files 29.4.2026 11:47:44 [Event] 6 classes loaded from 1 files 29.4.2026 11:47:44 [Notification] Initialized Music Engine 29.4.2026 11:47:44 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 29.4.2026 11:47:46 [Notification] Received level finalize 29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass cloudmap. 29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass clouds. 29.4.2026 11:47:46 [Notification] Loading world map cache db... 29.4.2026 11:47:47 [Warning] =============================================================== 29.4.2026 11:47:47 [Warning] (x_x) Captured 3 issues during startup: 29.4.2026 11:47:47 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 29.4.2026 11:47:47 [Warning] =============================================================== 29.4.2026 11:47:48 [Notification] Loaded Shaderprogramm for render pass rift. 29.4.2026 11:47:48 [Notification] Client pause state is now on 29.4.2026 11:47:53 [Notification] Call to RegisterCallback while game is paused 29.4.2026 11:47:53 [Notification] Client pause state is now off 29.4.2026 11:48:00 [Notification] Finished fully loading sounds (async) 29.4.2026 11:48:18 [Notification] Client pause state is now on 29.4.2026 11:48:19 [Notification] Client pause state is now off 29.4.2026 11:48:35 [Warning] [ChannelProcessor] ChunkLoading processing threw an System.Func`1[System.Type] exception for item hash 271331223! [CoriaenderShaders][ChunkMemoryManager] Memory manager uploading data which will overflow the brick buffer. 29.4.2026 11:48:55 [Fatal] Game Version: v1.22.0 (Stable) 29.04.2026 11:48:55: Critical error occurred Loaded Mods: game@1.22.0, coriaendershaders@1.2.1-pre.1, creative@1.22.0, survival@1.22.0 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.API.Common.Entities.Entity.<Initialize>b__145_0() in VintagestoryApi\Common\Entity\Entity.cs:line 583 at Vintagestory.API.Datastructures.SyncedTreeAttribute.FromBytes(BinaryReader stream) in VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 227 at Vintagestory.API.Common.Entities.Entity.FromBytes(BinaryReader reader, Boolean isSync) in VintagestoryApi\Common\Entity\Entity.cs:line 1966 at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 877 at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 214 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Crash written to file at "C:\Users\hello\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
29.4.2026 11:48:55 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 29.4.2026 11:48:55 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 29.4.2026 11:48:57 [Notification] Stopping single player server 29.4.2026 11:48:57 [Notification] ChunkIntake threads completed gracefully. 29.4.2026 11:48:57 [Notification] ChunkLoading threads completed gracefully.
HI, The CoriaEnderShaders mod (version 1.2.1-pre.1) crashes on startup with a NullReferenceException in TerrainShadowEffect.cs line 32. This is a bug in the mod's code, not a conflict with other mods. What we tried: - Checked glContextVersion - already set to 4.6 (correct) - Disabled realisticwater and pomshadercache - still crashes - The crash persists even with only the base game mods Thanks for your hardwork. I dont know if its caused by another mod but i dont things so.
//float extraDistanceFog = max(-flatFogDensity * flatFogStart / (160 + heightDiff * 3), 0); // heightDiff*3 seems to fix distant mountains being supper fogged on most flat fog values
// ^ this breaks stuff. Also doesn't seem to be needed? Seems to work fine without
float extraDistanceFog = max(-flatFogDensity * clampedDepth * (flatFogStart) / 60, 0); // div 60 was 160 before, at 160 thick flat fog looks broken when looking at trees
at CoriaenderShaders.Patches.ShaderPatcher.PatchShaderProgram(IShaderProgram program, List`1 patches, String groupWatermark) in Src:\Patches\ShaderPatcher.cs:line 96
at CoriaenderShaders.Effects.CoriaenderWater.OnShaderProgramLoaded(ShaderProgram program) in Src:\Effects\CoriaenderWater.cs:line 117
29.4.2026 09:45:53 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
29.4.2026 09:45:53 [Fatal] Game Version: v1.22.0 (Stable)
2026/04/29 09:45:53: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.1
//float extraDistanceFog = max(-flatFogDensity * flatFogStart / (160 + heightDiff * 3), 0); // heightDiff*3 seems to fix distant mountains being supper fogged on most flat fog values
// ^ this breaks stuff. Also doesn't seem to be needed? Seems to work fine without
float extraDistanceFog = max(-flatFogDensity * clampedDepth * (flatFogStart) / 60, 0); // div 60 was 160 before, at 160 thick flat fog looks broken when looking at trees
at CoriaenderShaders.Patches.ShaderPatcher.PatchShaderProgram(IShaderProgram program, List`1 patches, String groupWatermark) in Src:\Patches\ShaderPatcher.cs:line 96
at CoriaenderShaders.Effects.CoriaenderWater.OnShaderProgramLoaded(ShaderProgram program) in Src:\Effects\CoriaenderWater.cs:line 117
at CoriaenderShaders.CoriaenderShaders.CSEvents.EmitShaderProgramLoaded(ShaderProgram p) in Src:\CoriaenderShaders\CSEvents.cs:line 19
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 162
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 782
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "C:\Users\blade\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
29.4.2026 09:45:53 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
NeoB yee i was updating rn for 1.22 and am fixing it rn , or at least trying.
running my new 1.22 version seemed fine until i tried coriander and currently looking at what could cause this issue
NeoB, Apr 29th at 4:39 AM (modified Apr 29th at 4:47 AM)
crash in pre version CoriaenderShaders.CoriaenderShaders.InvalidPatchException: Patching failed attempting to apply patch cloudvolumetric_fsh_depth. Pattern '^[ \t]*float far = min\([ \t\r]*$' matched 0 times, must be exactly 1. possible issue with ValksFuzzyClouds mod work fine when ValksFuzzyClouds is off
TheRedCreeper29, Apr 29th at 2:36 AM (modified Apr 29th at 2:46 AM)
Game keeps crashing. I thought it was other mods but tried it by itself and it still crashed. This is the crash log: https://mclo.gs/5lfuKwC (Used different website cause it automatically hides the user's name in file paths) EDIT: should say, I can launch the game, its only when I try to get into a world, also specs are: Ryzen 5 7600x RX 6800 32 GB Ram
privet_so_dnaLuckyWithaGun I just posted v1.2.1-pre.1 which has changes to hopefully fix those crashes. I didn't reproduce them on my system so I can't be sure, if you get a chance to try it I'd appreciate hearing how it goes.
Mercar Is it specific to the terrain shadows? Does it happen if you aren't moving? Given your specs my guess is you have a higher view distance, and tbh my system is kind of old so I haven't tested how the mod scales up. It should be pretty restricted in how much work it can do at once, but it's my first foray into C# threading tasks so I probably missed something. The game does lock up for me while shaders are reloading, that should only happen when changing settings but you could check your logs to see if it's doing something weird like that.
Mercar, Apr 28th at 10:28 AM (modified Apr 28th at 10:41 AM)
Some time the game is freezing when use this mod u know hot solve that?
28.4.2026 09:51:12 [Error] Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
28.4.2026 09:51:12 [Error] [coriaendershaders] Exception: [CloudShadowMapShaderProgram] Shader failed to compile:
Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.CloudShadowEffect.SetupShaders() in Src:\Effects\CloudShadowEffect.cs:line 89
28.4.2026 09:51:12 [Error] [coriaendershaders] An exception was thrown when trying to start the mod:
28.4.2026 09:51:12 [Error] [coriaendershaders] Exception: [CloudShadowMapShaderProgram] Shader failed to compile:
Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.CloudShadowEffect.SetupShaders() in Src:\Effects\CloudShadowEffect.cs:line 89
at CoriaenderShaders.Effects.CloudShadowEffect.LoadEffect() in Src:\Effects\CloudShadowEffect.cs:line 72
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 52
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 35
at CoriaenderShaders.Effects.CloudShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\CloudShadowEffect.cs:line 21
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectLoadFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 119
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 97
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676
28.4.2026 09:51:12 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
28.4.2026 09:51:12 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
28.4.2026 09:51:12 [Notification] Loaded Shaderprogramm for render pass machinegear.
28.4.2026 09:51:12 [Notification] Started 98 systems on Client:
28.4.2026 09:51:12 [Notification] Mod 'VSEssentials.dll' (game):
28.4.2026 09:51:24 [Error] Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
28.4.2026 09:51:24 [Error] [coriaendershaders] Exception: [CloudShadowMapShaderProgram] Shader failed to compile:
Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.CloudShadowEffect.SetupShaders() in Src:\Effects\CloudShadowEffect.cs:line 89
28.4.2026 09:51:24 [Error] [coriaendershaders] An exception was thrown when trying to start the mod:
28.4.2026 09:51:24 [Error] [coriaendershaders] Exception: [CloudShadowMapShaderProgram] Shader failed to compile:
Link error in shader program for pass cloudshadowmap: Program Link Failed for unknown reason.
at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184
at CoriaenderShaders.Effects.CloudShadowEffect.SetupShaders() in Src:\Effects\CloudShadowEffect.cs:line 89
at CoriaenderShaders.Effects.CloudShadowEffect.LoadEffect() in Src:\Effects\CloudShadowEffect.cs:line 72
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 52
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 35
at CoriaenderShaders.Effects.CloudShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\CloudShadowEffect.cs:line 21
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectLoadFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 119
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 97
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676
28.4.2026 09:51:24 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
28.4.2026 09:51:24 [Notification] Loaded Shaderprogramm for render pass rift.
28.4.2026 09:51:24 [Notification] Client pause state is now on
28.4.2026 09:51:25 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
28.4.2026 09:51:25 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
28.4.2026 09:51:25 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
28.4.2026 09:51:25 [Notification] Loaded Shaderprogramm for render pass nightsky.
28.4.2026 09:51:25 [Notification] Loaded Shaderprogramm for render pass celestialobject.
28.4.2026 09:51:25 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
28.4.2026 09:51:25 [Warning] OpenAL Error during setvolume(val) of sound game:music/roots.ogg: InvalidName
28.4.2026 09:51:25 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
Coriaender 💕 I love you sm Thank you for the update, but I hope you didn't push yourself on my account!
For real though, VS looks bland without this shader now.
You spoil us! ^^
Coriaender , Apr 27th at 10:35 PM (modified Apr 27th at 10:35 PM)
LuckyWithaGun Thanks, this is really interesting, it looks like something is causing some shaders to be reloaded which undoes the patching, but not in a way my mod notices so it can reapply them. It's probably triggered by another mod, but is something I should fix on my side, I'll look into a better patching trigger.
=============================================================== 27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP. 27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP. 27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP. 27.4.2026 22:12:23 [Notification] Loaded Shaderprogramm for render pass rift. 27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass nightsky. 27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass celestialobject. 27.4.2026 22:12:24 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error 27.4.2026 22:12:25 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 27.4.2026 22:12:25 [Fatal] Game Version: v1.22.0 (Stable) 2026/04/27 22:12:25: Critical error occurred in the following mod: coriaendershaders@1.2.0 Loaded Mods: awearablelight@1.1.6, landformoverhaul@1.0.4, crawlanddive@0.2.4, jsonpatcheslib@1.5.1, logicalclothingwarmth@1.5.0, millwright@1.3.3, overhaullib@2.0.4, primitivesurvival@5.0.5, stickstepsounds@1.0.0, game@1.22.0, vsimgui@1.2.2, wilderlandsbehaviors@1.0.8, attributerenderinglibrary@3.1.0, bettererprospecting@3.2.2, betterjonasdevicesfixedagain@2.1.5, betterruins@0.6.0, carryon@1.14.0, chunklod@1.1.0, commonlibforked@2.8.1, configlib@1.11.1, coriaendershaders@1.2.0, foodpreferences@1.4.1, hardcorewaterevolved@1.5.0, moredirslabs@1.0.2, placeonslabs@1.0.5, playermodellib@1.15.1, realsmoke@1.2.0, seamlessrapids@1.0.1, theremnantsreborn@1.1.2, thetruearchimedesscrew@0.1.35, vsairshipmod@1.1.0-pre.2, creative@1.22.0, vsroofing@1.5.1, survival@1.22.0, autoconfiglib@2.0.10, builderssofmen@0.2.0, playercorpseforked@1.14.1, terrainslabs@1.0.13, wlunarbound@1.0.2, wrustbound@3.0.0 System.Collections.Generic.KeyNotFoundException: The given key 'outputToSkybox' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 457 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass0_0.<.ctor>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 17 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Crash written to file at "C:\Users\blade\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
27.4.2026 22:12:25 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 27.4.2026 22:12:25 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 27.4.2026 22:12:29 [Notification] Stopping single player server 27.4.2026 22:12:29 [Notification] Finished fully loading sounds (async) 27.4.2026 22:12:33 [Notification] [chunklod] [ChunkLod] Client disposing, total received was 3647 27.4.2026 22:12:34 [Notification] Exiting current game to main menu, reason: window close event
LuckyWithaGun Your log looks incomplete, is this right after running into the crash without relaunching the game? There should be a section with bars of ====== and a little ascii face that summarizes startup, if not then the crash might be preventing logging which would be pretty surprising. Do you mind causing the crash again and then copying over just that startup section?
Alatyrprivet_so_dna Do you mind checking your client-main.log and sharing any startup issues there? Anything between the section with ===== bars. It looks like maybe one of the shaders didn't compile, but the game eats errors during mod startup so the reported crash is just a symptom.
LuckyWithaGun Do you mind checking your client-main.log also? This looks like it might be a patching issue, do any of your mods change the moon or sun?
RX 7600, R5 5600X, default max graphic settings, 'glContextVersion' changed to 4.6
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16294 MB RAM Game Version: v1.22.0 (Stable) 27.04.2026 12:43:53: Critical error occurred in the following mod: coriaendershaders@1.2.0 Loaded Mods: game@1.22.0, coriaendershaders@1.2.0, creative@1.22.0, survival@1.22.0 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.Effects.CloudShadowEffect.SetupCloudShadowFramebuffers() in Src:\Effects\CloudShadowEffect.cs:line 115 at CoriaenderShaders.Effects.CloudShadowEffect.OnFirstFrameRendered() in Src:\Effects\CloudShadowEffect.cs:line 273 at CoriaenderShaders.Effects.EffectInitializer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectInitializer.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012 at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 753 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 27.04.2026 12:40:12, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: unknown, версия: 0.0.0.0, метка времени: 0x00000000 Код исключения: 0xc0000005 Смещение ошибки: 0x00007ffc586cbe17 Идентификатор сбойного процесса: 0xf80 Время запуска сбойного приложения: 0x1dcd629b7a1ceba Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: unknown Идентификатор отчета: cba2547a-4389-48e6-8bc7-0a722396b5ec Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 27.04.2026 12:36:59, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad Код исключения: 0x40000015 Смещение ошибки: 0x00000000000df046 Идентификатор сбойного процесса: 0x6664 Время запуска сбойного приложения: 0x1dcd62949e8b946 Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: E:\Games\Vintagestory\Lib\openal32.dll Идентификатор отчета: 3419a70c-f4b8-4903-ae72-0bce958c5b16 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 27.04.2026 12:31:58, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad Код исключения: 0x40000015 Смещение ошибки: 0x00000000000df046 Идентификатор сбойного процесса: 0x2554 Время запуска сбойного приложения: 0x1dcd62839178fe7 Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: E:\Games\Vintagestory\Lib\openal32.dll Идентификатор отчета: 210ac006-8e87-49f7-aa1f-b5ec14a15b08 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: }
LuckyWithaGun, Apr 27th at 9:43 AM (modified Apr 27th at 4:42 PM)
getting continuous crashes on load because of the mod, hope this helps, 'glContextVersion' changed to 4.6
Crash Report
Running on 64 bit Windows 10.0.22621.0 with 16326 MB RAM Game Version: v1.22.0 (Stable) 2026/04/27 11:39:33: Critical error occurred in the following mod: coriaendershaders@1.2.0 Loaded Mods: awearablelight@1.1.6, landformoverhaul@1.0.4, crawlanddive@0.2.4, jsonpatcheslib@1.5.1, logicalclothingwarmth@1.5.0, millwright@1.3.3, overhaullib@2.0.4, primitivesurvival@5.0.5, stickstepsounds@1.0.0, game@1.22.0, vsimgui@1.2.2, wilderlandsbehaviors@1.0.8, attributerenderinglibrary@3.1.0, bettererprospecting@3.2.2, betterjonasdevicesfixedagain@2.1.5, betterruins@0.6.0, carryon@1.14.0, chunklod@1.1.0, commonlibforked@2.8.1, configlib@1.11.1, coriaendershaders@1.2.0, foodpreferences@1.4.1, hardcorewaterforked@1.3.6, moredirslabs@1.0.2, placeonslabs@1.0.5, playermodellib@1.15.1, realsmoke@1.2.0, rustyshellfork@0.2.1, seamlessrapids@1.0.1, theremnantsreborn@1.1.2, thetruearchimedesscrew@0.1.35, vsairshipmod@1.1.0-pre.2, creative@1.22.0, vsroofing@1.5.1, survival@1.22.0, autoconfiglib@2.0.10, builderssofmen@0.2.0, playercorpseforked@1.14.1, terrainslabs@1.0.13, wlunarbound@1.0.2, wrustbound@3.0.0 System.Collections.Generic.KeyNotFoundException: The given key 'outputToSkybox' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 457 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass0_0.<.ctor>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 17 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Alatyr, Apr 27th at 8:41 AM (modified Apr 27th at 10:27 AM)
'glContextVersion' changed to 4.6, but it's crashing after loading instantly.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 64997 MB RAM Game Version: v1.22.0 (Stable) 27.04.2026 11:39:52: Critical error occurred in the following mod: coriaendershaders@1.2.0 Loaded Mods: walkingstick@3.0.0, awearablelight@1.1.6, catchledge@0.7.1, chandeliercraft@2.1.1, chiseltools@1.17.1, darkvision@1.3.1, jsonpatcheslib@1.5.1, primitivesurvival@5.0.5, prospecttogether@2.2.1, stonequarryrepckfipil@3.6.1, translocatorengineeringredux@1.6.5, game@1.22.0, zoombuttonreborn@2.0.2, attributerenderinglibrary@3.1.0, betterruins@0.6.0, biodiversity@1.1.2, butchering@1.13.1, carryon@1.14.0-rc.1, climbmountain@0.2.4, cmimpact@1.0.3, coriaendershaders@1.2.0, danatweaks@4.0.0, extrainfo@2.0.0, footprints@1.2.0, hudclockpatch@4.2.1, mngeology@2.0.3, materialneeds@1.1.14, realsmoke@1.2.0, rivers@5.0.0, stonebakeoven@1.2.2, synergy@1.1.1, 1111@1.0.0, creative@1.22.0, survival@1.22.0, 118hair@0.1.4, bdcrop@1.0.0, bdorchard@1.0.1, bdtree@1.0.2, em@3.5.0, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, mnflowers@0.0.0, shearlib@1.3.0-pre.2, windowstoragelib@1.1.3, bricklayers@3.2.0, tailorsdelight@2.1.2, windowstorage@1.7.2, wool@1.9.0-pre.1, dressmakers@1.7.5 System.NullReferenceException: Object reference not set to an instance of an object. at CoriaenderShaders.Effects.CloudShadowEffect.SetupCloudShadowFramebuffers() in Src:\Effects\CloudShadowEffect.cs:line 115 at CoriaenderShaders.Effects.CloudShadowEffect.OnFirstFrameRendered() in Src:\Effects\CloudShadowEffect.cs:line 273 at CoriaenderShaders.Effects.EffectInitializer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectInitializer.cs:line 49 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 249 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012 at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 753 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 27.04.2026 11:37:30, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x7178 Время запуска сбойного приложения: 0x1dcd620fc616f8f Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: e801a1e6-b058-4574-b956-cb837fdcfec5 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 27.04.2026 11:32:39, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x3fec Время запуска сбойного приложения: 0x1dcd61fde8d8ed2 Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: cbf75fd6-7d0e-4b9e-bd66-1b0ebec93b8d Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: } -------------- { TimeGenerated = 27.04.2026 11:27:53, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000 Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe Код исключения: 0xc0000005 Смещение ошибки: 0x000000000036852a Идентификатор сбойного процесса: 0x20fc Время запуска сбойного приложения: 0x1dcd61f939ca601 Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll Идентификатор отчета: ff034a12-2b18-4ccb-9c60-a0285c0e49ec Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: }
Wanderai Hah, I was actually ready to put it off another day after finding an annoying bug while getting screenshots for release, but you got me, I'll figure the screenshots out later but the bug is fixed and the 1.22.0 build is posted.
ClifffordWNicoy Thanks! I have a build that's running with the new update, I'll have it out in the next few days. There's a couple things I was already cleaning up for a 1.2.0 release and it'll be easier to just get everything out at once.
System.MissingMethodException: Method not found: 'Void Vintagestory.API.Client.IRenderAPI.set_FrameBuffer(Vintagestory.API.Client.FrameBufferRef)'.
at CoriaenderShaders.Effects.CoriaenderWater.OnAfterOpaqueEntities() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 641
at CoriaenderShaders.Renderers.CameraSpaceDepthRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CameraSpaceDepthRenderer.cs:line 10
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 953
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Wick It doesn't sound like you're doing anything wrong, you're probably having the same issue as Jacbo and RACERWILSON where the mod is crashing during startup and the game loads otherwise normally without it. If you want to confirm that you can check your client logs, but I won't be able to fix it until I can put another release out that gives more details.
Jacbo Thanks for the log! It's a bit strange what the underlying issue could be though so sorry but I'll need to add more info to the logging with the next release that can shed some light on it.
I don't get what I need to do. Sorry but I'm either stupid or your mod description is not very accessible. I installed it along with ImGui but the hotkey isnt working and the water looks like vanilla.
Are there more steps required to get it working other than just draging both mods' .zip file into the mods folder?
Jacbo, Apr 18th at 6:31 PM (modified Apr 18th at 6:32 PM)
Same here. RTX 4050 laptop gpu is the main one but I think it's GPU 1. GPU 0 is intel integrated graphics but everything seems to use the 4050 automatically.
18.4.2026 14:22:16 [Error] [coriaendershaders] An exception was thrown when trying to start the mod:
18.4.2026 14:22:16 [Error] [coriaendershaders] Exception: Object reference not set to an instance of an object.
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.EnsureVersionSupported(Int32 versionUsed) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 143
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 46
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675
18.4.2026 14:22:16 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
RACERWILSON Do you mind sharing some logs? The client.main log should say why it didn't load, it should be in the little launch issue summary bit between two lines of equal signs, ========. And then the crash report probably gives some more clues as well, there should be a button to copy to clipboard or something that you can paste here.
RACERWILSON, Apr 15th at 4:49 AM (modified Apr 15th at 8:12 PM)
AMD CUSTOM APU/GPU 0405
1.2 doesn't show effects, instead resorts to vanilla graphics. resetting effects crashes game
Venkyz That is more of a jump than I'd expect, but to be honest so far I've focused mostly on gpu and vram usage so maybe it's not that surprising. With having already had some memory leaks I suppose I'm due diving back in and learning cpu side profiling properly. 😅
I don't know exactly what might be doing it, but I noticed that while using the 1.1.4 version my game uses around ~6GB of RAM, when using the 1.2.0 version it now uses around ~10GB of RAM (didn't play long enough with it to see if it increases or not). Might be a combination of all the new Shadow settings, I tried disabling only the Terrain Shadows setting and restarting the game to test but it didn't go down, so it's probably either a different setting using all that RAM, or the combination of all the others.
Coriaender , Apr 11th at 10:44 PM (modified Apr 11th at 10:45 PM)
violets Right, sorry, I was lazy about testing other platforms. I took it over to my linux/amd laptop and cleaned up a few issues like this until it was running there, so hopefully pre.4 works for you.
violets, Apr 11th at 8:11 PM (modified Apr 11th at 8:11 PM)
I crashed when launching with the most recent build 1.2.0-pre.3 Arch Linux GPU: AMD 9070XT
Looks like it failed to compile the shaders. Let me know if you need anything else from the logs.
I did change the gl context to 4.6 in the client settings.
Crash Report
11.4.2026 13:03:50 [Client Error] Shader compile error in terrainshadowmap 0:79(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:79(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:80(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:80(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:81(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:81(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:153(2): error: no matching function for call to `stochasticCull(float, vec4)'; candidates are: 0:153(2): error: void stochasticCull(int, vec4) 11.4.2026 13:03:50 [Client Error] Couldn't write to log file, failed formatting #version 460 #define USESSBO 1 #define WAVINGSTUFF 1 #define FOAMEFFECT 1 #define SSAOLEVEL 1 #define NORMALVIEW 0 #define SHINYEFFECT 1 #define GODRAYS 1 #define MINBRIGHT 0 #define SHADOWQUALITY 2 #define DYNLIGHTS 50 #define MAXANIMATEDELEMENTS 230
// The paper says to stochastically cull if the voxel projected area is subpixel, and compute AABB if small. But the projected area is pointSize, which // is calculated with the AABB sphere. Estimate projected area from position maybe? void stochasticCull(inout int pointSize, inout vec4 position) { float stochasticCoverage = pointSize * pointSize; if (stochasticCoverage < 0.8) { // "Cull" small voxels in a stable, stochastic way by moving past the z = 0 plane. // Assumes voxels are in randomized order. position = (gl_VertexID & 0xffff) > stochasticCoverage * (0xffff / 0.8)? vec4(-1,-1,-1,-1) : position; pointSize = 1; } }
spriteToWorld = blockRadius * CUBETOSPHERE; // Bias the intersection test. Probably an empirical way to do this based on texel size. blockRadius += mapLayer > 1? 0.03 : 0.005; invBlockRadius = 1 / blockRadius;
gl_Position = position; gl_PointSize = pointSize; } (FormatException) 11.4.2026 13:03:50 [Client Error] Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader 11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile: Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221 at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73 11.4.2026 13:03:50 [Client Error] [coriaendershaders] An exception was thrown when trying to start the mod: 11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile: Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221 at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73 at CoriaenderShaders.Effects.TerrainShadowEffect.LoadEffect() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 55 at CoriaenderShaders.Effects.EffectManager.Load() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\EffectManager.cs:line 47 at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\EffectManager.cs:line 36 at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod, FeedbackRegion processorFeedbackRegion) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 17 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectLoadFlags flags) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 99 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 70 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675 11.4.2026 13:03:50 [Client Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
Spoiler
11.4.2026 13:03:50 [Client Error] Shader compile error in standard.fsh 0:809(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Error] Shader compile error in particlescube.fsh 0:779(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass particlesquad. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass sky. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass nightsky. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass woittest. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass transparentcompose. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass helditem. 11.4.2026 13:03:50 [Client Error] Shader compile error in chunkopaque.fsh 0:795(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Error] Shader compile error in chunkliquid.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass decals. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass final. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass gui. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blur. 11.4.2026 13:03:50 [Client Error] Shader compile error in chunktransparent.fsh 0:782(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass findbright. 11.4.2026 13:03:50 [Client Error] Shader compile error in chunktopsoil.fsh 0:792(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass godrays. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass autocamera. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blockhighlights. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass wireframe. 11.4.2026 13:03:50 [Client Error] Shader compile error in entityanimated.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass luma. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blit. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass particlesquad2d. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass texture2texture. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass celestialobject. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass guitopsoil. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass colorgrade. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass guigear. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass ssao. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass bilateralblur. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass anvilworkitem. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass customstandard. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass customstandardfirstperson. 11.4.2026 13:03:50 [Client Error] Shader compile error in entityanimated.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass poison. 11.4.2026 13:03:50 [Client Error] Shader compile error in standard.fsh 0:810(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Error] Shader compile error in particlescube.fsh 0:779(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass lines. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass aurora. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass watercompose. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cameradepth. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass waternormals. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass screenspacereflections. 11.4.2026 13:03:50 [Client Error] Shader compile error in chunkliquid.fsh 0:799(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass nightsky. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass celestialobject. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudshadowmap. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudshadowblur. 11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudmapmip. 11.4.2026 13:03:50 [Client Error] Shader compile error in terrainshadowmap 0:79(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:79(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:80(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:80(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:81(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:81(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability 0:153(2): error: no matching function for call to `stochasticCull(float, vec4)'; candidates are: 0:153(2): error: void stochasticCull(int, vec4) 11.4.2026 13:03:50 [Client Error] Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader 11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile: Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221 at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73
NeoBvluka96 Thanks! v.1.2.0-pre.3 has a fix that should prevent that crash with farseer. Getting it to actually cast shadows on farseer terrain could probably be done but would take some pretty specific knowledge of how it does it's loading and meshing.
vluka96, Apr 11th at 9:21 AM (modified Apr 11th at 9:22 AM)
I also had the same problem as @NeoB, although the mod never worked for me before until I realized I needed to set glcontextversion to 4.6. Now after I've done that, all of the versions work fine, however, the newest 1.2 versions do not work with Farseer anymore (when glcontextversion is set to 4.6).
So I'm just using 1.1.4 for now, but other than that beautiful mod, thank you!
Coriaender yepI've already fixed it; now it's just an issue with the Farseer mod
Coriaender , Apr 11th at 6:13 AM (modified Apr 11th at 6:49 AM)
NeoB Did you check your glContextVersion setting? I don't think the game ever sets it higher than 4.3, even if your GPU supports it. If that's not it, do you mind sharing your client-main.log? If it's an OpenGL issue there should be logging about it, but otherwise any Exception or Warning logging should help.
Edit: Ah, ok. I'll take a look at the farseer shaders, I can probably make it so it at least doesn't crash. That said, I think it would take a pretty dedicated compatibility pass to render shadowmaps for it since the shadow rendering isn't mesh based. Though maybe it could piggyback whatever loading farseer is doing, it'd be pretty cool to get it working.
NeoB, Apr 10th at 11:52 PM (modified Apr 11th at 6:12 AM)
For some reason, version 1.2 doesn't work for me; only 1.1.4 does. I have a rtx 3060 according to the website, it is compatible with 4.6
Edit: I changed clientsettings.json to 4.6 in glcontextversion and now is working but is not compatible with farseer
"Patching failed attempting to apply patch fogandlight_vsh_terrainapply. Fetch pattern '[\r\n\s](fragNormal|normal) = ' failed to match.Shader program: region"
VenkyzSmileWolf The fuzzy night reflections is fixed in 1.20-pre.2, thanks for the callouts and screenshots! I rewrote loading/reloading with v1.2 which hopefully takes care of the memory leak as well, though the fuzzy thing was some shader code that should be unrelated.
DarkThoughts It's weird that your getting a mix of blocky and not, it looks like chunks are getting the wrong data but that shouldn't be able to happen to just some of them. If you know what triggers it then you could try checking if the loading changes in v1.2 help.
Regarding to my previous post about the Skybox Reflection looking bad on the water, if you disable the Skybox Reflection to not have the ugly reflections by unchecking the "Enable Skybox Reflections" in the settings, it will cause memory leak.
Venkyz, Mar 18th at 2:28 AM (modified Mar 18th at 2:29 AM)
The Skybox relfection at night is looking weird in the water, also this water is underground, so there would be no skybox to reflect in the water, turning Skybox Reflections off in the shader settings removes it.
Joegen I really like this idea, and you're right that it's a natural next step, but the way to do it would start with proper deferred rendering for the game to track material properties like you and VaelophisNyx are saying. I didn't want to tackle that as a first project so it would mean mostly redoing the reflections vs just extending them, but that said deferred rendering would be great for performance and open up more lighting options elsewhere so it's definitely something I've been thinking about.
SkepticJoker Thanks for calling this out, I suspect it's because I didn't account for earth curvature doing the cloud shadows, I'd put some bounds on it making it but if it's still being weird I'll take another pass on it. Though I'm trying to get the next feature I'm working on finished, so might not get to it until that's done.
I've noticed that during dusk hours as it get later the lighting will abruptly go from dark to light a few times, I'm pretty sure it's related to cloud shadows. Though it might be technially working as intended, I think it looks pretty bad and I would like to see a smoother transition between day and night.
VaelophisNyx ofcourse, perhaps a low sampled blurred version will look better than the oddness that vanilla currently has. Since you have SSR working well thought it might be a next step. Similarly with glass, (though theres other issues with glass compositing that needs resolving first, like clouds looking as bright as the light thats on the glass block).
Great work on the shader! I forgot to mention. It really adds a lot to the game and is a welcome, undistracting improvement.
Joegen Well, those wouldn't be polished enough usually to reflect like that. Even a solid silver block is no mirror
Joegen, Feb 16th at 7:40 PM (modified Feb 16th at 7:41 PM)
Any plans on implementing SSR and Skybox onto reflective surfaces like iron, gold, tin bars etc..? Essentially swapping out the games existing glimmer shader.
Kalmorph Nice, glad it worked! Happy to be of help 😄
DigitalHareMoltenheadw0ntonim0 Just put out v1.1.4 which should fix those crashes, thanks for the heads up. Also I didn't know about high res screenshots, but unfortunately I suspect it won't work with cloud shadows, the shadow setup is spread across frames so won't ever be ready the frame after reloading and will probably always make everything look fully in shadow. Maybe if the game gives some indication that's what's happening I can stop the clouds from resetting? I can take a look.
@Moltenhead Same here. Except the game crashes when I try taking a high resolution screenshot which was never an issue before. Hopefully it gets addressed and fixed soon since this shader mod is better than the other ones personally I like how the water reflections and lighting looks compared to the others.
This mod is broken with the previous update, never had this issue before. But when I tried taking a high res screenshot, the game randomly crashed and the error log said it was this mod that caused the crash. It needs to be fixed so that you can take high resolution screenshots with it, other than that I think the water shaders in this mod are the best out of any other shader mod.
After some brief testing I got to say, for as little as this mod does in terms of quantity, the things it does have it does really well. Water reflections of course are always nice and common with these shader mods, but I really enjoy especially the cloud shadows, which bring so much atmosphere and immersion to the game.
Reporting a crash that I had a few times - Again, probably an interaction with something on my end, but hey if there's something useful, happy to report! I know that the game takes a lot of issue with the dev>Extended Debug Info being on and doing certain things. (Like having that on and streaming to Discord..) Regardless; I have that on to try and trace a game lockup I'm having randomly so it could be related to that.
First crash was moving the text cursor to another field on a mod option window and the second while making the game fullscreen to take a screenshot. Third was after realizing you said that you had to change the hotkey in the config rather than in game and thought it might have been that. Set it to whatever I was going to in the config and got the third taking out of fullscreen after restarting so probably not that!
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32658 MB RAM Game Version: v1.21.6 (Stable) 2/12/26 9:03:13 AM: Critical error occurred in the following mod: coriaendershaders@1.1.3 Loaded Mods: backpackpackStandardcontinuedSturdy@1.1.1, barkbeetle@1.0.4, betterarrows@1.0.1, betterforest@0.1.2, boneshovel@1.0.6, chiseltools@1.16.2, chunkviz@1.0.1, rlldtco0001@1.4.0, cutfattolardcompat@1.0.0, cutthefat@1.0.3, driedpeat@1.1.2, fairywren@0.3.7, fallingtree@0.4.11, fixedpaths@1.0.2, foodcrate@2.2.1-dev1, JacksFirewood@1.1.0, jackslogtweak@1.2.0, kemonoskins@0.0.0, logicalclothingwarmth@1.4.0, manualquenching@1.0.10, moreicons@1.1.1, moretorchholders@1.0.1, mutearmourclient@1.1.0, nobearjetpacks@1.0.2, nodrifterthrow@1.0.1, plumpkins@1.1.3, primitivesurvival@4.0.3, quickwaypoint@0.0.2, sonitorecipepin@1.0.1, sprintmomentum@0.2.0, stonemallet@1.0.3, temporalsymphony@2.2.2, thatchexpanded@1.3.0, valkyrjavesssels@1.0.0, game@1.21.6, vsimgui@1.1.16, warmgambeson@1.0.0, waypoint@0.2.0, wildfarmingrevival@1.4.2, aculinaryartillery@2.0.0-dev.11, airthermomod@0.3.0, animalcages@4.0.2, apelanterns@1.3.5, attributerenderinglibrary@2.8.1, autolootreforged@1.0.5, axleinblocks@1.21.1, batchmolds@1.0.1, bettererprospecting@3.1.4, betterfirepit@1.2.0, betterloot@2.0.1, betterruins@0.5.7, bettertraders@0.1.0, blocksoverlay@4.8.1, bloodtrail@1.1.8, canadianwinterclothes@1.2.0, carryon@1.12.2, cheaperterrapreta@1.0.0, commonlib@2.8.0, composter@1.2.2, configlib@1.10.14, conicalhotgear@1.0.1, connectedstairs@1.0.0, corduroyroads@1.0.3, coriaendershaders@1.1.3, cropseedstage@1.0.4, danatweaks@3.7.2, debarkmod@1.1.3, dreamcatchers@1.0.2, electricalprogressivecore@2.6.4, enhancedhandbook@1.7.1, farseer@1.3.3, floatingcombattext@1.0.0, foodshelves@2.3.3, fromgoldencombs@1.9.4, hazjackalope@1.0.5, hydrateordiedrate@2.3.7, itempickuphighlighter@1.2.2, itempickupnotifier@2.0.0, justthepepper@2.0.0, kemono@0.1.13, kevinsfurniture@1.8.1, minimalcompass@1.1.4, mobsradar@2.1.13, optitime@1.4.1, packrat@1.0.1, pelaguswinds@1.2.2, pewter@1.3.1, purposefulstorage@1.5.1, realsmoke@1.1.10, reedbuff@1.3.0, ruststones@1.2.3, simpletailoring@1.1.6, smithingplus@1.8.3, statushudcont@4.1.1, stonebakeoven@1.2.0, terraprety@7.9.0, thecritterpack@1.3.4, vanillaarmory@1.9.1, vanity@2.4.6, creative@1.21.6, survival@1.21.6, windchimes@1.4.1, xlib@0.9.0-pre.2, xvshaders@0.1.1, advancedchests@0.2.5, danacancook@1.0.2, electricalprogressivebasics@2.6.4, expandedfoods@2.0.0-dev.7, extraoverlays@1.6.0, helvehammerext@1.8.0, ponyraces@0.0.19, randomseedxskill@1.1.1, stonequarry@3.5.1, temporaltechnology@1.2.3, theburrowpatch@0.0.62, wkfa@0.1.2, xinvtweaks@1.8.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.5.1, electricalprogressiveqol@2.6.7, electricalprogressiveequipment@2.5.1 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.set_FrameBuffer(FrameBufferRef value) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 402 at CoriaenderShaders.Effects.CoriaenderShadow.OnOpaque(Single deltatime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 392 at CoriaenderShaders.Renderers.CloudShadowBlurRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudShadowBlurRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 249 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Kalmorph, Feb 12th at 7:42 AM (modified Feb 12th at 7:42 AM)
Confirmed that this is fixed with Volumetric clouds! Thank you so much for your contribution! 😍
Kalmorph, Feb 12th at 7:19 AM (modified Feb 12th at 7:19 AM)
Oh really? I had the classic clouds on, I'll switch up to volumetric and see if it's solved with that! Also, Tyron is now officially aware and I'll add that fix in pre3 or rc1
Kalmorph Yeah that was me, bummer it doesn't help. The offending code is also in the original non-volumetric CloudRenderer, which I didn't patch, you wouldn't happen to have that set? I just checked and with no mods clouds didn't disappear for me, so I'm not sure I can check if it's related, sorry.
Coriander Just tested it out and it clouds still disappears after sleeping, sadly. Are you on Discord? I pinged Tyron in #gamedev channel with a fix that someone posted on their Github issue, I don't know if it was you. Man, I've been wanting to fix this bug for so long. The fact I have to reload my world everytime I sleep to see the clouds is so annoying.
Maoman, Feb 12th at 4:37 AM (modified Feb 12th at 4:38 AM)
In the description: "The mod was developed on v1.26.6, but isn't dependent on anything specific to that version." I assume you meant to type 1.21.6 there lol
Kalmorph I don't know for sure, I didn't actually have that issue to tell if this fixes it, but it patches the cloudmap breaking from time being sped up which did cause the mod to crash when sleeping so it seems likely it's the same thing. The patch is in Patches/HarmonyPatches.cs, the CloudTick transpiler patch in CloudRendererMapPatcher, it shouldn't depend on anything else in the mod if you want to isolate it.
noodlepfp Hmm, that's concering, I haven't been having this issue but I also haven't been paying close attention to it. I'll look into it, thanks for bringing it up.
JavaBeans I'll take a look at Rivers since it might happen if part of the mod gets confused about whether the camera is underwater, but based on what you've said my other guess is that it's due to some settings difference that I'm not testing. I can try messing with the settings and seeing if it breaks anything. It might be worth checking your client-main log to see if there are any [Warning] entries.
Protobean Yeah that's the idea but it looks like it put all the error logging into client-main.log. I'm not sure if the comments here will wrap it like a crash report, if not maybe make a pastebin or something. We're looking for any [Warning] and [Error] entries.
Coriaender just let it crash with the dev mode and open gl debug open? here it is
Crash Report
Running on 64 bit Windows 10.0.19045.0 with 15318 MB RAM
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 11/02/2026 21:58:17, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x47ac Hora de início do aplicativo com falha: 0x01dc9bba2ab3f9bb Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 3ebfe8c5-5a8f-4493-b66c-5e146244a6c4 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 10/02/2026 19:14:56, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x20d4 Hora de início do aplicativo com falha: 0x01dc9ada1b4018c5 Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 2e3e0467-1f91-4d2a-8252-4f37549d9b31 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 01/02/2026 22:42:14, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x217c Hora de início do aplicativo com falha: 0x01dc93e413c33f49 Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 445aa4fe-a710-4ccc-b145-adab4a572ddf Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: }
JavaBeans, Feb 11th at 7:21 PM (modified Feb 11th at 11:38 PM)
I don't think I have any mods that effect skies, clouds or fog. Most of the mods I run are gameplay, I do have Rivers which I don't think causes this weird visual but then again you can find weird things in modding.
Edit: Turns out when it is dark water inside caves is having this weird visual
I'm getting some significant memory leaks with this mod.
I narrowed it down to this one.. After about 10-15 minutes of playing, my RAM maxes out at 24GB and starts stuttering gameplay to free space (as you would expect with capped out RAM).
Oh weird. Well, I was just reporting a crash that the game pointed to this just in case it was useful! At least it was something that was known and was knocked out by looking into another's issue!
DarkThoughts Sorry for the stress, if trying to load your world is giving the same crash: "Function does not accept floating point Not-a-Number values", then I wrote a patch that will fix it and should let you load into your world again, though I won't be able to finish packaging it up for release until tomorrow.
This looks like the same bug that was causing the sleeping crash and the issue with Salty's Reborn, it's a bug in the base game's cloudmap system where speeding up time will cause infinite cloud speed, which normally just breaks the clouds showing up but the way I use cloud speed causes the game to crash instead. The patch I wrote fixes the bug in the game directly so hopefully is the end of these issues, I also commented the fix on a bug report about it so maybe the devs will fix it for everyone. Metalsoul212 and DigitalHare that also looks like the same issue.
JavaBeans Thanks for testing it, do you have any mods for effects that change the sky, clouds, or fog? Does turning the underwater effects off affect it? My mod uses the base game's shaders to draw the sky reflections, it kind of looks like it's using a dark color when it shouldn't be. Is it only showing up in specific places, or is it happening all over?
Protobean Well damn, the extra logging just says "Program Link Failed for unknown reason", that's not a lot to work with 😔 Sorry but do you mind running it again and turning on OpenGL Debug Mode before loading a world? To do so you need to activate "Developer Mode" in the Interface menu, then you can turn it on in the Dev menu that shows up. It makes the game run like crap so don't leave it on, but the game will do more error testing and hopefully provide a crash log with some more details.
Coriaender After some wait, here it is:,sadly some par of it is in my native language, mainly the bottom part, unless it auto translates.
Crash Report
Running on 64 bit Windows 10.0.19045.0 with 15318 MB RAM Game Version: v1.21.6 (Stable) 10/02/2026 19:12:56: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: game@1.21.6, coriaendershaders@1.1.2, creative@1.21.6, survival@1.21.6 CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [ScreenSpaceReflectionShaderProgram] Shader failed to compile: Link error in shader program for pass screenspacereflections: Program Link Failed for unknown reason. at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 119 at CoriaenderShaders.Effects.CoriaenderWater.ReloadShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 118 at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 487 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 01/02/2026 22:42:14, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x217c Hora de início do aplicativo com falha: 0x01dc93e413c33f49 Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 445aa4fe-a710-4ccc-b145-adab4a572ddf Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 23/01/2026 15:09:43, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x32d0 Hora de início do aplicativo com falha: 0x01dc8c92e1bc0744 Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 7717141f-af86-465d-8808-bcc4753c2d14 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 23/01/2026 15:05:19, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x1d98 Hora de início do aplicativo com falha: 0x01dc8c920fffae09 Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 20e53358-dd80-427c-8256-d1aea9bcbfe5 Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: }
Probably something else, but game pointed to the shaders. I had way too many entites out with the item pickup highlighter (Dana's tweaks auto planting seeds made reaaaally thick lumps of trees lol) and who knows. Had just killed a bowtorn.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32658 MB RAM Game Version: v1.21.6 (Stable) 2/9/26 10:02:11 AM: Critical error occurred in the following mod: coriaendershaders@1.1.2 Loaded Mods: backpackpackStandardcontinuedSturdy@1.1.1, barkbeetle@1.0.4, betterarrows@1.0.1, betterforest@0.1.2, boneshovel@1.0.6, chiseltools@1.16.2, rlldtco0001@1.4.0, cutfattolardcompat@1.0.0, cutthefat@1.0.3, driedpeat@1.1.2, fairywren@0.3.6, fixedpaths@1.0.2, foodcrate@2.2.1.dev1, JacksFirewood@1.1.0, jackslogtweak@1.2.0, logicalclothingwarmth@1.4.0, manualquenching@1.0.10, moreicons@1.1.1, moretorchholders@1.0.1, mutearmourclient@1.1.0, nobearjetpacks@1.0.2, nodrifterthrow@1.0.1, plumpkins@1.1.3, primitivesurvival@4.0.3, quickwaypoint@0.0.2, sonitorecipepin@1.0.1, sprintmomentum@0.2.0, stonemallet@1.0.3, temporalsymphony@2.2.2, thatchexpanded@1.3.0, valkyrjavesssels@1.0.0, game@1.21.6, vsimgui@1.1.16, warmgambeson@1.0.0, waypoint@0.2.0, wildfarmingrevival@1.4.2, aculinaryartillery@2.0.0-dev.11, airthermomod@0.3.0, animalcages@4.0.2, attributerenderinglibrary@2.8.1, autolootreforged@1.0.5, axleinblocks@1.21.1, batchmolds@1.0.1, bettererprospecting@3.1.4, betterfirepit@1.2.0, betterloot@2.0.1, betterruins@0.5.7, bettertraders@0.1.0, blocksoverlay@4.8.1, bloodtrail@1.1.8, canadianwinterclothes@1.2.0, carryon@1.12.2, cheaperterrapreta@1.0.0, commonlib@2.8.0, composter@1.2.2, configlib@1.10.14, conicalhotgear@1.0.1, connectedstairs@1.0.0, corduroyroads@1.0.3, coriaendershaders@1.1.2, cropseedstage@1.0.4, danatweaks@3.7.1, debarkmod@1.1.3, dreamcatchers@1.0.2, enhancedhandbook@1.7.1, extrainfo@1.11.2, farseer@1.3.3, floatingcombattext@1.0.0, foodshelves@2.3.3, fromgoldencombs@1.9.4, hazjackalope@1.0.5, hydrateordiedrate@2.3.7, itempickuphighlighter@1.2.2, itempickupnotifier@2.0.0, justthepepper@2.0.0, kemono@0.1.13, kevinsfurniture@1.8.1, minimalcompass@1.1.4, mobsradar@2.1.13, optitime@1.4.1, packrat@1.0.1, pelaguswinds@1.2.2, purposefulstorage@1.5.1, realsmoke@1.1.10, reedbuff@1.3.0, ruststones@1.2.3, simpletailoring@1.1.6, smithingplus@1.8.3, statushudcont@4.1.1, stickemup@1.3.1, stonebakeoven@1.2.0, terraprety@7.9.0, thecritterpack@1.3.4, vanillaarmory@1.9.1, vanity@2.4.6, discordrichpresence@1.1.1, creative@1.21.6, survival@1.21.6, windchimes@1.4.1, xlib@0.9.0-pre.2, xvshaders@0.1.1, advancedchests@0.2.5, danacancook@1.0.2, expandedfoods@2.0.0-dev.7, extraoverlays@1.6.0, helvehammerext@1.8.0, ponyraces@0.0.19, randomseedxskill@1.1.1, stonequarry@3.5.1, temporaltechnology@1.2.3, theburrowpatch@0.0.62, wkfa@0.1.2, xinvtweaks@1.8.1, xskills@0.9.0-pre.2 System.ArithmeticException: Function does not accept floating point Not-a-Number values. at System.Math.Sign(Double value) at CoriaenderShaders.Effects.CoriaenderShadow.OnOIT(Single deltaTime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 437 at CoriaenderShaders.Renderers.CloudmapMipRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudmapMipRenderer.cs:line 12 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 940 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
I found that Overall Reflection Strength & Enable Skybox Reflections is causing those patches of black pixels in the water, furthermore its more noticable at dark. With Overall Reflection Strength down to 0 it dosen't appear but I think anything above 5% and it will appear. This is just for the surface water inside caves so far don't share this weird visual.
Heegrim Thanks! Maybe you installed right as I updated, or maybe it doesn't work with -pre versions? Seem to be working for me now at least.
Protobean Of course! You're doing me a favor by testing it so please don't sweat it.
JavaBeans That does look weird but I'm not sure I can tell what's going on from the screenshots. Have you tried turning the different parts of the effect on and off to narrow it down more?
b0b4444 I think this is actually a bug with Salty's Reborn, if not with the game itself. When it speeds up time the cloudmap stops updating, which is what resets the wind offsets, but the wind offsets keep increasing so the values go to infinity, then NaN, which then causes the crash in my mod. The thing is though, they don't recover after you respawn so the clouds will stay broken even if I did something to avoid the crash. SaltyWater this is windOffsetX and windOffsetZ in CloudRendererMap, they get reduced whenever the cloud thread returns an updated cloudmap. Very cool mod, btw.
Just to let you know, the 1-click install button downloads the outdated version 1.1.1 which has a bug where ther water renders inside the sailboat. Fixed by manually installing 1.1.2.
8BitTim It might be something fixed in 1.1.2, if you try the new version and it still crashes please share your crash log. I also have access to an Intel Arc system, so now that I have internet again I can test it and see what comes up.
Protobean I extended the compiler crash logs to show the actual compiler error, do you mind running (and crashing) it again and sharing the new logs?
SomeGuy_ This is awesome, sorry it's so much work to get it working, I can take a look at the mod and see if there's a way to accomodate it.
SomeGuy_, Feb 2nd at 1:04 PM (modified Feb 2nd at 8:15 PM)
I've noticed that if you use Spyglass or Combat Overhaul ranged weapons, whenever you zoom using any of these; it will lead to all the water reflections being dragged alongside the zoom. This is related to these mods adjusting FOV. Would it be possible to get a compatibility patch for these? Love your work!
Edit: I switched to Zoom Button Reborn (this mod adjusts FOV but does not cause any issues with Coriaender Shaders!!) and also edited the Firearms, Crossbows & bow files myself to get rid of their FOV adjusting on aiming and firing. (This is tedious and takes like 20 minutes, so beware. It is not hard though, you just need Notepad).
Here is how you can do it as well; download Combat Overhaul & Armory, Crossbows and Firearms as ZIP files (all of these are from Maltiez here on the Vintage Story mod site). Put Combat Overhaul and Armory straight into your mods folder (%appdata% in your Windows search bar -> VintagestoryData -> Mods) and load them in the game. Then exit the game and go back into the mods folder. Go to VintagestoryData -> ModConfig and find "combatoverhaul" (it is a Yaml Source File, open it with Notepad). Adjust "bow_fov_effect: true" -> "bow_fov_effect: false" and also "bow_fov_multiplier: 1" -> "bow_fov_multiplier: 0".
Now normal bows no longer change FOV on aiming or firing, so they work fine with the shader.
Next lets do the Crossbows mod by Maltiez. First download it as a ZIP file from the mod page, then go to your Downloads folder. Unzip the ZIP file into your Downloads folder. Now open it and use this path: maltiezcrossbows_1.7.0 -> maltiezcrossbows -> config -> animations. Here you will find 7 JSON files; you will go edit each one besides "crossbows" and "repeating".
Lets start with "goatsfoot". Open the JSON file in Notepad and use CTRL + F to search for "0.95", every "FOVMultiplier": 0.95 needs to be changed to "FOVMultiplier": 1. Ie you just change the value of 0.95 to 1. Most of them are already set to 1, but some are not. So we use CTRL + F to find the outliers (the outliers are usually in an "aim" or "firing" section of the code, but also elsewhere sometimes) and change them. After you are done, save the JSON files (CTRL + S) and move onto the "latch" JSON file. There you will use CTRL + F to search for "0.95" again and do the same thing, changing the FOVMultiplier values with 0,95 to a value of 1. Also 1.0 is the same as 1, but I prefer to type it as just "1". Go through the JSON files "simple", "stirrup" and "windlass" to do this same process and remember to CTRL + S in each JSON file using Notepad once you are done editing them. Also keep in mind the "," behind the value is important and should not be deleted ("FOVMultiplier": 0.88, becomes "FOVMultiplier": 1,).
Now that you are done editing the JSON files, go back to maltiezcrossbows_1.7.0 (we are just going backwards in the same folder) and copy paste "crossbows.deps", "crossbows.dll", "crossbows.pdb", "modicon", "modinfo" and "assets" into your Downloads folder. Then with these 6 files selected, right click one of them and select "compress to..." and "ZIP". Now name this new ZIP file "maltiezcrossbows_1.7.0 new". Then go back to the mods folder for Vintage Story (VintagestoryData -> Mods" and copy paste "maltiezcrossbows_1.7.0 new". Once the file has been pasted there, rename it to "maltiezcrossbows_1.7.0" ie just remove the "new" part from the name. Now back to your Downloads folder and delete those 6 files ("crossbows.deps", "crossbows.dll", "crossbows.pdb", "modicon", "modinfo" and "assets"), this is so you can keep doing this process in your Downloads folder without issue. Voila, you are done. Now crossbows no longer zoom the screen and cause no issues with Coriaender shaders. Go back into Vintage Story (the game) and open the mods part of the main menu and click "reload mods" and it should be all good!
Now lets go over how to do it for Firearms by Maltiez.
Go to your Downloads folder and find "maltiezfirearms_1.6.2", unzip it into your Downloads folder and use this path: maltiezfirearms_1.6.2 -> assets -> maltiezfirearms -> config -> animations. Here you will find 9 JSON files, we will edit each one of them. Lets start with "arquebus", open it with Notepad and use CTRL + F to search for "0.88" and change each FOVMultiplier with a value of 0.88 to a value of 1. Ie "FOVMultiplier": 0.88, -> "FOVMultiplier": 1,. Also beware that there are already a lot of FOVMultiplier's in these JSON files with a value of 1 or 1.0; we do not need to worry about those, since they are fine. Only the ones with a value lower than 1 matter for this edit. After you are done editing "arquebus", CTRL + S to save and then lets move on to "blunderbuss". In "blunderbuss" use CTRL + F and search for "0.88". Then change each FOVMultiplier with a value of 0.88 to a value of 1 (so "FOVMultiplier": 0.88, -> "FOVMultiplier": 1,"). Next we will go to "blunderbuss-flintlock" and use CTRL + F to search for "0.88" and also "0.85". Then edit them the same way as in "blunderbuss", by just changing the FOVModifier's with those values to a value of 1. Then we can move on to "carbine" in which you will use CTRL + F to search for "0.85" and then edit the FOVMultiplier's with that value the same way as before, to a value of 1. Then comes "firearms" in which you use CTRL + F to search for "0.85" and do the same thing as before. After that we can go open "musket" and search for "0.85", then do the same thing as before. Now you go to "pistol" and use CTRL + F to search for "0.907", then change every FOVMultiplier with that value to a value of 1. Then comes "pistol-flintlock" in which you use CTRL + F to search for "0.907" and do the same thing as before. Lastly, finally is "superimposed" where you will look for "0.903" and "0.907" using CTRL + F. Then change every FOVMultiplier with those values to a value of 1. After all this editing, remember to CTRL + S to save in each of these JSON files in Notepad.
Now go back to "maltiezfirearms_1.6.2" (we just go backwards on the file path) and copy "firearms.deps", "firearms.dll", "firearms.pdb", "modicon", "modinfo" and "assets". Copy paste these 6 files into your Downloads folder, right click one of them with all of the 6 selected, Compress to..., ZIP and name this new ZIP file "maltiezfirearms_1.6.2 new" and go copy paste it to the Vintage Story mods folder. Then once it is pasted there, rename the pasted file to "maltiezfirearms_1.6.2" (we just removed the "new" part from the name). Now go delete the 6 files "firearms.deps", "firearms.dll", "firearms.pdb", "modicon", "modinfo" and "assets" from your Downloads folder, so we can keep doing this for the next mod. You have now finished the editing for the Firearms mod. Good job :)
And finally lets go over how to do it for Extra Firearms [FORK] by manny59 , if you want to use it (I do).
Go to your Downloads folder and find "extrafirearms_0.7.3", unzip it into your Downloads folder and use this path: extrafirearms_0.7.3 -> assets -> extrafirearms -> config -> animations. Here you will find 11 JSON files (I am crying), of which "blunderbussdb", "hallrifle", "handgonne", "jezail", "pistol-matchlock", "volleygun", "volleypistol-flintlock" and "wheellockcarbine" are relevant.
Lets start with "blunderbussdb" open it with Notepad and use CTRL + F to search for "0.88", then change each FOVMultiplier with a value of 0.88 to a value of 1 ("FOVMultiplier": 0.88, to "FOVMultiplier": 1,). Then CTRL + S and we move on. In "hallrifle" use CTRL + F to search for "0.85" and find each FOVMultiplier using a value of 0.85 and change those to a value of 1. Next open "handgonne" and search for "0.88" then change each FOVMultiplier with a value of 0.88 to a value of 1 (also keep in mind this file has other places with 0.88 being used that are NOT an FOVModifier, DO NOT change those. Only adjust the values of the necessary FOVModifiers). Then we can go to "jezail" and search for "0.85" and do the same thing as before. Now we open "pistol-matchlock" and search for "0.907" and then do the same thing as before. In "volleygun" we search for "0.85" and do the same thing as before. In "volleypistol-flintlock" we search for "0.907" and do the same thing as before. Then in "wheellockcarbine" we search for "0.907" and then change each FOVMultiplier with a value of 0.907 to a value of 1. Remember to save your changes. Once this is done, go backwards in the file path to "extrafirearms_0.7.3" and copy paste the files: "assets", "modicon" and "modinfo". Paste them to your Downloads folder, then right click one of them while all 3 are selected and select "Compress to..." and "ZIP". Then name this ZIP file "extrafirearms_0.7.3 new" and go paste it into your Vintage Story mods folder. Once pasted there, rename the pasted file to "extrafirearms_0.7.3" (we just remove the new part from the name). Then go back to your Downloads folder and delete the 3 files: "assets", "modicon" and "modinfo". Voila, all is done. Now you can go enjoy the game and these mods without FOV caused issues!
An a final note, it is a good idea to make a Vintage Story Backups folder somewhere on your PC to keep these edited versions of the mods at, so you don't need to redo this all. Also keep in mind that this edit should work for all future and some previous versions of these mods as well, so long as the animation logic is the same. Feel free to copy paste my instructions into a text file. If anyone has issues getting this edit to work, I can try to help! I hope this is of use to others wanting to use Coriaender Shaders with Maltiez's Crossbows and Firearms, as well as Extra Firearm's fork by manny59. Have a great day, anyone reading this :p
crashes with a AMD RX 580 2048SP with the following message:
Crash Report
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [ScreenSpaceReflectionShaderProgram] Shader failed to compile. at CoriaenderShaders.Programs.ScreenSpaceReflectionShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\ScreenSpaceReflection.cs:line 30 at CoriaenderShaders.Effects.CoriaenderWater.ReloadShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 121 at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 487 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Maoman, Feb 1st at 2:55 AM (modified Feb 5th at 6:05 AM)
The reflections being screenspace only makes smaller bodies of water (such as rivers from the popular river mod) look absolutely hideous. Looking down toward the water cuts off the reflected image badly. Give it true raycasting so the reflections work the way they ought.
If I try to run the mod it crashes. I use an intel arc a770.
Janeator, Jan 25th at 4:00 PM (modified Jan 25th at 4:00 PM)
Coriaender in the test version, I didn't crash when sleeping - but I'm not sure it would've happened every single time I slept to begin with, since I only slept once and crashed previously.
However, now I notice (might not be new) the water surfaces flickering darker and lighter constantly, even with Shadow effects off.
See: (recorded at 30fps by mistake, was flickering more than it shows) Clip 1 Clip 2
Critical error occurred in the following mod: coriaendershaders@1.1.1 System.OverflowException: Negating the minimum value of a twos complement number is invalid.
JaneatorDigitalHare Thanks for the reports! I think I found what's causing it, I put out a build with a simple fix but I don't have time to test it right now so I'm leaving it as a pre-build.
Nekonserva Thanks for pointing this out, I'm able to reproduce this by changing shadow settings while in game, I have a guess as to what's happening but I won't have time to work on it for a couple days, sorry.
Nekonserva, Jan 24th at 9:38 PM (modified Jan 24th at 9:38 PM)
When cloud shadows are enabled, whe whole world flickers black ~2 times / sec on high and very high shadow preset (in vanilla settings), and ~4 times / sec on medium. No shadows nor flickering on low preset (not sure if this is intended) Nvidia RTX 3050 Win 11
T2k3 Thanks for the callout! I just released v1.1.1 which fixes a non-Nvidia issue v1.1.0 introduced that was causing that same error for me on my AMD system. It fixes the crash but unfortunately the cloud shadows aren't showing up at all on that system, and I won't have time to look into it until next week since I'm moving this weekend. If you still get crashes with v1.1.1 then let me know and I'll try and fix it asap, sorry for breaking things!
hi Coriaender first of, i like your mod very much! give so much depth in the visual department ^^ Sadly your last update crashes on my machine: System is Linux with an RX 6900 XT
Crash Report
Running on 64 bit Linux (Arch Linux) [Kernel 6.18.5.1] with 96292 MB RAM Game Version: v1.21.6 (Stable) 23.01.2026 17:57:08: Critical error occurred in the following mod: coriaendershaders@1.1.0 Loaded Mods: walkingstick@1.0.15, barkbeetle@1.0.4, canoemode@1.0.4, catchlivestock@0.2.2, catchledge@0.7.0, cavesymphony@1.2.1, clickuptorches@1.1.1, crawlanddive@0.2.3, darkvision@1.2.0, fallingtree@0.4.9, firestarters@1.4.5, fixedpaths@1.0.2, foodcrate@2.2.1, fatemplar@1.4.3, bovinae@0.3.5, caninae@1.1.2, capreolinae@2.0.7, casuariidae@1.1.9, dinornithidae@1.0.22, elephantidae@1.0.17, pantherinae@1.2.8, rhinocerotidae@1.0.23, immersivelanterns@0.3.2, immersivemining@0.2.18, indappledgroves@2.2.1-rc.1, manualdishes@0.1.1, manualdough@1.1.7, manualquenching@1.0.10, manualscraping@1.3.0, millwright@1.3.1, nodrifterthrow@1.0.1, noroofingrecipes@1.0.1, orepulverizer@1.1.1, overhaullib@1.19.7, playerbreaths@1.0.1, playermodellib@1.9.8, primitivesurvival@4.0.3, quicklimepk@1.1.1, redclaytoredceramic@1.1.0, simeventtweaks@1.0.1, sprintmomentum@0.2.0, tankardsandgoblets@1.3.4, game@1.21.6, vsimgui@1.1.16, zoombuttonreborn@2.0.1, aculinaryartillery@2.0.0-dev.11, agricultureex@1.0.4, apewindows@1.4.0, attributerenderinglibrary@2.4.2, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterruins@0.5.6, bloodtrail@1.1.8, btroconstruction@0.4.11, btrofuels@1.0.0, butchering@1.10.17, carryon@1.12.1, cartwrightscaravan@1.8.0, clothingvisuallydegrades@1.3.0, combatoverhaul@0.14.1, commonlib@2.8.0, configlib@1.10.13, coriaendershaders@1.1.0, dampenedanvil@1.1.0, expandedstomach@1.2.7, farseer@1.3.3, feverstonehorses@2.3.1, firepitsshowfuel@1.2.1, foodshelves@1.4.4, foragersgamble@1.2.6, fromgoldencombs@1.9.4, grassiergrass@1.0.0, hudclockpatch@1.1.2, humans@0.3.8, hydrateordiedrate@2.3.6, immersiverope@1.0.7, insanitylib@1.1.0, itempickupnotifier@1.9.1, juicyores@1.0.2, maltiezcrossbows@1.7.0, maltiezfirearms@1.6.2, metalpots@1.6.3, moldsplus@1.0.4, morefluxes@0.4.0, nakedafraid@1.0.1, naturalfertilizer@1.3.0, ndlberrygrowth@1.0.1, ndlflowergrowth@1.0.4, ndlgrassgrowth@1.0.0, ndlmushroomgrowth@1.0.7, ndltreegrowth@1.1.0, ndlwoodentorchholder@2.1.2, placeonslabs@1.0.2, postsandbeams@1.5.0, purposefulstorage@1.5.1, realsmoke@1.1.10, realtimefirepit@1.0.0, riverfish@1.0.2, rivers@4.7.5, rubberbandaid@1.0.1, simpletea@1.1.0, sleepneed@3.1.0, smithingplus@1.8.3, spinningwheel@1.1.6, stickydirt@0.1.2, stonebakeoven@1.2.0, toolsmith@1.2.14, torchholdersmithingplus@1.0.3, trailmodupdated@1.3.6, vigor@0.5.0, creative@1.21.6, vsroofing@1.2.1, survival@1.21.6, waterfall@1.0.0, windchimes@1.4.1, woodenshuttersandmore@1.2.31, xlib@0.9.0-pre.2, zippysreseedingreeds@2.1.0, armory@1.9.2, brainfreeze@1.3.5, canantiqueatlas@1.0.12, expandedfoods@2.0.0-dev.7, em@3.4.1, mechanicalwoodsplitter@1.1.2, morearrows@1.1.2, playercorpse@1.12.0, quiversandsheaths@0.6.14, shearlib@1.2.0, terrainslabs@1.0.9, wearandtear@1.5.17, wpanning@1.0.1, xskills@0.9.0-pre.2, tailorsdelight@2.1.2, terrainslabstrailmodcompatibility@1.0.3, wool@1.8.2, xskillsgilded@1.3.5, dressmakers@1.7.5 CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [CloudShadowMapShaderProgram] Shader failed to compile at CoriaenderShaders.Programs.CloudShadowMapShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\CloudShadowMap.cs:line 26 at CoriaenderShaders.Effects.CoriaenderShadow.ReloadShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 131 at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 487 at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55 at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933 at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18 at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.OnRenderFrame(FrameEventArgs args) at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
bobbinrose Ah, oops, thanks for pointing this out!
Zach77 Thanks, sorry it isn't working! Is it not loading at all (should cause a crash) or just not showing up in game? I remembered my laptop is AMD, I'll find some time to set up and test on there. And yeah, I'm aiming to add more subtle stuff I feel is missing but it helps that the game looks really nice to start with :)
SanAndreaP Thanks! Glad the compatibility mode helped with chests, I'll just bake it into the mod. I'll take a look at rifts and clouds, hopefully the clouds thing isn't a memory leak, but I can try adding a reload mod button so you at least don't have to restart the game of something gets weird. And thanks again for the feedback, I really appreciate it, and I'm glad you're enjoying the mod!
So after playing for a while I found a couple of issues:
opened chests and doors disappear after traveling -> fixed with the "Compatibility Mode" setting
clouds seem to disappear entirely after an extended play session (around 6-8 hrs of playtime when I noticed rain without clouds) -> a game restart fixed it, switching compat. mode didn't. Only noticed this once so far and unfortunately didn't think to save logs from that session :/
temporal rifts disappear when pointing at a block. Probably because of the block outline, since disabling the the block info tooltip didn't fix it, neither did switching compat. mode
Does not work on amd, at least not using AMD Ryzen AI 7 350 and Radeon 860M × 16. hope this could be fixed since i like the default grahpics other than the fact that there is no water reflections, awesome mod otherwise :D
SanAndreaP Thanks, reading up on it it sounds like Nvidia drivers can be a little loose with the shader spec compared to AMD. I can't really test on AMD but it's a good thing to know and watch out for. Thanks for your help and following up, I appreciate it, if you run into any more problems I'm happy to take a look.
SanAndreaP Released 1.0.3-pre.2 with the corrected ordering, thanks for digging into the problem. I'm curious why this would be different for you, do you mind if I ask what GPU you're using?
SanAndreaP, Jan 2nd at 9:21 PM (modified Jan 2nd at 9:40 PM)
I can't get this mod to work... I always get the following error in the logs:
Spoiler!
2.1.2026 22:04:30 [Notification] [coriaendershaders] [CoriaendersWater] Initializing water effects. 2.1.2026 22:04:30 [Error] Shader compile error in watercompose.fsh 0:28(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers 2.1.2026 22:04:30 [Notification] [coriaendershaders] [CoriaendersWater] Water effects shader failed to load and/or compile 2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass cameradepth. 2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass waternormals. 2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass screenspacereflections. 2.1.2026 22:04:30 [Notification] Blocks tesselated 2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 2.1.2026 22:04:30 [Error] [coriaendershaders] An exception was thrown when trying to start the mod: 2.1.2026 22:04:30 [Error] [coriaendershaders] Exception: [CoriaendersWater] Failed to load/compile shaders at CoriaenderShaders.Effects.CoriaenderWater..ctor(CoriaenderShadersModSystem mod) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 85 at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI api) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 60 at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675 2.1.2026 22:04:30 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
and then I get a bunch of the following error:
Spoiler!
2.1.2026 22:08:57 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
Abra_The_Cadabra it took some figuring out but I'm pretty confident it is an ultrawide thing after all. I don't know how the game handles ultrawide, but I just released a pre build that includes a more direct fetch of screen size that hopefully piggybacks whatever the game is doing. If you get a chance to try it I'd appreciate hearing if it works!
MRGOOSE I dug into this and open chests are drawn at a slightly different time than closed chests, and in between my mod does some prep for SSR. The pre build I just put out has a 'compatibility mode' option that removes an assumption about what state to leave the frame in which might help, if you get a chance to check I'd appreciate it! And yeah, reflecting the moon is on my to-do list, I'll add a note to the description.
NeoB That sounds like it might be a platform issue? Sorry, I don't have other platforms to test it on, and the mod should (intentionally) crash the game if things aren't loading properly. Do you mind checking your logs to see if there are any warnings? Anything line with [coriaendershaders], probably in client-main.log, or maybe client-crash.log but probably not if the game isn't actually closing.
I've never been able to get this mod to work. The menu appears when I press K, but there are no shaders or anything.
MRGOOSE, Dec 27th 2025 at 4:53 PM (modified Dec 27th 2025 at 5:01 PM)
turning off screen space reflections fixes the issue. my mod list is pretty big but i dont really know of any mods i have that could cause it.
also, the moon does not cast a reflection on the water, is this intentional or a bug? i am using "Night sky delights" skybox mod. also, in deep water looking up looks very off when skybox reflections is enabled.
Ooooh it might be due to the Kobold mod, it has a height option which is super short, like short enough to fit into a one block space. I imagine that is causing the underwater effect issue since that is usually under 1 block.
Abra_The_Cadabra Oh, wild, it looks like my mod thinks you're underwater. I'll take a look at the code for that and try and figure out how it might get confused, but do you have any mods installed that do underwater stuff? I'm using the DefaultShaderUniform to track that so really any mod that cares if you're underwater could cause it. I was considering adding a setting to turn off underwater effects anyway, so I can at least work on that.
Abra_The_Cadabra, Dec 27th 2025 at 3:27 AM (modified Dec 27th 2025 at 3:35 AM)
I'll snag a picture of it if I'm able. It is SUPER odd.
Abra_The_Cadabra Are you saying there is water on screen, but it's drawing reflections to the side where there isn't water? You're right that that would happen if I'm using the wrong screen size, I can take another look at how I'm tracking it. It'd be really strange if there wasn't water anywhere on screen though.
Having a super odd bug where my reflections are in my vision when not looking at the water? If that makes sense. Like, if I stare off into the horizon, I can see a reflective copy of what I'm seeing off to the right on my screen. Would it have anything to do with my screen being Ultrawide?
MRGOOSE I just launched a change to how base game shaders are modified, which might help. If not, do you mind sharing your mod list and whether turning off any of the components helps? I can't reproduce this issue, but can try to narrow it down.
Mobius, KittyofPathos I uploaded a pre build 1.0.2 which hopefully addresses the crash, I can't reproduce the problem so if you don't mind giving it a try and letting me know if it still happens I'd appreciate it! If it doesn't resolve it then I can add a check to avoid outright crashing, but it means another mod is replacing the cloud shader program so it might be hard to be fully compatible.
itbegoose I can't reproduce this, do you mind checking if a specific part of the mod is causing it, and sharing your mod list? The shader should only run when there's water on screen so this is probably another mod using a shader I'm replacing, I'm working on injecting code instead of replacing files so hopefully that will fix it.
Vargur thanks for pointing this out, I have a fix in the works.
Mobius, Dec 23rd 2025 at 6:04 AM (modified Dec 23rd 2025 at 6:15 AM)
Hey, I figured I'd report this since it outright corrupted my save file and I can't open it again in repair mode. It didn't have a lot of progress so no issue there but here's the crash report. The only things I can think of that would cause this is me using either Optitime or a mod that adds more kinds of weathers?
Edit: Nvm the world was able to reload after all, it just was being a bit weird! Nonetheless I'll leave the crash here
Crash Report
System.InvalidOperationException: Can't set uniform on not active shader cloudmap! at Vintagestory.Client.NoObf.ShaderProgramBase.Uniform(String uniformName, Single value) in VintagestoryLib\Client\ClientPlatform\ShaderProgramBase.cs:line 144 at CoriaenderShaders.Effects.CoriaenderWater.OnUpdatingCloudmapProgramUniforms() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 763 at CoriaenderShaders.CoriaenderShaders.Events.EmitUpdatingCloudmapProgramUniforms() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\Events.cs:line 27 at CoriaenderShaders.Patches.CloudRendererMapPatcher.ShaderProgramUniformMatrixCallsite() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Patches\WaterEffectsPatcher.cs:line 45 at FluffyClouds.CloudRendererMap.OnRenderFrame_Patch0(CloudRendererMap this, Single deltaTime, EnumRenderStage stage) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 940 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
GamerGoBC lilypads should be fixed in 1.0.1, thanks for pointing this out.
Volund I didn't test it with OptiTime directly but I changed how the perspective is fetched, which hopefully means it will update correctly when OptiTime changes it. If you get a chance to see if it's fixed, I'd appreciate hearing if it worked! I haven't finished the shader patching so clouds might still not show up.
MiraLeaps It's onlyl 1.21.6 because that's the release I launched on and I haven't tested any older versions. I did write it mostly on 1.21.5 though so I wouldn't be surprised if it works fine, I can add a note clarifying in the read me though.
KittyofPathos Thanks for the report! I'll take a look.
Version: coriaendershaders@1.0.0 Game Version: Vintage Story 1.21.6 (Stable) Issue: Game crashes when entering water
Description: The mod crashes immediately when the player goes underwater. SSR (Screen Space Reflections) works fine above water, but transitioning to underwater view causes a crash.
Error: System.InvalidOperationException: Can't set uniform on not active shader cloudmap!
Technical Details: The crash occurs at line 758 in CoriaenderWater.cs in the OnUpdatingCloudmapProgramUniforms() method. The code is trying to call .Uniform() on the cloudmap shader when it's not currently active/bound.
Stack trace shows the error happens during the cloud renderer frame update when underwater rendering begins:
Spoiler!
Crash Report
Game Version: v1.21.6 (Stable) 12/22/2025 11:07:02 AM: Critical error occurred in the following mod: coriaendershaders@1.0.0 Loaded Mods: betterandimprovedweather@0.1.8, betterbreadsatiety@1.0.0, bola@1.4.0, bookends@0.0.9, bowtornbalance@1.0.0, bradyladder@1.1.0, buzzybees@1.1.7, catchledge@0.7.0, cavesymphony@1.2.1, chandeliercraft@2.0.1, chiseltools@1.15.6, clicktopick@2.1.3, cobbleskulls@1.0.0, crackedrockweak@1.0.1, crawlanddive@0.2.3, darcesdriftersredone@1.2.8-dev.1, dodgemaster@1.2.3, hqzlights@1.1.2, expandedmoldsbalanced@1.1.0, fallingtree@0.4.8, fernslikegrass@1.2.2, firestarters@1.4.5, floralzonescosmopolitanregion@1.0.11, flora@1.0.7, flourbags@1.1.1, forestsymphony@1.0.6, fagothic@1.3.1, fagreenwich@1.4.2, fatemplar@1.4.3, bovinae@0.3.4, caninae@1.0.35, capreolinae@2.0.4, casuariidae@1.1.8, cervinae@0.1.11, chelonioidea@1.0.6, dinornithidae@1.0.21, elephantidae@1.0.16, machairodontinae@1.1.4, pantherinae@1.2.5, rhinocerotidae@1.0.22, freelook@1.0.4, geoaddons@1.4.5, glassdoor@1.0.0, glasstrapdoor@1.0.2, glassview@1.2.0, glowtorns@1.0.1, gstone@1.0.0, immersivelanterns@0.3.1, immersivemining@0.2.18, indappledgroves@2.2.1-rc.1, japanesearchitecture@0.9.4, lettherebelight@0.0.5, lightlevelone@2.0.0, linearpowercont@0.4.1, lumberslingcontinued@1.0.8, manualdishes@0.1.1, manualfirestarter@0.1.2, manualquenching@1.0.10, manualshingle@1.0.3, metalleaf@1.3.0, millwright@1.3.1, molds@0.2.7, more-chute-rotations@0.0.2, moreashlarblocks@1.0.0, overhaullib@1.15.8, pickflowers@1.0.3, quicklimepk@1.1.1, raredenseores@0.2.9, resmeltableslightfix@0.1.2, saddleblanketbeds@0.0.4, scrollrackable@1.4.0, scythefix@1.2.1, fseasonedfirewood@1.2.5, shivertweaks@6.0.1, silentpause@1.0.2, simplysmokeychimneys@1.0.0, smb1x1doorvariants@1.0.0, snowballtraders@1.0.1, somedisassemblyrequired@1.7.8, sortablestorage@2.4.4, soundofconfession@1.0.8, spyglass@0.6.0, steamandpower@1.7.2, tankardsandgoblets@1.3.4, temporalsymphony@2.2.2, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.6.2, unchisel@1.1.6, undertangledboughs@1.0.5, vanillapanestorage@0.0.6, game@1.21.6, vsimgui@1.1.16, waypoint@0.2.0, wilderlandscavessystem@2.0.0-pre.1, wildfarmingrevival@1.4.2, windowstorage@0.1.1, yeriksclothblocks@1.1.3, yeriksleatherblocks@1.0.2, zoombuttonreborn@2.0.0, ipfm@0.2.0, aculinaryartillery@2.0.0-dev.11, ageofconfession@2.1.5, alchemy@1.8.0-rc.4, allclasses@2.0.9, anafkstory@0.9.8-dev.1, animalcages@4.0.2, apegrapes@1.3.1, apelanterns@1.3.5, apewindows@1.4.0, attributerenderinglibrary@2.4.0, egocaribautomapmarkers@4.0.3, axleinblocks@1.21.1, betterfirepit@1.2.0, betterjonasdevicesfixed@2.1.4, betternails@1.0.3, betterruins@0.5.4, bettertraders@0.1.0, biggercellars@1.0.1, bloodtrail@1.1.8, bradycrudebuilding@1.4.5, butchering@1.10.13, canmarket@0.4.22, carryon@1.12.1, cartwrightscaravan@1.8.0, chuteblockplacer@1.0.5, circlereticle@1.0.1, climbmountain@0.2.1, clothierheirloomsmod@1.0.2, clothierheirloomspatch@1.0.1, coinage@1.18.3, commonlib@2.8.0, configlib@1.10.12, coriaendershaders@1.0.0, craftablecartographyfork@0.1.10, danatweaks@3.7.1, electricalprogressivecore@2.6.3, elkvariants@1.1.2, expressions@1.2.0, farseer@1.3.3, fendragonbcs@0.2.1, floatingfish@1.1.3, foodshelves@2.3.3, footprints@1.1.2, freedomunits@1.1.5, fromgoldencombs@1.9.4, genelib@2.1.6, spawngiantwaterlilies@1.0.1, gimap@1.5.0, greenhousebuffed@1.2.1, handbookdeclutterer@1.0.0, hydrateordiedrate@2.3.4, itempickuphighlighter@1.2.2, jaunt@2.1.1, jonastools@1.2.0, knapster@3.0.2, lessbuildrestrictions@1.0.0, maketeaforked@0.7.1, maltiezfirearms@1.5.4, mashtubs@1.0.1, materialneeds@1.1.10, medievalexpansionpatch@1.3.4, metalplanters@1.0.0, metalpots@1.6.3, minimalcompass@1.1.4, morepiles@2.2.0, noticeboard@1.2.2, nutslib@3.0.7, oreveintracers@1.2.0, pelaguswinds@1.2.2, petai@4.0.3, pewter@1.3.1, pickupbabyanimals@1.1.1, postsandbeams@1.5.0, claywheel@1.1.7, primitivebackpacks@1.0.5, purposefulstorage@1.5.1, putitinthebag@1.0.2, rackableplates@1.0.0, realsmoke@1.1.10, riftwardtweaks@2.6.0, riftworks@1.1.16, saltandsands@1.1.6, scarecrow@1.7.1, signals@0.2.6, smelltheashes@1.0.0, smithingplus@1.8.3, solaryears@3.0.6, somethinginthewater@1.2.7, sprinklersmod@1.0.2, spyglassinfo@1.0.2, stirlingmotor@2.0.0, stonebakeoven@1.2.0, stonerailings@1.4.0, storagecrafting@0.7.1, strelnaturetweaks@1.0.4, substrate@1.1.4, terrainslabs@1.0.7, terraprety@7.8.0, th3dungeon@0.4.5, thecritterpack@1.3.4, tradie@1.5.1, treeshaker@1.0.1, universalhusbandry@1.1.1, upgradablescale@1.0.0, usefulstuff17@1.5.0, vanillaarmory@1.9.1, vanvar@7.1.1, vigor@0.5.0, creative@1.21.6, vsroofing@1.0.15, survival@1.21.6, vsvillage@4.0.0-pre.4, waxpress@1.0.2, windchimes@1.4.1, zippysmoosetweaks@1.1.0, zippysthatchpatch@1.1.0, zzzinstandtemporalmobdrops@1.1.3, bauxitealuminum@1.1.2, butcheringextra@0.2.1, cats@4.0.1, tradercamps@1.1.7, detailedanimals@0.7.2, electricalprogressivebasics@2.6.1, elkjaunt@1.3.0, equus@1.2.0, expandedfoods@2.0.0-dev.6, em@3.4.0, mannyextrafirearms@0.6.3, fishing@3.1.2, heraldry@1.0.1, pabrass@1.0.2, pagoldsilver@1.0.2, playercorpse@1.12.0, quiversandsheaths@0.6.5, realsmokeforbraziers@1.1.1, reforgedtools@1.2.51, shearlib@1.2.0, slidingwindows@1.3.1, stonequarry@3.5.1, tpnetpatched@1.14.9, vsvillageaged@0.0.7, vsvillageindustrial@0.0.7, vsvillagetowers@0.0.7, wpanning@1.0.1, wwaymarkers@1.0.2, wolftaming@4.1.4, zombpspatch@1.4.0, bricklayers@3.1.4, electricalprogressiveindustry@0.5.1, electricalprogressiveqol@2.6.5, heraldrybanners@1.0.0, capes@1.0.0, signalslinkep@0.1.3, tailorsdelight@2.1.2, wool@1.8.2, dressmakers@1.7.4 Involved Harmony IDs: coriaendershaders System.InvalidOperationException: Can't set uniform on not active shader cloudmap! at Vintagestory.Client.NoObf.ShaderProgramBase.Uniform(String uniformName, Single value) in VintagestoryLib\Client\ClientPlatform\ShaderProgramBase.cs:line 144 at CoriaenderShaders.Effects.CoriaenderWater.OnUpdatingCloudmapProgramUniforms() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 758 at CoriaenderShaders.CoriaenderShaders.Events.EmitUpdatingCloudmapProgramUniforms() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\Events.cs:line 27 at CoriaenderShaders.Patches.CloudRendererMapPatcher.ShaderProgramUniformMatrixCallsite() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Patches\WaterEffectsPatcher.cs:line 45 at FluffyClouds.CloudRendererMap.OnRenderFrame_Patch0(CloudRendererMap this, Single deltaTime, EnumRenderStage stage) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 249 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 940 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Nekonserva, Dec 22nd 2025 at 8:17 AM (modified Dec 22nd 2025 at 8:25 AM)
1.21.6, when I use the shader, the lilies on the water become invisible
I am actually really glad I turned off optitimes visual stuff, haha. Also, is there a reason this is set to a 1.21.6 dependency? I tried it on .5 and it seemed to work fine with reflections and such.
I hadn't considered shaders until I saw this, it's very pretty! Will definitely be giving it a try. :D
Coriaender , Dec 20th 2025 at 8:26 PM (modified Dec 20th 2025 at 10:49 PM)
Volund It looks like OptiTime has a Z-fighting fix that changes something for the depth buffer. For SSR I'm mixing depth buffer values with a more direct position depth calculation and also had to implement a precision workaround when comparing them so a conflict there would make sense. Unfortunately without their source it's hard to figure out what they're doing so I can address it, but I can look into it. They also replace the cloud shader which will conflict, but that shouldn't cause SSR issues, and I already wanted to switch to shader injection so I can work on that.
Edit: I figured out what OptiTime is doing to the depth, and it definitely breaks my math but I should be able to make a fix for it.
Gave this mod a go on an existing modded save, and while the reflections seems to work as intended somewhat, I get a ton of black cubes when using screen space reflections, especially indoors. May be caused due to another mod, as I'm ex. using OptiTime and Tungsten (Maybe some similar shenanigans like Optifine causes for minecraft? ). I'll see if I can experiment on a new save to pinpoint the offender mod, if it's a mod that's causing the issue.
pre5 crashes 1.22.7 game on save load
Edit: (Involved Harmony IDs: com.zaldaryon.optitime) disabling OptiTime-1.5.16 allows save to load.
aparently there is a compatability issue with this and sheydermod that causes a crash on world creation. Is there a way to resolve this or do i need to jsut pick this or the other?
Typically you can't use 2 different shader mods that I'm aware of in any game. They will conflict with each other.
Best shader out there imo, you've done an amazing job, thank you very much 💙
/!\ The "1 click install" crashed my game BUT it works perfectly fine when I just downloaded the .zip file and placed it in the "Mods" file
Not really a big problem but just so you know what to answer if someone says "oh not working" lmao
Seems to be fully incompatible with Optimum on 1.22.7. Tried several coriaender versions.
Reported on the codeberg repo.
The latest update ruins shadows. Running on 1.22.7. SSAO is maxed out, game shadows on Medium.
Either this happens, or in general blocks that are shaded just go unshaded entirely when within the closest cascade. Attempting to Reload Effects, or increase cascade count, or such, crashes the game.
Some list of the steps I have taken so far, as well as I can remember:
Attempting to reproduce step 7 has varying, inconsistent results.
Additionally, Max Terrain Shadow Darkness works the opposite of how you'd expect it to (invisible shadows at 100%, pitch black at 0%).
On pre.4, everything seems to work fine except that shadows from grass (Medium game shadows setting) extend forward and fade out while sideways they end quite shortly.
Still on pre.4, unsure if this happens in pre.5-
There are certain objects from ruins that can be seen through the ground/any block in general, such as pots in firepits.
Mod off | Mod on
Thanks for being so thorough! Seeing things through walls is fixed in pre.5, the crashing is caused by reloading shaderd due to an old setting that I didn't fully remove, which means it breaks changing settings while the game is loaded, and that will be fixed in the next release. I'll fix the darkness slider also, thanks for pointing that out.
Nearby shadows being broken looks similar to Meekology's problem, it's likely due to a bad parameter in the shader, I've been working on fleshing out soft shadows including integrating with the game's shadows, so it will either be fixed or broken in fun new ways when that's done.
Shadows on grass is a more baked in limitation, what you're seeing is just the boundaries of the game's default shadows. To stay performant the mod only renders full blocks which I don't think looks good for grass since it basically casts the entire ground in shadow. It'd be a nice thing to fix, but there isn't a quick way to do it. That said, deferring shadows does turn off the fade out for the game's shadows which might be making it more apparent than before, so maybe it should be more of a priority now.
Thanks for the reply, I'll await future updates!
My game instantly crashes when saving and reloading settings on pre.5
Thanks for reporting, do you happen to know if this was new to pre.5? It looks like something I ran into recently, if it is the same there will be a fix in the next release but it would've been around for a while in that case.
Yeah I never had these issues previously. I did not try pre 4 though!
Hello, I've been having a bit of a weird lighting issue.
My mod list is as follows:
betterforest, chiseltools, blocklayeroverhaul, immersivelanterns, interestingoregen, jsonpatcheslib, millwright, overhaulliblegacycompat, overhaullib, prospecttogether, stonequarryrepckfipil, game, vsimgui, alchemy, egocaribautomapmarkers, bedspawnv2, bettererprospecting, betterruins, bloodtrail, carryon, carryonlib, configlib, coriaendershaders, elkphysics, fromgoldencombs, iwantsmoothtemperature, placeonslabs, playercorpseforkedazu, playermodellib, postsandbeams, quietworldgen, rivers, seamlessrapids, statushudcont, terraprety, creative, vsroofing, survival, watersheds, gofogyourself, combatoverhaulfork, em, rereforgedtools, seraphatelier, terrainslabs, armoryfork, bricklayers
The issue is that shadows seem to have very weird geometery, flickering and light bleeds through blocks. To see it in action. Maybe I'm doing something wrong, but seems pretty strange.
What's your shadow quality set to? I don't think it's from anything you're doing, the mod shouldn't be casting shadows so close to you and seems to have stopped drawing the base game shadows. I've been adding stuff to the shader which includes updating the blending with the game's shadows, but I'll also do a pass over the settings to check for this kind of thing.
What's going on is that because the mod uses really large shadowmaps to cover so much terrain the shadows are pretty aliased up close like that. The flickering is from that aliasing and the sun movement, the sun in the game actually cruises along pretty quick, so the little hops are when the shadow being cast shifts over to the next pixel. When farther away it isn't as obvious, and can be further hidden with soft shadows which is what I'm working to add now.
I have it set to the highest quality, same issue one notch down at the very least too. Quite strange!
Thanks for getting back to me.
Is patch going to be available for 1.22.5? Or is 1.22.6 a hard dependency?
It's not a hard dependency, the mod likely works with any version after 1.22 since that was the last to make a rendering change, but I'm not testing releases on older versions so I don't want to claim it will work.
The newest patch fixed it on Linux thank you!! :)
Thanks, I'll clean this up with the next release.
im also getting a crash now after the update :(
basically upon immediately joining a world or server. was really hoping the update fixed the issues the mod had was really wanting to use it again but now im also getting crashes again :(
what i dont understand is why. Because I used if yesterday and it worked just fine but i wake up todayt, wanting to do a quick session before work and now im getting this crash.
12.8.2026 06:25:00 [Notification] Game Version: v1.22.6 (Stable)
12.8.2026 06:25:00 [Notification] Process path: ~/.local/share/StoryForge/versions/1.22.6/Vintagestory
12.8.2026 06:25:00 [Notification] Operating System: Linux (Nobara Linux 44 (KDE Plasma Desktop Edition)) [Kernel 7.1.4.200]
12.8.2026 06:25:00 [Notification] CPU Cores: 16
12.8.2026 06:25:00 [Notification] CPU: AMD Ryzen 7 5800X3D 8-Core Processor
12.8.2026 06:25:00 [Notification] Available RAM: 32009 MB
12.8.2026 06:25:00 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
12.8.2026 06:25:01 [Notification] Graphics Card Vendor: AMD
12.8.2026 06:25:01 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 26.1.5
12.8.2026 06:25:01 [Notification] Graphics Card Renderer: AMD Radeon RX 7800 XT (radeonsi, navi32, ACO, DRM 3.64, 7.1.4-200.nobara.fc44.x86_64)
12.8.2026 06:25:01 [Notification] Graphics Card ShadingLanguageVersion: 4.60
12.8.2026 06:25:01 [Notification] GL.MaxVertexUniformComponents: 16384
12.8.2026 06:25:01 [Notification] GL.MaxUniformBlockSize: 2147483647
12.8.2026 06:25:01 [Notification] C# Framework: .net 10.0.10
12.8.2026 06:25:01 [Notification] Cairo Graphics Version: 1.18.4
12.8.2026 06:25:01 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
12.8.2026 06:25:01 [Notification] Zstd Version: 1.5.7
12.8.2026 06:25:01 [Notification] Start discovering assets
12.8.2026 06:25:01 [Notification] Found 35 base assets in category lang
12.8.2026 06:25:01 [Notification] Found 0 base assets in category patches
12.8.2026 06:25:01 [Notification] Found 24 base assets in category config
12.8.2026 06:25:01 [Notification] Found 0 base assets in category worldproperties
12.8.2026 06:25:01 [Notification] Found 49 base assets in category sounds
12.8.2026 06:25:01 [Notification] Found 230 base assets in category shapes
12.8.2026 06:25:01 [Notification] Found 84 base assets in category shaders
12.8.2026 06:25:01 [Notification] Found 19 base assets in category shaderincludes
12.8.2026 06:25:01 [Notification] Found 182 base assets in category textures
12.8.2026 06:25:01 [Notification] Found 4 base assets in category music
12.8.2026 06:25:01 [Notification] Found 0 base assets in category dialog
12.8.2026 06:25:01 [Notification] Found 627 base assets in total
12.8.2026 06:25:01 [Notification] Loading sounds
12.8.2026 06:25:01 [Notification] (Re-)loaded frame buffers
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass .
12.8.2026 06:25:01 [Notification] Sounds loaded
12.8.2026 06:25:01 [Notification] Begin loading shaders
12.8.2026 06:25:01 [Notification] Load shaders now
12.8.2026 06:25:01 [Notification] Loading shaders...
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass sky.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass woittest.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass helditem.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass decals.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass final.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass gui.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blur.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass findbright.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass godrays.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass luma.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass blit.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass guigear.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass ssao.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass aurora.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass cloudmap.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass instanced.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass lines.
12.8.2026 06:25:01 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:01 [Notification] Cached session key is valid, validating with server
12.8.2026 06:25:01 [Notification] Server validation response: Good
12.8.2026 06:25:01 [Notification] Will search the following paths for mods:
12.8.2026 06:25:01 [Notification] ~/.local/share/StoryForge/installations/mp/Mods
12.8.2026 06:25:01 [Notification] ~/.local/share/StoryForge/versions/1.22.6/Mods
12.8.2026 06:25:12 [Notification] Initialized GUI Manager
12.8.2026 06:25:12 [Notification] Initialized Server Connection
12.8.2026 06:25:12 [Notification] Server args parsed
12.8.2026 06:25:12 [Notification] Server main instantiated
12.8.2026 06:25:22 [Notification] Processed server identification
12.8.2026 06:25:22 [Notification] Map initialized
12.8.2026 06:25:22 [Notification] Received server assets
12.8.2026 06:25:22 [Notification] Loading and pre-starting client side mods...
12.8.2026 06:25:22 [Notification] Will search the following paths for mods:
12.8.2026 06:25:22 [Notification] ~/.local/share/StoryForge/installations/mp/Mods
12.8.2026 06:25:22 [Notification] ~/.local/share/StoryForge/versions/1.22.6/Mods
12.8.2026 06:25:22 [Notification] Found 9 mods (0 disabled)
12.8.2026 06:25:22 [Notification] Mods, sorted by dependency: deciduoustrees, game, blocksoverlay, coriaendershaders, extrainfo, hudclockpatch, creative, vsecomachina, survival
12.8.2026 06:25:22 [Notification] Instantiated 160 mod systems from 9 enabled mods
12.8.2026 06:25:22 [Event] [extrainfo] started mod
12.8.2026 06:25:22 [Notification] Done loading and pre-starting client side mods.
12.8.2026 06:25:22 [Notification] [DeciduousTrees] Pomu is home.
12.8.2026 06:25:22 [Notification] External Origins in load order: modorigin@~/.local/share/StoryForge/versions/1.22.6/assets/creative/, modorigin@~/.local/share/StoryForge/versions/1.22.6/assets/survival/, mod@deciduoustrees_1.8.1.zip, mod@blockoverlay-4.11.6.zip, mod@coriaendershaders-v1.2.2-pre.5_v1.22.6.zip, mod@ExtraInfo-v2.2.1.zip, mod@HudClock_4.4.1_VS1.22.3.zip, mod@vsecomachina_0.6.1.zip
12.8.2026 06:25:22 [Notification] Tags registries now locked.
12.8.2026 06:25:22 [Notification] Found 39 external assets in category lang
12.8.2026 06:25:22 [Notification] Found 12 external assets in category patches
12.8.2026 06:25:22 [Notification] Found 129 external assets in category config
12.8.2026 06:25:22 [Notification] Found 25 external assets in category worldproperties
12.8.2026 06:25:22 [Notification] Found 681 external assets in category sounds
12.8.2026 06:25:22 [Notification] Found 6126 external assets in category shapes
12.8.2026 06:25:22 [Notification] Found 32 external assets in category shaders
12.8.2026 06:25:22 [Notification] Found 8 external assets in category shaderincludes
12.8.2026 06:25:22 [Notification] Found 9489 external assets in category textures
12.8.2026 06:25:22 [Notification] Found 83 external assets in category music
12.8.2026 06:25:22 [Notification] Found 18 external assets in category dialog
12.8.2026 06:25:22 [Notification] Found 0 external assets in category compatibility
12.8.2026 06:25:22 [Notification] Reloaded lang file now with mod assets
12.8.2026 06:25:22 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
12.8.2026 06:25:22 [Notification] JsonPatch Loader: 8 patches total, successfully applied 7 patches, missing files on 1 patches, no errors
12.8.2026 06:25:24 [Notification] Reloaded sounds, now with mod assets
12.8.2026 06:25:24 [Notification] Received 4470 item types from server
12.8.2026 06:25:24 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures
12.8.2026 06:25:24 [Notification] Loaded 30219 block types from server
12.8.2026 06:25:25 [Notification] Composed 1 4096x2048 items texture atlases from 2329 textures
12.8.2026 06:25:25 [Notification] Collected 3098 shapes to tesselate.
12.8.2026 06:25:27 [Notification] Composed 2 4096x2048 blocks texture atlases from 7449 textures
12.8.2026 06:25:27 [Notification] Server assets loaded
12.8.2026 06:25:28 [Notification] Blocks tesselated
12.8.2026 06:25:34 [Notification] Server launched
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora.
12.8.2026 06:25:34 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
12.8.2026 06:25:34 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass watercompose.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cameradepth.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass waternormals.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer.
12.8.2026 06:25:34 [Notification] [ChunkMemoryManager] Initializing memory manager
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass visibleculling.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass casterculling.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass deferredlighting.
12.8.2026 06:25:34 [Notification] [HudClock] 4.4.1 infrastructure loaded.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass machinegear.
12.8.2026 06:25:34 [Notification] Started 110 systems on Client:
12.8.2026 06:25:34 [Notification] Mod 'VSEssentials.dll' (game):
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.Core
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityPartitioning
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ErrorReporter
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
12.8.2026 06:25:34 [Notification] FluffyClouds.FluffyCloudsModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.GenMaps
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemFpHands
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityParticleSpawner
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.EntityParticleSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.POIRegistry
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemProgressBar
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.RoomRegistry
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WeatherSystemCommands
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WeatherSystemClient
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.WorldMapManager
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.LoadColorMaps
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ClothManager
12.8.2026 06:25:34 [Notification] Mod 'VSSurvivalMod.dll' (survival):
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemControlPoints
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
12.8.2026 06:25:34 [Notification] Vintagestory.Systems.StoryLockableDoor
12.8.2026 06:25:34 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
12.8.2026 06:25:34 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.UpgradeTasks
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MyceliumSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.FishingSupportModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemGliding
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Timeswitch
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemAuction
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Core
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.CharacterSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MealMeshCache
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.VariablesModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModsystemElevator
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ActivityModSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ActivityEditorSystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemFarming
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemTutorial
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemNightVision
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TobiasTeleporter
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModJournal
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModLootRandomizer
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.MicroBlockModelCache
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRifts
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSleeping
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TeleporterManager
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModTemperaturSpoilere
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.SystemTemporalStability
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemWearableStats
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemEditableBook
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.TradeHandbookInfo
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.GenDevastationLayer
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemOreMap
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemSnowballs
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.HumanoidOutfits
12.8.2026 06:25:34 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
12.8.2026 06:25:34 [Notification] Mod 'VSCreativeMod.dll' (creative):
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.Core
12.8.2026 06:25:34 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
12.8.2026 06:25:34 [Notification] Mod 'deciduoustrees_1.8.1.zip' (deciduoustrees):
12.8.2026 06:25:34 [Notification] DecidousLeaves.WinterLeavesModSystem
12.8.2026 06:25:34 [Notification] Mod 'blockoverlay-4.11.6.zip' (blocksoverlay):
12.8.2026 06:25:34 [Notification] BlockOverlay.BlockOverlaySystem
12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlayEntityMeshCacheSystem
12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlaySearchCacheSystem
12.8.2026 06:25:34 [Notification] BlockOverlay.Systems.BlockOverlayTextureCacheSystem
12.8.2026 06:25:34 [Notification] Mod 'coriaendershaders-v1.2.2-pre.5_v1.22.6.zip' (coriaendershaders):
12.8.2026 06:25:34 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
12.8.2026 06:25:34 [Notification] Mod 'ExtraInfo-v2.2.1.zip' (extrainfo):
12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Core
12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.TreeStats.Core
12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Handbook.HandbookTraderGoods.Core
12.8.2026 06:25:34 [Notification] ExtraInfo.Systems.Handbook.HandbookTraderGoods.TradeHandbookInfoSystem
12.8.2026 06:25:34 [Notification] Mod 'HudClock_4.4.1_VS1.22.3.zip' (hudclockpatch):
12.8.2026 06:25:34 [Notification] HudClock.HudClockModSystem
12.8.2026 06:25:34 [Notification] Mod 'vsecomachina_0.6.1.zip' (vsecomachina):
12.8.2026 06:25:34 [Notification] vsecomachina.EcoMachinaModSystem
12.8.2026 06:25:34 [Notification] Loading shaders...
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sky.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass woittest.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass helditem.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass decals.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass final.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass gui.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blur.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass findbright.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass godrays.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass luma.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass blit.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass guigear.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass ssao.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass cloudmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass instanced.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass standard.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass lines.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass aurora.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass watercompose.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cameradepth.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass waternormals.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass visibleculling.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass casterculling.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass depthmipmap.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogram for render pass deferredlighting.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass machinegear.
12.8.2026 06:25:34 [Notification] Reloaded shaders now with mod assets
12.8.2026 06:25:34 [Notification] Received level init
12.8.2026 06:25:34 [Notification] Loaded Shaderprogramm for render pass instanced.
12.8.2026 06:25:34 [Notification] BranchColorTinting: generated 96 tinted textures for 16 wood types in 40 ms (skipped 0 insignificant, 0 missing).
12.8.2026 06:25:34 [Event] 26 traits loaded from 1 files
12.8.2026 06:25:34 [Event] 6 classes loaded from 1 files
12.8.2026 06:25:35 [Notification] Initialized Music Engine
12.8.2026 06:25:35 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
12.8.2026 06:25:36 [Notification] [HudClock] Domain services and HUD components online.
12.8.2026 06:25:36 [Notification] Received level finalize
12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass cloudmap.
12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
12.8.2026 06:25:36 [Notification] Loaded Shaderprogramm for render pass clouds.
12.8.2026 06:25:36 [Notification] Loading world map cache db...
12.8.2026 06:25:41 [Warning] ===============================================================
12.8.2026 06:25:41 [Warning] (x_x) Captured 1 issues during startup:
12.8.2026 06:25:41 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
12.8.2026 06:25:41 [Warning] ===============================================================
12.8.2026 06:25:41 [Notification] Loaded Shaderprogramm for render pass rift.
12.8.2026 06:25:41 [Notification] Client pause state is now on
12.8.2026 06:25:41 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
Do you mean from pre.4 to pre.5? I might have missed something with cleaning up the GL state then, sometimes other mods reorder things so it doesn't show up on my end. If you don't mind sharing the crash log it should be more specific about what openGL had a problem with.
It was on Pre5. But i now turned the mod back on again and now it doesnt crash anymore.... Weird. And no, i didnt update it or anything its just pre5 i have, no other files. and im using a mod launcher for VS so its on a fresh install of the game that did not have any files from pre3 or pre4.
i dont know if it is at all helpfull, but i did put the client-main log from earlier in a spoiler on my comment, is that usefull at all?
The verry last line from that log was this:
12.8.2026 06:25:41 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
okay, it happend.. again..
here are the logs.
Client-Debug:
https://pastebin.com/c8ZC2HMw
Client-Main:
https://pastebin.com/nxzGskPL
It's just a guess for now but from the logs you shared it looks like Optitime is detecting this mod and making some accommodation for it, which is really nice of them but the new switch to deferring shadows might've introduced a new compatibility issue there. Do you mind sharing the last entry in client-crash.log as well?
It'll probably help to enable opengl error checking to make the crash log specific to the gl error rather than some knock-on effect. In the game settings under Interface enable Developer Mode, then after confirming on the new Dev tab enable OpenGL Error Checking (not debug mode, just error checking). That should cause the OpenGL error to induce a crash, with a much more helpful crash log.
for some reason, the game did not produce a crash log. there might still be something in the client-main.log, so i posted that.
taking a quick look at it it does seem like theres some opengl related things in there so fingers crossed i guess.
(I also included the crash log from my linux desktop enviorment, idk how usefull that is.. but its there should there by anything usefull in it.
KDE Crash log
https://pastebin.com/sgq3X2kx
Client-Main
https://pastebin.com/Kpj7N1QX
Looks like those logs show an issue with Optitime as well, I installed it to test and am not getting a crash but I'm having issues running it in a debug environment. Do you mind checking if you still get the crash with it disabled, just to check if that's the cause?
It's might be unrelated, but if I had to guess the changes I've made either move some rendering around or don't clean up some GL state change, and precise state management is something Optitime could be optimizing. Especially if it's for some specific subset that isn't always present, like previous issues I've caused with animated entities or water in boats.
It didnt crash at first, but the second time i tried logging into a server it did crash.
Plasma Log
https://pastebin.com/XUWRBMxe
Client-debug
https://pastebin.com/31GRQTgn
client-main
https://pastebin.com/kVMCt9cD
Yeah, same as some other people posting here.
The newest update seems to have an issue where things like open doors, open trapdoors, items in a forge, lanterns (only in certain placements), and cooking pots are rendered through terrain.
It took me a while to figure out it was the update that caused it, since I have an insane amount of mods.
It's fixed now that I downgraded to the previous version.
P.S. - I know you're going to make an update to fix it, but I thought I might as well post this to inform others.
Thanks! I just put out pre.5, which has a fix for it.
Love this mod!
🤗
After the latest update, it seems that there is a visual bug where some blocks can be seen through other blocks. I tested with the mod off and it seems to have fixed the visual glitch. Anyone know why this could be happening?




With mod on:
With mod off:
Thanks for the screenshots, I just added pre.5 which has a fix for this.
Amazing, thanks so much!
Please let me know if I can provide any futher info or try settings etc as required.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65176 MB RAM
Game Version: v1.22.6 (Stable)
9/08/2026 5:54:20 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4
Loaded Mods: betterforest@0.1.2, BetterGrass@0.0.3, boatiespeedie12@1.0.4, blocklayeroverhaul@1.0.2, deciduoustrees@1.8.1, dodgemaster@1.2.4, fallingtree@0.5.2, hydrateordiedrate@2.5.4, idlepause@1.0.1, immersivefoliage@0.1.1, immersivelanterns@0.4.0, manualfirestarter@0.1.3, nightskydelightsonlysky@1.22.2, soilmustfall@1.3.0, sprintmomentum@0.2.1, game@1.22.6, vsimgui@1.2.5, warmgambeson@1.0.0, alloycalculatorstuzzichino@1.2.19, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, archering@1.0.7, egocaribautomapmarkers@5.0.3, autowalkextended@1.3.3, bloodtrail@1.2.4, cartwrightscaravan@1.9.1, commonlibforked@2.8.1, composterrepack@0.3.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, cropforecaster@2.1.0, deathcorpses@2.8.1, elkphysics@3.0.3, evenjugincrements121@1.1.0, extrainfo@2.0.1, farseer@1.4.0, fastmap@122.5.1, fixperishrate@1.0.1, footprints@1.2.1, hudclockpatch@4.3.2, immersivewoodworking@0.9.13, infinitumcore@1.0.0, insanitylib@2.0.3, itemsyncfixes@1.0.5, mngeology@2.0.6, materialneeds@1.1.16, opineuponpine@1.0.9, packratfork@1.1.6, pelaguswinds1222fork@1.2.4, pinmatrix@1.1.4, placeonslabs@1.1.3, realsmoke@1.3.1, seamlessrapids@1.0.1, sitandpasstime@1.0.0, slowtox@5.0.0, snowcaps@0.0.1, stepupadvanced@1.4.0, tableexpansion@1.0.0, tradernotes@1.0.7, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.6.7, survival@1.22.6, warmweathereffects@1.5.0, watersheds@6.3.6, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, brainfreeze@1.3.7, fallingecomachina@0.1.1, infinitumpickuphud@1.3.0, malnutritionmatters@1.0.2, mnflowers@0.0.0, terrainslabs@1.0.16
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CoriaenderShaders.Effects.DeferredShading.GetExternalDependencies() in Src:\Effects\DeferredShading.cs:line 73
at CoriaenderShaders.Effects.EffectManager.WaitOnExternalDependencies(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectManager.cs:line 126
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 754
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/08/2026 5:54:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.6.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x2fb8
Faulting application start time: 0x1dd27d43072ae60
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: c90d73b1-b4f9-491a-8483-2653d659dddc
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/08/2026 5:53:29 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.6.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x2ad0
Faulting application start time: 0x1dd27d3c87c198a
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\Games\Vintagestory\Lib\openal32.dll
Report Id: b0766c99-8bc7-4795-8f73-23123b3d99a2
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/08/2026 4:15:14 PM, Site = , Source = Application Error, Message = Faulting application name: VintageStory.exe, version: 1.22.6.0, time stamp: 0x691d0000
Faulting module name: ntdll.dll, version: 10.0.26100.8875, time stamp: 0xba65e4a2
Exception code: 0xc0000374
Fault offset: 0x0000000000112165
Faulting process id: 0x78c4
Faulting application start time: 0x1dd26fd114479be
Faulting application path: C:\Games\Vintagestory\VintageStory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 33afa3d5-832f-46a3-9eae-58d79339d89b
Faulting package full name:
Faulting package-relative application ID: }
9.8.2026 17:54:39 [Notification] Client logger started.
9.8.2026 17:54:39 [Notification] Game Version: v1.22.6 (Stable)
9.8.2026 17:54:39 [Notification] Process path: C:\Games\Vintagestory\Vintagestory.exe
9.8.2026 17:54:39 [Notification] Operating System: Windows 10.0.26200.0
9.8.2026 17:54:39 [Notification] CPU Cores: 24
9.8.2026 17:54:39 [Notification] CPU: AMD Ryzen 9 7900 12-Core Processor
9.8.2026 17:54:39 [Notification] Available RAM: 65176 MB
9.8.2026 17:54:40 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
9.8.2026 17:54:40 [Notification] Graphics Card Vendor: ATI Technologies Inc.
9.8.2026 17:54:40 [Notification] Graphics Card Version: 4.3.0 Core Profile Context 26.6.4.260624
9.8.2026 17:54:40 [Notification] Graphics Card Renderer: AMD Radeon RX 9060 XT
9.8.2026 17:54:40 [Notification] Graphics Card ShadingLanguageVersion: 4.60
9.8.2026 17:54:40 [Notification] GL.MaxVertexUniformComponents: 8000
9.8.2026 17:54:40 [Notification] GL.MaxUniformBlockSize: 4194304
9.8.2026 17:54:40 [Notification] C# Framework: .net 10.0.7
9.8.2026 17:54:40 [Notification] Cairo Graphics Version: 1.17.3
9.8.2026 17:54:40 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
9.8.2026 17:54:40 [Notification] Zstd Version: 1.5.7
9.8.2026 17:54:40 [Notification] Start discovering assets
9.8.2026 17:54:40 [Notification] Found 35 base assets in category lang
9.8.2026 17:54:40 [Notification] Found 0 base assets in category patches
9.8.2026 17:54:40 [Notification] Found 24 base assets in category config
9.8.2026 17:54:40 [Notification] Found 0 base assets in category worldproperties
9.8.2026 17:54:40 [Notification] Found 49 base assets in category sounds
9.8.2026 17:54:40 [Notification] Found 230 base assets in category shapes
9.8.2026 17:54:40 [Notification] Found 84 base assets in category shaders
9.8.2026 17:54:40 [Notification] Found 19 base assets in category shaderincludes
9.8.2026 17:54:40 [Notification] Found 182 base assets in category textures
9.8.2026 17:54:40 [Notification] Found 4 base assets in category music
9.8.2026 17:54:40 [Notification] Found 0 base assets in category dialog
9.8.2026 17:54:40 [Notification] Found 627 base assets in total
9.8.2026 17:54:40 [Notification] Loading sounds
9.8.2026 17:54:40 [Notification] (Re-)loaded frame buffers
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass .
9.8.2026 17:54:40 [Notification] Sounds loaded
9.8.2026 17:54:40 [Notification] Waiting for async sound loading...
9.8.2026 17:54:40 [Notification] Begin loading shaders
9.8.2026 17:54:40 [Notification] Load shaders now
9.8.2026 17:54:40 [Notification] Loading shaders...
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlescube.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlesquad.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass sky.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass nightsky.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass woittest.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass helditem.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass decals.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass final.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass gui.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blur.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass findbright.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass godrays.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass autocamera.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass wireframe.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass luma.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass blit.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass texture2texture.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass celestialobject.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass colorgrade.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass guigear.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass ssao.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass aurora.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass cloudmap.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass instanced.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass lines.
9.8.2026 17:54:40 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:54:40 [Notification] Cached session key is valid, validating with server
9.8.2026 17:54:41 [Notification] Server validation response: Good
9.8.2026 17:54:41 [Notification] Will search the following paths for mods:
9.8.2026 17:54:41 [Notification] C:\Games\Vintagestory\Mods
9.8.2026 17:54:41 [Notification] %appdata%\VintagestoryData\Mods
9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0.
9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4.
9.8.2026 17:54:41 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0.
9.8.2026 17:54:44 [Notification] Initialized GUI Manager
9.8.2026 17:54:44 [Notification] Initialized Server Connection
9.8.2026 17:54:44 [Notification] Server args parsed
9.8.2026 17:54:44 [Notification] Server main instantiated
9.8.2026 17:55:03 [Notification] Processed server identification
9.8.2026 17:55:03 [Notification] Map initialized
9.8.2026 17:55:03 [Notification] Received server assets
9.8.2026 17:55:03 [Notification] Loading and pre-starting client side mods...
9.8.2026 17:55:03 [Notification] Will search the following paths for mods:
9.8.2026 17:55:03 [Notification] C:\Games\Vintagestory\Mods
9.8.2026 17:55:03 [Notification] %appdata%\VintagestoryData\Mods
9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0.
9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4.
9.8.2026 17:55:03 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0.
9.8.2026 17:55:03 [Notification] Found 77 mods (0 disabled)
9.8.2026 17:55:03 [Notification] Mods, sorted by dependency: betterforest, BetterGrass, boatiespeedie12, blocklayeroverhaul, deciduoustrees, dodgemaster, fallingtree, hydrateordiedrate, idlepause, immersivefoliage, immersivelanterns, manualfirestarter, nightskydelightsonlysky, rockstratavariety, soilmustfall, sprintmomentum, game, vsimgui, warmgambeson, alloycalculatorstuzzichino, ancientlib, ancienttoolsresinharvest, archering, egocaribautomapmarkers, autowalkextended, bloodtrail, cartwrightscaravan, simplehotbarrefill, commonlibforked, composterrepack, configlib, coriaendershaders, cropforecaster, deathcorpses, elkphysics, evenjugincrements121, extrainfo, farseer, fastmap, fixperishrate, fleeexhaustion, footprints, hudclockpatch, immersivewoodworking, infinitumcore, insanitylib, itemsyncfixes, mngeology, materialneeds, opineuponpine, packratfork, pelaguswinds1222fork, pinmatrix, placeonslabs, realsmoke, seamlessrapids, sitandpasstime, slowtox, snowcaps, stepupadvanced, tableexpansion, terraprety, tradernotes, creative, vsecomachina, vsroofing, survival, warmweathereffects, watersheds, ancienttoolsmortar, autoconfiglib, brainfreeze, fallingecomachina, infinitumpickuphud, malnutritionmatters, mnflowers, terrainslabs
9.8.2026 17:55:04 [Notification] [alloycalculatorstuzzichino] Successfully compiled 5 source files
9.8.2026 17:55:04 [Notification] Instantiated 227 mod systems from 73 enabled mods
9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: looking for 'deathcorpses-net10.bin' (.NET 10.0.7)
9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: embedded resources: [deathcorpses-net8.bin, deathcorpses-net10.bin]
9.8.2026 17:55:04 [Notification] [deathcorpses] LoadImpl: loading from embedded resource
9.8.2026 17:55:04 [Notification] [deathcorpses] Config DeathCorpses.Config from deathcorpses-net10 v2.8.1.172 loaded successfully
9.8.2026 17:55:04 [Notification] Done loading and pre-starting client side mods.
9.8.2026 17:55:04 [Event] WatershedsMod: Setting up the watershed model.
9.8.2026 17:55:04 [Event] WatershedsMod: We may cause a harmless landform error here while Watersheds gets attached to the vintage story code.
9.8.2026 17:55:05 [Notification] [DeciduousTrees] Pomu is home.
9.8.2026 17:55:05 [Event] [composterrepack] started 'Composter Repack' mod
9.8.2026 17:55:05 [Notification] Set elks to stun.. errrr.. run
9.8.2026 17:55:05 [Event] started 'Extra Info' mod
9.8.2026 17:55:05 [Notification] Server launched
9.8.2026 17:55:06 [Notification] [PelagusWindsConfig] Configuration loaded successfully (v2)
9.8.2026 17:55:06 [Notification] PelagusWinds 1.2.4 loaded || v1.22.6 (Stable)
9.8.2026 17:55:06 [Notification] [seamlessrapids] Hello from template mod: Client
9.8.2026 17:55:06 [Event] [StepUp Advanced] Initialized 'StepUp Advanced' mod
9.8.2026 17:55:06 [Notification] Tags registries now locked.
9.8.2026 17:55:06 [Notification] External Origins in load order: modorigin@C:\Games\Vintagestory\assets\creative\, modorigin@C:\Games\Vintagestory\assets\survival\, mod@BetterForest_0.1.2.zip, mod@BetterGrass_v0.0.3.zip, mod@boatiespeedie12 1.0.4.zip, mod@Conquest Blocklayer Overhaul v1.0.2.zip, mod@deciduoustrees_1.8.1.zip, mod@DodgeMaster_1.2.4.zip, mod@hydrateordiedrate_2.5.4.zip, mod@ImmersiveFoliage_0.1.1.zip, mod@ImmersiveLanterns_0.4.0.zip, mod@ManualFirestarter_0.1.3.zip, mod@SoilMustFall_1_3_0.zip, mod@vsimgui_1.2.5.zip, mod@warmgambeson.zip, mod@AncientLib_V1.0.0.zip, mod@AncientToolsResinHarvest_V1.0.0.zip, mod@Auto Map Markers 5.0.3 - Vintage Story 1.22.zip, mod@autowalkextended_1.3.3.zip, mod@BloodTrail-v1.2.4.zip, mod@CartwrightsCaravan_1.9.1.zip, mod@composterrepack_0.3.1.zip, mod@coriaendershaders-v1.2.2-pre.4_v1.22.2.zip, mod@deathcorpses-2.8.1.zip, mod@ElkPhysics V3.0.3.zip, mod@EvenJugIncrements121-1.1.0.zip, mod@ExtraInfo-v2.0.1.zip, mod@farseer_1.4.0.zip, mod@fastmap_122.5.1.zip, mod@fixperishrate_1.0.1.zip, mod@Footprints-v1.2.1.zip, mod@HudClock_4.3.2.zip, mod@immersivewoodworking_0.9.13.zip, mod@MaterialNeedsGeology_2.0.6.zip, mod@MaterialNeeds_1.1.16.zip, mod@packratfork_1.1.6.zip, mod@pelaguswinds_1.2.4.zip, mod@placeonslabs_1.1.3.zip, mod@realsmoke_1.3.1.zip, mod@seamlessrapids.zip, mod@sitandpasstime_1.0.0.zip, mod@slowtox_5.0.0.zip, mod@SnowCaps_0.0.1.zip, mod@StepUpAdvanced_1.4.0.zip, mod@TableExpansion_1.0.0.zip, mod@TraderNotes_1.0.7.zip, mod@vsecomachina_0.6.1.zip, mod@vsroofing_1.6.7.zip, mod@warmweathereffects_1.5.0.zip, mod@watersheds_6.3.6.zip, mod@AncientToolsMortar_V1.0.0.zip, mod@brainfreeze_1.3.7.zip, mod@infinitumpickuphud_1.3.0.zip, mod@MaterialNeedsFlowers_0.0.0.zip, mod@terrainslabs_1.0.16.zip, mod@alloy-calculator-by-stuzzichino_1.2.19.zip, themepack@Night-Sky Delights ONLY SKY.zip, themepack@Opine_Upon_Pine_v1.0.9.zip
9.8.2026 17:55:06 [Notification] Found 266 external assets in category lang
9.8.2026 17:55:06 [Notification] Found 356 external assets in category patches
9.8.2026 17:55:06 [Notification] Found 149 external assets in category config
9.8.2026 17:55:06 [Notification] Found 25 external assets in category worldproperties
9.8.2026 17:55:06 [Notification] Found 723 external assets in category sounds
9.8.2026 17:55:06 [Notification] Found 7156 external assets in category shapes
9.8.2026 17:55:06 [Notification] Found 34 external assets in category shaders
9.8.2026 17:55:06 [Notification] Found 9 external assets in category shaderincludes
9.8.2026 17:55:06 [Notification] Found 11282 external assets in category textures
9.8.2026 17:55:06 [Notification] Found 83 external assets in category music
9.8.2026 17:55:06 [Notification] Found 18 external assets in category dialog
9.8.2026 17:55:06 [Notification] Found 117 external assets in category compatibility
9.8.2026 17:55:06 [Notification] Found 2 external assets in category transitiontypes
9.8.2026 17:55:06 [Notification] Reloaded lang file now with mod assets
9.8.2026 17:55:08 [Notification] [Config lib] Configs loaded: 5
9.8.2026 17:55:08 [Notification] Compatibility lib: 7 assets added, 1 assets replaced.
9.8.2026 17:55:08 [Notification] JsonPatch Loader: 2141 patches total, successfully applied 124 patches, missing files on 2017 patches, unmet conditions on 4 patches, no errors
9.8.2026 17:55:08 [Notification] Received 5816 item types from server
9.8.2026 17:55:08 [Notification] Loaded 38345 block types from server
9.8.2026 17:55:09 [Notification] Reloaded sounds, now with mod assets
9.8.2026 17:55:10 [Notification] Composed 1 4096x2048 entities texture atlases from 753 textures
9.8.2026 17:55:10 [Notification] Collected 3266 shapes to tesselate.
9.8.2026 17:55:10 [Notification] Composed 1 4096x2048 items texture atlases from 2714 textures
9.8.2026 17:55:12 [Notification] Composed 2 4096x2048 blocks texture atlases from 9968 textures
9.8.2026 17:55:12 [Notification] [Config lib] Configs received from server: 5
9.8.2026 17:55:12 [Notification] Server assets loaded
9.8.2026 17:55:12 [Notification] [Watersheds] Cache sizes calculated for MaxStreamLength=11:
9.8.2026 17:55:12 [Notification] Available RAM: 65176MB, Budget: 4096MB
9.8.2026 17:55:12 [Notification] Small stream map (720x720 px): cache=147 × ~5.0MB warm
9.8.2026 17:55:12 [Notification] Large stream map (1440x1440 px): cache=147 × ~6.2MB warm
9.8.2026 17:55:12 [Notification] Chunk caches: 200000
9.8.2026 17:55:12 [Notification] Region map cache: 1320 (~81MB)
9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass particlescube.
9.8.2026 17:55:12 [Notification] Loaded Shaderprogramm for render pass lines.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass aurora.
9.8.2026 17:55:13 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
9.8.2026 17:55:13 [Notification] [Auto Map Markers] Extracted _core.json to C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModConfig\AutoMapMarkers/MarkerDefinitions
9.8.2026 17:55:13 [Notification] [Auto Map Markers] Loading marker definitions (Client)...
9.8.2026 17:55:13 [Notification] [Auto Map Markers] Marker definitions loaded: 4 categories, 54 entries.
9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass watercompose.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cameradepth.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass waternormals.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer.
9.8.2026 17:55:13 [Notification] [ChunkMemoryManager] Initializing memory manager
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass visibleculling.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass casterculling.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:13 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogram for render pass deferredlighting.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass region.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass footprintshader.
9.8.2026 17:55:13 [Notification] [HudClock] 4.3.2 infrastructure loaded.
9.8.2026 17:55:13 [Notification] [ItemSyncFixes] Client stale queued inventory update coalescing active.
9.8.2026 17:55:13 [Notification] PelagusWinds: wind-smoothing removal patch applied
9.8.2026 17:55:13 [Notification] [seamlessrapids] Hello from template mod client side: hello world!
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass machinegear.
9.8.2026 17:55:13 [Notification] [MalnutritionMatters] Client side loaded.
9.8.2026 17:55:13 [Notification] [FastMap] World map guard and zoom patches installed.
9.8.2026 17:55:13 [Notification] [FastMap] Terrain Sampler integration not detected; Pregen and sampler overlay map layers are hidden.
9.8.2026 17:55:13 [Notification] Started 170 systems on Client:
9.8.2026 17:55:13 [Notification] Mod 'autoconfiglib_2.0.10.zip' (autoconfiglib):
9.8.2026 17:55:13 [Notification] AutoConfigLib.AutoConfigLibModSystem
9.8.2026 17:55:13 [Notification] Mod 'VSEssentials.dll' (game):
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.Core
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityPartitioning
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ErrorReporter
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
9.8.2026 17:55:13 [Notification] FluffyClouds.FluffyCloudsModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.GenMaps
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemFpHands
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityParticleSpawner
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.EntityParticleSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.POIRegistry
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemProgressBar
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.RoomRegistry
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WeatherSystemCommands
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WeatherSystemClient
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.WorldMapManager
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.LoadColorMaps
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ClothManager
9.8.2026 17:55:13 [Notification] Mod 'vsimgui_1.2.5.zip' (vsimgui):
9.8.2026 17:55:13 [Notification] VSImGui.ImGuiModSystem
9.8.2026 17:55:13 [Notification] Mod 'VSSurvivalMod.dll' (survival):
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemControlPoints
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
9.8.2026 17:55:13 [Notification] Vintagestory.Systems.StoryLockableDoor
9.8.2026 17:55:13 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
9.8.2026 17:55:13 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.UpgradeTasks
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MyceliumSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.FishingSupportModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemGliding
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Timeswitch
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemAuction
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Core
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.CharacterSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MealMeshCache
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.VariablesModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModsystemElevator
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ActivityModSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ActivityEditorSystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemFarming
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemTutorial
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemNightVision
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TobiasTeleporter
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModJournal
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModLootRandomizer
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.MicroBlockModelCache
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRifts
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSleeping
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TeleporterManager
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModTemperature
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.SystemTemporalStability
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemWearableStats
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemEditableBook
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.TradeHandbookInfo
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.GenDevastationLayer
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemOreMap
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemSnowballs
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.HumanoidOutfits
9.8.2026 17:55:13 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
9.8.2026 17:55:13 [Notification] Mod 'watersheds_6.3.6.zip' (watersheds):
9.8.2026 17:55:13 [Notification] Watersheds.WatershedsMod
9.8.2026 17:55:13 [Notification] Watersheds.WorldGen.Water.StreamWaterCache
9.8.2026 17:55:13 [Notification] Watersheds.WorldGen.GenMapsReplacement.WatershedsGenMaps
9.8.2026 17:55:13 [Notification] Mod 'deathcorpses-2.8.1.zip' (deathcorpses):
9.8.2026 17:55:13 [Notification] DeathCorpses.Loader
9.8.2026 17:55:13 [Notification] Mod 'CommonLibForked_VS1.22.0_net10_v2.8.1.zip' (commonlibforked):
9.8.2026 17:55:13 [Notification] CommonLib.Config.ConfigManager
9.8.2026 17:55:13 [Notification] CommonLib.Core
9.8.2026 17:55:13 [Notification] Mod 'VSCreativeMod.dll' (creative):
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.Core
9.8.2026 17:55:13 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
9.8.2026 17:55:13 [Notification] Mod 'configlib_1.12.0.zip' (configlib):
9.8.2026 17:55:13 [Notification] ConfigLib.ConfigLibModSystem
9.8.2026 17:55:13 [Notification] Mod 'deciduoustrees_1.8.1.zip' (deciduoustrees):
9.8.2026 17:55:13 [Notification] DecidousLeaves.WinterLeavesModSystem
9.8.2026 17:55:13 [Notification] Mod 'DodgeMaster_1.2.4.zip' (dodgemaster):
9.8.2026 17:55:13 [Notification] DodgeMaster.DodgeMasterMod
9.8.2026 17:55:13 [Notification] Mod 'FallingTree_0.5.2.zip' (fallingtree):
9.8.2026 17:55:13 [Notification] FallingTree.ModSystem
9.8.2026 17:55:13 [Notification] Mod 'hydrateordiedrate_2.5.4.zip' (hydrateordiedrate):
9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.Wells.Aquifer.AquiferView
9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.Hydration.DrinkingInteractionModSystem
9.8.2026 17:55:13 [Notification] HydrateOrDiedrate.HydrateOrDiedrateModSystem
9.8.2026 17:55:13 [Notification] Mod 'IdlePause_1.0.1.zip' (idlepause):
9.8.2026 17:55:13 [Notification] IdlePause.IdlePause
9.8.2026 17:55:13 [Notification] Mod 'ImmersiveFoliage_0.1.1.zip' (immersivefoliage):
9.8.2026 17:55:13 [Notification] ImmersiveFoliage.ImmersiveFoliageModSystem
9.8.2026 17:55:13 [Notification] Mod 'ImmersiveLanterns_0.4.0.zip' (immersivelanterns):
9.8.2026 17:55:13 [Notification] ImmersiveLanterns.ModSystemWindChimes
9.8.2026 17:55:13 [Notification] ImmersiveLanterns.ModSystemImmersiveLanterns
9.8.2026 17:55:13 [Notification] Mod 'ManualFirestarter_0.1.3.zip' (manualfirestarter):
9.8.2026 17:55:13 [Notification] ManualFirestarter.ModSystemManualFirestarter
9.8.2026 17:55:13 [Notification] Mod 'SprintMomentum_0.2.1.zip' (sprintmomentum):
9.8.2026 17:55:13 [Notification] SprintMomentum.SprintEMomentumModSystem
9.8.2026 17:55:13 [Notification] Mod 'AncientToolsResinHarvest_V1.0.0.zip' (ancienttoolsresinharvest):
9.8.2026 17:55:13 [Notification] AncientToolsResinHarvest.BlockBehaviors.RegisterBlockBehaviors
9.8.2026 17:55:13 [Notification] Mod 'archering_1.0.7.zip' (archering):
9.8.2026 17:55:13 [Notification] Archering.ArcheringModSystem
9.8.2026 17:55:13 [Notification] Mod 'Auto Map Markers 5.0.3 - Vintage Story 1.22.zip' (egocaribautomapmarkers):
9.8.2026 17:55:13 [Notification] Egocarib.AutoMapMarkers.MapMarkerMod
9.8.2026 17:55:13 [Notification] Egocarib.AutoMapMarkers.GUI.MapMarkerGUISystem
9.8.2026 17:55:13 [Notification] Mod 'autowalkextended_1.3.3.zip' (autowalkextended):
9.8.2026 17:55:13 [Notification] AutoWalkExtended.KeyHandler
9.8.2026 17:55:13 [Notification] Mod 'BloodTrail-v1.2.4.zip' (bloodtrail):
9.8.2026 17:55:13 [Notification] BloodTrail.Core
9.8.2026 17:55:13 [Notification] Mod 'composterrepack_0.3.1.zip' (composterrepack):
9.8.2026 17:55:13 [Notification] Composter.Core
9.8.2026 17:55:13 [Notification] Mod 'coriaendershaders-v1.2.2-pre.4_v1.22.2.zip' (coriaendershaders):
9.8.2026 17:55:13 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
9.8.2026 17:55:13 [Notification] Mod 'CropForecaster1.22.3_2.1.0.zip' (cropforecaster):
9.8.2026 17:55:13 [Notification] CropForecaster.CropForecastModSystem
9.8.2026 17:55:13 [Notification] Mod 'ElkPhysics V3.0.3.zip' (elkphysics):
9.8.2026 17:55:13 [Notification] ElkPhysics2.ElkPhysics2ModSystem
9.8.2026 17:55:13 [Notification] Mod 'ExtraInfo-v2.0.1.zip' (extrainfo):
9.8.2026 17:55:13 [Notification] ExtraInfo.Core
9.8.2026 17:55:13 [Notification] ExtraInfo.HarmonyPatches
9.8.2026 17:55:13 [Notification] ExtraInfo.HighlightMycelium
9.8.2026 17:55:13 [Notification] ExtraInfo.HighlightReinforced
9.8.2026 17:55:13 [Notification] ExtraInfo.ModSystemHighlight
9.8.2026 17:55:13 [Notification] ExtraInfo.TraderInfoSystem
9.8.2026 17:55:13 [Notification] Mod 'farseer_1.4.0.zip' (farseer):
9.8.2026 17:55:13 [Notification] Farseer.FarseerModSystem
9.8.2026 17:55:13 [Notification] Mod 'fixperishrate_1.0.1.zip' (fixperishrate):
9.8.2026 17:55:13 [Notification] FixPerishRate.FixPerishRateModSystem
9.8.2026 17:55:13 [Notification] Mod 'Footprints-v1.2.1.zip' (footprints):
9.8.2026 17:55:13 [Notification] Core
9.8.2026 17:55:13 [Notification] Mod 'HudClock_4.3.2.zip' (hudclockpatch):
9.8.2026 17:55:13 [Notification] HudClock.HudClockModSystem
9.8.2026 17:55:13 [Notification] Mod 'immersivewoodworking_0.9.13.zip' (immersivewoodworking):
9.8.2026 17:55:13 [Notification] ImmersiveWoodworking.ImmersiveWoodworkingModSystem
9.8.2026 17:55:13 [Notification] ImmersiveWoodworking.WoodworkingHandbookInfo
9.8.2026 17:55:13 [Notification] Mod 'infinitumcore_1.0.0.zip' (infinitumcore):
9.8.2026 17:55:13 [Notification] InfinitumCore.InfinitumCore
9.8.2026 17:55:13 [Notification] Mod 'insanitylib_2.0.3.zip' (insanitylib):
9.8.2026 17:55:13 [Notification] InsanityLib.InsanityLibModSystem
9.8.2026 17:55:13 [Notification] Mod 'ItemSyncFixes-v1.0.5.zip' (itemsyncfixes):
9.8.2026 17:55:13 [Notification] ItemSyncFixes.ItemSyncClientFixModSystem
9.8.2026 17:55:13 [Notification] Mod 'packratfork_1.1.6.zip' (packratfork):
9.8.2026 17:55:13 [Notification] Packrat.PackratModSystem
9.8.2026 17:55:13 [Notification] Mod 'pelaguswinds_1.2.4.zip' (pelaguswinds1222fork):
9.8.2026 17:55:13 [Notification] PelagusWinds.PelagusWindsModSystem
9.8.2026 17:55:13 [Notification] Mod 'pinmatrix_1.1.4.zip' (pinmatrix):
9.8.2026 17:55:13 [Notification] PinMatrix.PinMatrixModSystem
9.8.2026 17:55:13 [Notification] Mod 'placeonslabs_1.1.3.zip' (placeonslabs):
9.8.2026 17:55:13 [Notification] PlaceOnSlabs.Source.Systems.ConfigSystem
9.8.2026 17:55:13 [Notification] PlaceOnSlabs.Source.Systems.MainSystem
9.8.2026 17:55:13 [Notification] Mod 'realsmoke_1.3.1.zip' (realsmoke):
9.8.2026 17:55:13 [Notification] RealSmoke.ModSystem
9.8.2026 17:55:13 [Notification] Mod 'seamlessrapids.zip' (seamlessrapids):
9.8.2026 17:55:13 [Notification] SeamlessRapids.SeamlessRapidsModSystem
9.8.2026 17:55:13 [Notification] Mod 'sitandpasstime_1.0.0.zip' (sitandpasstime):
9.8.2026 17:55:13 [Notification] SitAndPassTime.SitAndPassTimeModSystem
9.8.2026 17:55:13 [Notification] Mod 'slowtox_5.0.0.zip' (slowtox):
9.8.2026 17:55:13 [Notification] SlowTox.SlowToxSystem
9.8.2026 17:55:13 [Notification] Mod 'StepUpAdvanced_1.4.0.zip' (stepupadvanced):
9.8.2026 17:55:13 [Notification] StepUpAdvanced.StepUpAdvancedModSystem
9.8.2026 17:55:13 [Notification] Mod 'TableExpansion_1.0.0.zip' (tableexpansion):
9.8.2026 17:55:13 [Notification] TableExpansion.TableExpansionMod
9.8.2026 17:55:13 [Notification] Mod 'TraderNotes_1.0.7.zip' (tradernotes):
9.8.2026 17:55:13 [Notification] TraderMapTooltip.TraderMapMod
9.8.2026 17:55:13 [Notification] Mod 'vsecomachina_0.6.1.zip' (vsecomachina):
9.8.2026 17:55:13 [Notification] vsecomachina.EcoMachinaModSystem
9.8.2026 17:55:13 [Notification] Mod 'vsroofing_1.6.7.zip' (vsroofing):
9.8.2026 17:55:13 [Notification] VSRoofing.VSRoofingModSystem
9.8.2026 17:55:13 [Notification] Mod 'warmweathereffects_1.5.0.zip' (warmweathereffects):
9.8.2026 17:55:13 [Notification] VS_ImmersiveBodyTemperature.ImmersiveBodyTemperatureSystem
9.8.2026 17:55:13 [Notification] Mod 'AncientToolsMortar_V1.0.0.zip' (ancienttoolsmortar):
9.8.2026 17:55:13 [Notification] AncientToolsMortar.Utility.RegisterConfig
9.8.2026 17:55:13 [Notification] AncientToolsMortar.Blocks.RegisterBlocks
9.8.2026 17:55:13 [Notification] AncientToolsMortar.BlockEntities.RegisterBlockEntities
9.8.2026 17:55:13 [Notification] Mod 'FallingEcoMachina_0.1.1.zip' (fallingecomachina):
9.8.2026 17:55:13 [Notification] fallingecomachina.FallingEcoMachinaModSystem
9.8.2026 17:55:13 [Notification] Mod 'infinitumpickuphud_1.3.0.zip' (infinitumpickuphud):
9.8.2026 17:55:13 [Notification] InfinitumPickupMod.InfinitumPickupMod
9.8.2026 17:55:13 [Notification] Mod 'malnutritionmatters_1.0.2.zip' (malnutritionmatters):
9.8.2026 17:55:13 [Notification] MalnutritionMatters.MalnutritionMattersMod
9.8.2026 17:55:13 [Notification] Mod 'terrainslabs_1.0.16.zip' (terrainslabs):
9.8.2026 17:55:13 [Notification] TerrainSlabs.Source.Systems.ConfigSystem
9.8.2026 17:55:13 [Notification] TerrainSlabs.Source.Systems.MainSystem
9.8.2026 17:55:13 [Notification] Mod 'alloy-calculator-by-stuzzichino_1.2.19.zip' (alloycalculatorstuzzichino):
9.8.2026 17:55:13 [Notification] AlloyCalculator.AlloyCalculatorModSystem
9.8.2026 17:55:13 [Notification] Mod 'brainfreeze_1.3.7.zip' (brainfreeze):
9.8.2026 17:55:13 [Notification] BrainFreeze.Code.BrainFreezeModSystem
9.8.2026 17:55:13 [Notification] Mod 'fastmap_122.5.1.zip' (fastmap):
9.8.2026 17:55:13 [Notification] FastMap.FastMapModSystem
9.8.2026 17:55:13 [Notification] Blocks tesselated
9.8.2026 17:55:13 [Notification] Loading shaders...
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlescube.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlesquad.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass sky.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass nightsky.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass woittest.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass helditem.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass decals.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass final.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass gui.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blur.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass findbright.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass godrays.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass autocamera.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass wireframe.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass luma.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass blit.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass texture2texture.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass celestialobject.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass colorgrade.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass guigear.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass ssao.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass aurora.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass cloudmap.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass instanced.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass lines.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:55:13 [Notification] Loaded Shaderprogramm for render pass standard.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass particlescube.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass lines.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass aurora.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass watercompose.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cameradepth.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass waternormals.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass visibleculling.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass voxelcompaction.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass casterculling.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass drawvoxeldata.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass depthmipmap.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogram for render pass deferredlighting.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass region.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass footprintshader.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass machinegear.
9.8.2026 17:55:14 [Notification] Reloaded shaders now with mod assets
9.8.2026 17:55:14 [Notification] Received level init
9.8.2026 17:55:14 [Notification] Loaded Shaderprogramm for render pass instanced.
9.8.2026 17:55:14 [Notification] BranchColorTinting: generated 102 tinted textures for 17 wood types in 23 ms (skipped 0 insignificant, 0 missing).
9.8.2026 17:55:14 [Event] 30 traits loaded from 2 files
9.8.2026 17:55:14 [Event] 6 classes loaded from 1 files
9.8.2026 17:55:14 [Notification] Initialized Music Engine
9.8.2026 17:55:14 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
9.8.2026 17:55:15 [Notification] [Auto Map Markers] Successfully established connection with the server.
9.8.2026 17:55:15 [Notification] [deathcorpses] Received config DeathCorpses.Config from deathcorpses-net10 v2.8.1.172 from server
9.8.2026 17:55:15 [Event] [Archering] Received configuration from the server.
9.8.2026 17:55:15 [Notification] [immersivewoodworking] Received server config: ChopSeconds=0.6, SawSeconds=6, PlanksPerLog=12, BeamsPerDebarkedLog=3, SawDropCount=4, BeamDropCount=2, DurabilityPerSection=1, DisableVanillaSawCrafting=True, AllowVanillaSaw=True, VanillaSawSpeedMultiplier=0.5, DisablePitSaw=False; sawmill: FeedSteps=50, MinTorque=0.05, Resistance=0.085, BladeWearMultiplier=1.
9.8.2026 17:55:15 [Notification] PelagusWinds: Cloud tick patch applied for syncType 2
9.8.2026 17:55:15 [Notification] [HudClock] Domain services and HUD components online.
9.8.2026 17:55:15 [Notification] Received level finalize
9.8.2026 17:55:15 [Notification] [Archering] Bow registry overwrite successful.
9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass cloudmap.
9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
9.8.2026 17:55:16 [Notification] Loaded Shaderprogramm for render pass clouds.
9.8.2026 17:55:16 [Notification] [FastMap] Terrain fallback palettes loaded: grass=211 (textures/block/plant/grasscoverage/normal-top.png), dryGrass=157, lushGrass=152, trees=4438, water=69 (textures/block/liquid/water.png), waterBase=#0f3231, waterRainfall=#123940x1, waterTemperature=#123e30x1, waterNoise=0.04, snow=24, brown=58, climatePlant=264x264, seasonalGrass=128x16, path=C:\Users\Rusty\AppData\Roaming\VintagestoryData\Cache\unpack\fastmap_122.5.1.zip_a0683aaf7acd
9.8.2026 17:55:16 [Notification] [FastMap] Page cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\pages-v2
9.8.2026 17:55:16 [Notification] [FastMap] Terrain normal fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-normal-vanilla-v1-wm1
9.8.2026 17:55:16 [Notification] [FastMap] Terrain fog-of-war fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-brown-v1-wm1
9.8.2026 17:55:16 [Notification] [FastMap] Terrain true-colour fallback cache: C:\Users\Rusty\AppData\Roaming\VintagestoryData\ModData\FastMap\7a6cd3da-b9ee-4cbe-97f2-1d8d66130449\terrain-fallback-v1-r4-truecolour-palette-v1-wm1
9.8.2026 17:55:16 [Notification] [FastMap] Terrain sampler fallback offsets: height=0 blocks (global=0, terrapretyLoaded=True, terraprety=0), waterLevel=-1 blocks.
9.8.2026 17:55:16 [Notification] [FastMap] Using custom world map zoom range: min=0.1, max=6
9.8.2026 17:55:16 [Notification] [immersivewoodworking] Backfilled woodworking-station handbook notes onto 157 collectible(s) (saw stripped=True, firewood stripped=True).
9.8.2026 17:55:16 [Warning] ===============================================================
9.8.2026 17:55:16 [Warning] (x_x) Captured 2043 issues during startup:
9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'simplehotbarrefill' ('CFY.SimpleRefill-1.3.7.zip', 'CFY.SimpleRefill-1.4.0.zip'). Will only load the highest version one - v1.4.0.
9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'hydrateordiedrate' ('hydrateordiedrate_2.5.2.zip', 'hydrateordiedrate_2.5.4.zip'). Will only load the highest version one - v2.5.4.
9.8.2026 17:55:16 [Warning] Multiple mods share the mod ID 'warmweathereffects' ('warmweathereffects_1.4.0.zip', 'warmweathereffects_1.5.0.zip'). Will only load the highest version one - v1.5.0.
9.8.2026 17:55:16 [Warning] ===============================================================
9.8.2026 17:55:17 [Notification] Loaded Shaderprogramm for render pass rift.
9.8.2026 17:55:17 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
9.8.2026 17:55:18 [Fatal] Game Version: v1.22.6 (Stable)
9/08/2026 5:55:18 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4
Loaded Mods: betterforest@0.1.2, BetterGrass@0.0.3, boatiespeedie12@1.0.4, blocklayeroverhaul@1.0.2, deciduoustrees@1.8.1, dodgemaster@1.2.4, fallingtree@0.5.2, hydrateordiedrate@2.5.4, idlepause@1.0.1, immersivefoliage@0.1.1, immersivelanterns@0.4.0, manualfirestarter@0.1.3, nightskydelightsonlysky@1.22.2, soilmustfall@1.3.0, sprintmomentum@0.2.1, game@1.22.6, vsimgui@1.2.5, warmgambeson@1.0.0, alloycalculatorstuzzichino@1.2.19, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, archering@1.0.7, egocaribautomapmarkers@5.0.3, autowalkextended@1.3.3, bloodtrail@1.2.4, cartwrightscaravan@1.9.1, commonlibforked@2.8.1, composterrepack@0.3.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.4, cropforecaster@2.1.0, deathcorpses@2.8.1, elkphysics@3.0.3, evenjugincrements121@1.1.0, extrainfo@2.0.1, farseer@1.4.0, fastmap@122.5.1, fixperishrate@1.0.1, footprints@1.2.1, hudclockpatch@4.3.2, immersivewoodworking@0.9.13, infinitumcore@1.0.0, insanitylib@2.0.3, itemsyncfixes@1.0.5, mngeology@2.0.6, materialneeds@1.1.16, opineuponpine@1.0.9, packratfork@1.1.6, pelaguswinds1222fork@1.2.4, pinmatrix@1.1.4, placeonslabs@1.1.3, realsmoke@1.3.1, seamlessrapids@1.0.1, sitandpasstime@1.0.0, slowtox@5.0.0, snowcaps@0.0.1, stepupadvanced@1.4.0, tableexpansion@1.0.0, tradernotes@1.0.7, creative@1.22.6, vsecomachina@0.6.1, vsroofing@1.6.7, survival@1.22.6, warmweathereffects@1.5.0, watersheds@6.3.6, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, brainfreeze@1.3.7, fallingecomachina@0.1.1, infinitumpickuphud@1.3.0, malnutritionmatters@1.0.2, mnflowers@0.0.0, terrainslabs@1.0.16
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CoriaenderShaders.Effects.DeferredShading.GetExternalDependencies() in Src:\Effects\DeferredShading.cs:line 73
at CoriaenderShaders.Effects.EffectManager.WaitOnExternalDependencies(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectManager.cs:line 126
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 754
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "C:\Users\Rusty\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
9.8.2026 17:55:18 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
9.8.2026 17:55:18 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
9.8.2026 17:55:20 [Notification] Stopping single player server
9.8.2026 17:55:20 [Notification] Finished fully loading sounds (async)
9.8.2026 17:55:21 [Notification] ChunkIntake threads completed gracefully.
9.8.2026 17:55:21 [Notification] ChunkLoading threads completed gracefully.
9.8.2026 17:55:21 [Notification] Exiting current game to main menu, reason: window close event
Thanks for the reports! I'm pretty sure this was caused by SSAO not being enabled but the mod was skipping the check for it, pre.5 fixes the check but the new changes still require it to be on at some quality.
Thanks, and sorry.
Crashed a few more times before realising I had installed the stable version 🤦♂️
Seems to be working fine now, thanks!
Delet
Delet
no crash from me, but the new version made a lot of things always visiable. like through walls and the ground. such as axles, water wheels, cooling cabinets (expanded foods), large cogwheels, etc.
I am having the same bug (:
Ah, thanks for pointing this out, I missed some state clean up, I'll post a fix for it tomorrow.
Thank-you for all the hard work. This is a wonderful mod. I really appreciate it!
Hi, I'm having the same issue as Vinni_Pukh. I too had a lot of mods going, but to check I also ran the game with just the shaders and it crashed too. I'm on windows and running it through Story Forge but I don't think the mod manager does anything to the actual mods.
See my response to Vinni_Pukh as well, but it sounds like a driver wanting the shader to be more to spec. Do you mind checking your client-main.log after the crash for the compile error? It should start with "Shader compile error in deferredlighting"
Here is what looks to be the main errors from the client log:
Then here is the client main log:
8.8.2026 21:25:32 [Notification] Client logger started. 8.8.2026 21:25:32 [Notification] Game Version: v1.22.6 (Stable) 8.8.2026 21:25:32 [Notification] Process path: %appdata%\StoryForge\versions\1.22.6\Vintagestory.exe 8.8.2026 21:25:32 [Notification] Operating System: Windows 10.0.26200.0 8.8.2026 21:25:32 [Notification] CPU Cores: 16 8.8.2026 21:25:32 [Notification] CPU: AMD Ryzen 7 9850X3D 8-Core Processor 8.8.2026 21:25:32 [Notification] Available RAM: 31898 MB 8.8.2026 21:25:33 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 8.8.2026 21:25:33 [Notification] Graphics Card Vendor: ATI Technologies Inc. 8.8.2026 21:25:33 [Notification] Graphics Card Version: 4.3.0 Core Profile Context 26.7.1.260716 8.8.2026 21:25:33 [Notification] Graphics Card Renderer: AMD Radeon RX 9070 XT 8.8.2026 21:25:33 [Notification] Graphics Card ShadingLanguageVersion: 4.60 8.8.2026 21:25:33 [Notification] GL.MaxVertexUniformComponents: 8000 8.8.2026 21:25:33 [Notification] GL.MaxUniformBlockSize: 4194304 8.8.2026 21:25:33 [Notification] C# Framework: .net 10.0.10 8.8.2026 21:25:33 [Notification] Cairo Graphics Version: 1.17.3 8.8.2026 21:25:33 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 8.8.2026 21:25:33 [Notification] Zstd Version: 1.5.7 8.8.2026 21:25:33 [Notification] Start discovering assets 8.8.2026 21:25:33 [Notification] Found 35 base assets in category lang 8.8.2026 21:25:33 [Notification] Found 0 base assets in category patches 8.8.2026 21:25:33 [Notification] (Re-)loaded frame buffers 8.8.2026 21:25:33 [Notification] Found 24 base assets in category config 8.8.2026 21:25:33 [Notification] Found 0 base assets in category worldproperties 8.8.2026 21:25:33 [Notification] Found 49 base assets in category sounds 8.8.2026 21:25:33 [Notification] Found 230 base assets in category shapes 8.8.2026 21:25:33 [Notification] Found 84 base assets in category shaders 8.8.2026 21:25:33 [Notification] Found 19 base assets in category shaderincludes 8.8.2026 21:25:33 [Notification] Found 182 base assets in category textures 8.8.2026 21:25:33 [Notification] Found 4 base assets in category music 8.8.2026 21:25:33 [Notification] Found 0 base assets in category dialog 8.8.2026 21:25:33 [Notification] Found 627 base assets in total 8.8.2026 21:25:33 [Notification] Loading sounds 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass . 8.8.2026 21:25:33 [Notification] Waiting for async sound loading... 8.8.2026 21:25:33 [Notification] Sounds loaded 8.8.2026 21:25:33 [Notification] Begin loading shaders 8.8.2026 21:25:33 [Notification] Load shaders now 8.8.2026 21:25:33 [Notification] Loading shaders... 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlesquad. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass sky. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass nightsky. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass woittest. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass helditem. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass decals. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass final. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass gui. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blur. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass findbright. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass godrays. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass autocamera. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass wireframe. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass luma. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass blit. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass texture2texture. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass celestialobject. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass colorgrade. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass guigear. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass ssao. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass aurora. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass instanced. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass lines. 8.8.2026 21:25:33 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:25:33 [Notification] Cached session key is invalid, require login 8.8.2026 21:25:47 [Notification] Will search the following paths for mods: 8.8.2026 21:25:47 [Notification] %appdata%\StoryForge\installations\test\Mods 8.8.2026 21:25:47 [Notification] %appdata%\StoryForge\versions\1.22.6\Mods 8.8.2026 21:25:56 [Notification] Initialized GUI Manager 8.8.2026 21:25:56 [Notification] Initialized Server Connection 8.8.2026 21:25:56 [Notification] Server args parsed 8.8.2026 21:25:56 [Notification] Server main instantiated 8.8.2026 21:26:01 [Notification] Processed server identification 8.8.2026 21:26:01 [Notification] Map initialized 8.8.2026 21:26:01 [Notification] Received server assets 8.8.2026 21:26:01 [Notification] Loading and pre-starting client side mods... 8.8.2026 21:26:01 [Notification] Will search the following paths for mods: 8.8.2026 21:26:01 [Notification] %appdata%\StoryForge\installations\test\Mods 8.8.2026 21:26:01 [Notification] %appdata%\StoryForge\versions\1.22.6\Mods 8.8.2026 21:26:01 [Notification] Found 4 mods (0 disabled) 8.8.2026 21:26:01 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival 8.8.2026 21:26:01 [Notification] Instantiated 149 mod systems from 4 enabled mods 8.8.2026 21:26:02 [Notification] Done loading and pre-starting client side mods. 8.8.2026 21:26:02 [Notification] External Origins in load order: modorigin@%appdata%\StoryForge\versions\1.22.6\assets\creative\, modorigin@%appdata%\StoryForge\versions\1.22.6\assets\survival\, mod@coriaendershaders-v1.2.2-pre.4_v1.22.2.zip 8.8.2026 21:26:02 [Notification] Tags registries now locked. 8.8.2026 21:26:02 [Notification] Found 1 external assets in category lang 8.8.2026 21:26:02 [Notification] Found 10 external assets in category patches 8.8.2026 21:26:02 [Notification] Found 128 external assets in category config 8.8.2026 21:26:02 [Notification] Found 25 external assets in category worldproperties 8.8.2026 21:26:02 [Notification] Found 681 external assets in category sounds 8.8.2026 21:26:02 [Notification] Found 6123 external assets in category shapes 8.8.2026 21:26:02 [Notification] Found 31 external assets in category shaders 8.8.2026 21:26:02 [Notification] Found 8 external assets in category shaderincludes 8.8.2026 21:26:02 [Notification] Found 9459 external assets in category textures 8.8.2026 21:26:02 [Notification] Found 83 external assets in category music 8.8.2026 21:26:02 [Notification] Found 18 external assets in category dialog 8.8.2026 21:26:02 [Notification] Found 0 external assets in category compatibility 8.8.2026 21:26:02 [Notification] Reloaded lang file now with mod assets 8.8.2026 21:26:02 [Notification] Compatibility lib: 0 assets added, 0 assets replaced. 8.8.2026 21:26:02 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors 8.8.2026 21:26:03 [Notification] Received 4469 item types from server 8.8.2026 21:26:03 [Notification] Loaded 14091 block types from server 8.8.2026 21:26:03 [Notification] Reloaded sounds, now with mod assets 8.8.2026 21:26:03 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures 8.8.2026 21:26:03 [Notification] Collected 3096 shapes to tesselate. 8.8.2026 21:26:04 [Notification] Composed 1 4096x2048 items texture atlases from 2329 textures 8.8.2026 21:26:05 [Notification] Composed 2 4096x2048 blocks texture atlases from 7449 textures 8.8.2026 21:26:05 [Notification] Server assets loaded 8.8.2026 21:26:06 [Notification] Blocks tesselated 8.8.2026 21:26:11 [Notification] Server launched 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass lines. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass aurora. 8.8.2026 21:26:11 [Notification] Initialised WeatherSystemClient. simLightning is loaded. 8.8.2026 21:26:11 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass watercompose. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cameradepth. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass waternormals. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing VoxelSpriteRenderer. 8.8.2026 21:26:11 [Notification] [ChunkMemoryManager] Initializing memory manager 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass visibleculling. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass casterculling. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:11 [Notification] [coriaendershaders] [EffectManager] Initializing DeferedShading. 8.8.2026 21:26:11 [Error] Shader compile error in deferredlighting ERROR: 0:233: 'shadowCoordsNear' : undeclared identifier ERROR: 0:233: 'w' : vector swizzle selection out of range ERROR: 0:233: '' : missing #endif ERROR: 0:233: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion) ERROR: 0:233: '=' : cannot convert from ' const bool' to ' temp float' ERROR: 0:233: '' : compilation terminated ERROR: 6 compilation errors. No code generated. 8.8.2026 21:26:11 [Error] Couldn't write to log file, failed formatting #version 430 #define FXAA 1 #define SSAOLEVEL 1 #define NORMALVIEW 0 #define BLOOM 1 #define GODRAYS 0 #define FOAMEFFECT 1 #define SHINYEFFECT 1 #define SHADOWQUALITY 1 #define DYNLIGHTS 25 #define USEOIT 1 #define TERRAINSHADOWS #define CLOUDSHADOWS #define INCOLORUNIT 0 #define INGLOWUNIT 1 #define GPOSITIONUNIT 2 #define GNORMALUNIT 3 #define SHADOW_CASCADE_BINDING 4 #define DEFERBASE #define SHADOWMAPFARUNIT 4 #define SHADOWMAPNEARUNIT 5 #define INCLUDESHADOWCOORDS layout(location=0) out vec4 outColor; layout(binding=INCOLORUNIT) uniform sampler2D inColor; layout(binding=INGLOWUNIT) uniform sampler2D inGlow; layout(binding=GPOSITIONUNIT) uniform sampler2D GPosition; layout(binding=GNORMALUNIT) uniform sampler2D GNormal; in vec2 vUV; uniform mat4 invModelView; uniform float shadowIntensity; #ifdef INCLUDESHADOWCOORDS uniform mat4 modelViewMtx; #if SHADOWQUALITY > 0 uniform float shadowRangeFar; uniform mat4 toShadowMapSpaceMatrixFar; vec4 shadowCoordsFar; #endif #if SHADOWQUALITY > 1 uniform float shadowRangeNear; uniform mat4 toShadowMapSpaceMatrixNear; vec4 shadowCoordsNear; #endif const float transitionDistance = 10.0; void calcShadowMapCoords(mat4 modelviewMat, vec4 worldPos) { float nearSub = 0; #if SHADOWQUALITY > 0 float len = length(worldPos); #endif #if SHADOWQUALITY > 1 // Near map shadowCoordsNear = toShadowMapSpaceMatrixNear * worldPos; float distanceNear = clamp( max(max(0.0, 0.03 - shadowCoordsNear.x) * 100, max(0.0, shadowCoordsNear.x - 0.97) * 100) + max(max(0.0, 0.03 - shadowCoordsNear.y) * 100, max(0.0, shadowCoordsNear.y - 0.97) * 100) + max(0.0, shadowCoordsNear.z - 0.98) * 100 + max(0.0, len / shadowRangeNear - 0.15) , 0.0, 1.0); nearSub = shadowCoordsNear.w = clamp(1.0 - distanceNear, 0.0, 1.0); if (shadowCoordsNear.z >= 0.999) shadowCoordsNear.w = 0.0; // so no need to test both in fogandlight.fsh #endif #if SHADOWQUALITY > 0 // Far map shadowCoordsFar = toShadowMapSpaceMatrixFar * worldPos; float distanceFar = clamp( max(max(0.0, 0.03 - shadowCoordsFar.x) * 10, max(0.0, shadowCoordsFar.x - 0.97) * 10) + max(max(0.0, 0.03 - shadowCoordsFar.y) * 10, max(0.0, shadowCoordsFar.y - 0.97) * 10) + max(0.0, shadowCoordsFar.z - 0.98) * 10 + max(0.0, len / shadowRangeFar - 0.15) , 0.0, 1.0); distanceFar = distanceFar * 2 - 0.5; shadowCoordsFar.w = max(0.0, clamp(1.0 - distanceFar, 0.0, 1.0) - nearSub); if (shadowCoordsFar.z >= 0.999) shadowCoordsFar.w = 0.0; // so no need to test both in fogandlight.fsh #endif } #endif //? #version 430 // https://github.com/opengl-tutorials/ogl/blob/master/tutorial16_shadowmaps/ShadowMapping.fragmentshader vec2 poissonDisk[16] = vec2[]( vec2( -0.94201624, -0.39906216 ), vec2( 0.94558609, -0.76890725 ), vec2( -0.094184101, -0.92938870 ), vec2( 0.34495938, 0.29387760 ), vec2( -0.91588581, 0.45771432 ), vec2( -0.81544232, -0.87912464 ), vec2( -0.38277543, 0.27676845 ), vec2( 0.97484398, 0.75648379 ), vec2( 0.44323325, -0.97511554 ), vec2( 0.53742981, -0.47373420 ), vec2( -0.26496911, -0.41893023 ), vec2( 0.79197514, 0.19090188 ), vec2( -0.24188840, 0.99706507 ), vec2( -0.81409955, 0.91437590 ), vec2( 0.19984126, 0.78641367 ), vec2( 0.14383161, -0.14100790 ) ); // Returns a random number based on a vec3 and an int. float random(vec3 seed, int i){ vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); return fract(sin(dot_product) * 43758.5453); } float StratifiedPoisson(vec4 ShadowCoord, sampler2DShadow shadowMap) { float b = 1.0; float visibility=1.0; // Fixed bias, or... float bias = 0.005; // ...variable bias // float bias = 0.005*tan(acos(cosTheta)); // bias = clamp(bias, 0,0.01); // Sample the shadow map 4 times for (int i=0;i<4;i++){ // use either : // - Always the same samples. // Gives a fixed pattern in the shadow, but no noise int index = i; // - A random sample, based on the pixel's screen location. // No banding, but the shadow moves with the camera, which looks weird. // int index = int(16.0*random(gl_FragCoord.xyy, i))%16; // - A random sample, based on the pixel's position in world space. // The position is rounded to the millimeter to avoid too much aliasing // int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16; // being fully in the shadow will eat up 4*0.2 = 0.8 // 0.2 potentially remain, which is quite dark. visibility -= 0.2*(1.0-texture( shadowMap, vec3(ShadowCoord.xy + poissonDisk[index]/700.0, (ShadowCoord.z-bias)/ShadowCoord.w) )); } return b; } float StratifiedPoisson(vec3 worldPos, vec4 ShadowCoord, sampler2DArrayShadow shadowMap) { float b=1.0; float bias = 0.001; float shadow = 0.0; int samples = 8; for (int i = 0; i < samples; i++){ //int index = i; int index = int(16.0 * random(floor(worldPos.xyz * 1000.0), i)) % 16; vec2 offset = poissonDisk[index] / textureSize(shadowMap, 0).x; shadow += texture(shadowMap, vec4(ShadowCoord.xy + offset, ShadowCoord.z, ShadowCoord.w-bias)).r; } b = shadow / samples; return b; } layout(std140, binding = SHADOW_CASCADE_BINDING) uniform ShadowCascadeBlock { mat4[4] terrainShadowMatrixes; vec4 splitEdges; vec4 normalOffsetScales; vec4 sunDir; float terrainShadowsMax; int cascadeCount; int dontMixWithBaseShadows; } shadow_uniforms; #ifdef DEFERBASE layout(binding=SHADOWMAPFARUNIT) uniform sampler2DShadow shadowMapFar; layout(binding=SHADOWMAPNEARUNIT) uniform sampler2DShadow shadowMapNear; uniform float shadowMapWidthInv; uniform float shadowMapHeightInv; // Adapted from fogandlight.fsh float getBrightnessFromShadowMap() { #if SHADOWQUALITY > 0 float totalFar = 9.0; if (shadowCoordsFar.w > 0) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { totalFar -= texture (shadowMapFar, vec3(shadowCoordsFar.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsFar.z - 0.0009)); } } } totalFar /= 9.0; #ifdef TERRAINSHADOWS // Don't fade outside edge here float shadow = shadowCoordsFar.w > 0 && shadowCoordsNear.w == 0 ? totalFar : totalFar * shadowCoordsFar.w; #else float shadow = totalFar * shadowCoordsFar.w; #endif #endif #if SHADOWQUALITY > 1 float totalNear = 9.0; if (shadowCoordsNear.w > 0) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { totalNear -= texture (shadowMapNear, vec3(shadowCoordsNear.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsNear.z - 0.0005)); } } } totalNear /= 9.0; shadow += totalNear * shadowCoordsNear.w; #endif #if SHADOWQUALITY > 0 return 1 - shadow * 0.5; #endif return 1.0; } #endif uniform bool terrainShadowsEnabled; uniform bool softTerrainShadows; #ifdef COLORCASCADES uniform bool colorCascades; #endif layout(binding=6) uniform sampler2DArrayShadow terrainShadowNear; layout(binding=7) uniform sampler2DArrayShadow terrainShadowFar; float getTerrainShadowBrightness(vec3 worldPos, vec3 normal, float viewDepth) { float b = 1.0; // Normal offset shadow biasing, based on https://github.com/godotengine/godot/issues/17260 float cosLightAngle = dot(shadow_uniforms.sunDir.xyz, normal); float normalOffsetScale = clamp(1 - cosLightAngle, 0, 1); int terrainShadowIdx = viewDepth <= shadow_uniforms.splitEdges[0]? 0 : viewDepth <= shadow_uniforms.splitEdges[1]? 1 : viewDepth <= shadow_uniforms.splitEdges[2]? 2 : 3; terrainShadowIdx = min(terrainShadowIdx, shadow_uniforms.cascadeCount); #ifdef COLORCASCADES if(colorCascades) outColor = (terrainShadowIdx == 3 ? vec4(0.8,0.3,0.8,0) : terrainShadowIdx == 2 ? vec4(0.8,0.8,0,0) : terrainShadowIdx == 1 ? vec4(0.2,0.5,1,0) : vec4(0.9,0.1,0.5,0)); #endif vec4 terrainShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos, 1)); normalOffsetScale *= shadow_uniforms.normalOffsetScales[terrainShadowIdx]; vec3 shadowOffset = normal.xyz * normalOffsetScale; vec2 offsetShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos + shadowOffset, 1)).xy; terrainShadowPos.xy = offsetShadowPos.xy; // Ignore if not on the texture vec2 onMap = step(vec2(0.0), terrainShadowPos.xy) * step(terrainShadowPos.xy, vec2(1.0)); if(onMap.x * onMap.y == 0) return 1.0; // sampler2DArrayShadow indexing is weird vec4 shadowPos = vec4(terrainShadowPos.xy, terrainShadowIdx % 2, terrainShadowPos.z); if(softTerrainShadows) { if(terrainShadowIdx < 2) { b = StratifiedPoisson(worldPos, shadowPos, terrainShadowNear); } else { b = StratifiedPoisson(worldPos, shadowPos, terrainShadowFar); } } else { if(terrainShadowIdx < 2) { b = texture(terrainShadowNear, shadowPos); } else { b = texture(terrainShadowFar, shadowPos); } } #ifndef DEFERBASE // Blend with edges of base game shadows float blendFactor = shadowCoordsFar.w; #if SHADOWQUALITY > 1 blendFactor += shadowCoordsNear.w; #endif blendFactor *= shadow_uniforms.dontMixWithBaseShadows; if(blendFactor > 0.33) { b = 1 - (1 - b) * smoothstep(1.1, SHADOWQUALITY > 1 ? 0.15 : 0.6, blendFactor); } #endif return max(b, shadow_uniforms.terrainShadowsMax); } uniform bool cloudshadowsEnabled; layout(binding=8) uniform sampler2D cloudShadowmap; uniform vec3 cloudspaceOrigin; uniform int cloudmapSize; uniform int cloudTileSize; uniform vec3 sunPosition; uniform int cloudShadowStyle; uniform float cloudShadowMax; uniform float cloudStart; uniform float cloudRange; uniform float cloudshadowK; float getCloudShadowBrightness(vec3 worldPos) { float bCloud = 1.0; vec3 sunPosition = -shadow_uniforms.sunDir.xyz; // Slide position in sun direction to intersect cloud plane vec3 toCloudPlane = abs(sunPosition.y) > 0.01? (cloudspaceOrigin.y - worldPos.y) * (sunPosition / sunPosition.y) : vec3(0); vec2 cloudmapPos = (worldPos.xz + toCloudPlane.xz) / cloudTileSize; cloudmapPos -= cloudspaceOrigin.xz; vec2 cloudmapUV = cloudmapPos / cloudmapSize; vec2 onMap = step(vec2(0), cloudmapUV) * step(cloudmapUV, vec2(1)); if(onMap.x * onMap.y > 0) { float cloudExpShadow = cloudShadowStyle == 0? texelFetch(cloudShadowmap, ivec2(cloudmapPos) * 4, 0).r : texture(cloudShadowmap, cloudmapUV).r; float shadowmapDepth = clamp((sign(sunPosition.y) * length(toCloudPlane) / cloudTileSize + cloudStart) / cloudRange, 0, 1); bCloud = clamp(exp(-cloudshadowK*shadowmapDepth) * cloudExpShadow, 1 - cloudShadowMax, 1); } return bCloud; } void main() { vec4 viewPos = texelFetch(GPosition, ivec2(gl_FragCoord.xy), 0); if(viewPos.z == 0.0) discard; vec4 inColor = texelFetch(inColor, ivec2(gl_FragCoord.xy), 0); vec4 glowData = texelFetch(inGlow, ivec2(gl_FragCoord.xy), 0); vec4 gnormal = texelFetch(GNormal, ivec2(gl_FragCoord.xy), 0); vec3 normal = (invModelView * vec4(gnormal.xyz, 0)).xyz; vec4 worldPos = invModelView * vec4(viewPos.xyz, 1); float fogLevel = (viewPos.w - glowData.r) / 2; float b = 1.0; #ifdef DEFERBASE calcShadowMapCoords(modelViewMtx, worldPos); b = min(b, getBrightnessFromShadowMap()); #endif if(terrainShadowsEnabled) { float terrainShadow = getTerrainShadowBrightness(worldPos.xyz, normal, -viewPos.z); b = mix(b, terrainShadow, smoothstep(0.8, 0.6, (shadowCoordsFar.w + shadowCoordsNear.w))); } #ifdef COLORCASCADES if(colorCascades) return; #endif if(cloudshadowsEnabled) b = min(b, getCloudShadowBrightness(worldPos.xyz)); b = 1 - (1 - b) * shadowIntensity; // The game adjusts brightness based on surface normal, so we need to account for it float intensity = 0.34 + (1 - shadowIntensity)/8.0; float nb = max(max(intensity, 0.5 + 0.5 * dot(normal, -shadow_uniforms.sunDir.xyz)), normal.y * 0.95); if(b > nb) discard; b = clamp(glowData.z + 1 - (1 - b) * nb * (1 - fogLevel), 0 ,1); outColor = inColor * b; } (FormatException) 8.8.2026 21:26:11 [Error] Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass machinegear. 8.8.2026 21:26:11 [Notification] Started 99 systems on Client: 8.8.2026 21:26:11 [Notification] Mod 'VSEssentials.dll' (game): 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.Core 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityPartitioning 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ErrorReporter 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 8.8.2026 21:26:11 [Notification] FluffyClouds.FluffyCloudsModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.GenMaps 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemFpHands 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.CharacterExtraDialogs 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityParticleSpawner 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.EntityParticleSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.POIRegistry 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemProgressBar 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.RoomRegistry 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WeatherSystemCommands 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WeatherSystemClient 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.WorldMapManager 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.LoadColorMaps 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ClothManager 8.8.2026 21:26:11 [Notification] Mod 'VSSurvivalMod.dll' (survival): 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemControlPoints 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 8.8.2026 21:26:11 [Notification] Vintagestory.Systems.StoryLockableDoor 8.8.2026 21:26:11 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 8.8.2026 21:26:11 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.UpgradeTasks 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MyceliumSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.FishingSupportModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemGliding 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Timeswitch 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemAuction 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Core 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.CharacterSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MealMeshCache 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.VariablesModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModsystemElevator 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ActivityModSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ActivityEditorSystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemFarming 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemTutorial 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemNightVision 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TobiasTeleporter 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModJournal 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModLootRandomizer 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemChiselCommands 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.MicroBlockModelCache 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRifts 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSleeping 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TeleporterManager 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModTemperature 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.SystemTemporalStability 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemWearableStats 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemEditableBook 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.TradeHandbookInfo 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.GenDevastationLayer 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemOreMap 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemSnowballs 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.HumanoidOutfits 8.8.2026 21:26:11 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 8.8.2026 21:26:11 [Notification] Mod 'VSCreativeMod.dll' (creative): 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.Core 8.8.2026 21:26:11 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 8.8.2026 21:26:11 [Notification] Mod 'coriaendershaders-v1.2.2-pre.4_v1.22.2.zip' (coriaendershaders): 8.8.2026 21:26:11 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem 8.8.2026 21:26:11 [Notification] Loading shaders... 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass particlesquad. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass sky. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass nightsky. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass woittest. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass helditem. 8.8.2026 21:26:11 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass decals. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass final. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass gui. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blur. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass findbright. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass godrays. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass autocamera. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass wireframe. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass luma. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass blit. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass texture2texture. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass celestialobject. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass colorgrade. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass guigear. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass ssao. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass aurora. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass instanced. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass lines. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass standard. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass entityanimated. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass particlescube. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass lines. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass aurora. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass watercompose. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cameradepth. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass waternormals. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass screenspacereflections. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudshadowmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudshadowblur. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass cloudmapmip. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass visibleculling. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass voxelcompaction. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass casterculling. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass drawvoxeldata. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogram for render pass depthmipmap. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass sleepoverlay. 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass machinegear. 8.8.2026 21:26:12 [Notification] Reloaded shaders now with mod assets 8.8.2026 21:26:12 [Notification] Received level init 8.8.2026 21:26:12 [Notification] Loaded Shaderprogramm for render pass instanced. 8.8.2026 21:26:12 [Event] 26 traits loaded from 1 files 8.8.2026 21:26:12 [Event] 6 classes loaded from 1 files 8.8.2026 21:26:12 [Notification] Initialized Music Engine 8.8.2026 21:26:12 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice 8.8.2026 21:26:13 [Notification] Received level finalize 8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass cloudmap. 8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric. 8.8.2026 21:26:13 [Notification] Loaded Shaderprogramm for render pass clouds. 8.8.2026 21:26:13 [Notification] Loading world map cache db... 8.8.2026 21:26:13 [Warning] =============================================================== 8.8.2026 21:26:13 [Warning] (x_x) Captured 4 issues during startup: 8.8.2026 21:26:13 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable. 8.8.2026 21:26:13 [Error] Shader compile error in deferredlighting ERROR: 0:233: 'shadowCoordsNear' : undeclared identifier ERROR: 0:233: 'w' : vector swizzle selection out of range ERROR: 0:233: '' : missing #endif ERROR: 0:233: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion) ERROR: 0:233: '=' : cannot convert from ' const bool' to ' temp float' ERROR: 0:233: '' : compilation terminated ERROR: 6 compilation errors. No code generated. 8.8.2026 21:26:13 [Error] Couldn't write to log file, failed formatting #version 430 #define FXAA 1 #define SSAOLEVEL 1 #define NORMALVIEW 0 #define BLOOM 1 #define GODRAYS 0 #define FOAMEFFECT 1 #define SHINYEFFECT 1 #define SHADOWQUALITY 1 #define DYNLIGHTS 25 #define USEOIT 1 #define TERRAINSHADOWS #define CLOUDSHADOWS #define INCOLORUNIT 0 #define INGLOWUNIT 1 #define GPOSITIONUNIT 2 #define GNORMALUNIT 3 #define SHADOW_CASCADE_BINDING 4 #define DEFERBASE #define SHADOWMAPFARUNIT 4 #define SHADOWMAPNEARUNIT 5 #define INCLUDESHADOWCOORDS layout(location=0) out vec4 outColor; layout(binding=INCOLORUNIT) uniform sampler2D inColor; layout(binding=INGLOWUNIT) uniform sampler2D inGlow; layout(binding=GPOSITIONUNIT) uniform sampler2D GPosition; layout(binding=GNORMALUNIT) uniform sampler2D GNormal; in vec2 vUV; uniform mat4 invModelView; uniform float shadowIntensity; #ifdef INCLUDESHADOWCOORDS uniform mat4 modelViewMtx; #if SHADOWQUALITY > 0 uniform float shadowRangeFar; uniform mat4 toShadowMapSpaceMatrixFar; vec4 shadowCoordsFar; #endif #if SHADOWQUALITY > 1 uniform float shadowRangeNear; uniform mat4 toShadowMapSpaceMatrixNear; vec4 shadowCoordsNear; #endif const float transitionDistance = 10.0; void calcShadowMapCoords(mat4 modelviewMat, vec4 worldPos) { float nearSub = 0; #if SHADOWQUALITY > 0 float len = length(worldPos); #endif #if SHADOWQUALITY > 1 // Near map shadowCoordsNear = toShadowMapSpaceMatrixNear * worldPos; float distanceNear = clamp( max(max(0.0, 0.03 - shadowCoordsNear.x) * 100, max(0.0, shadowCoordsNear.x - 0.97) * 100) + max(max(0.0, 0.03 - shadowCoordsNear.y) * 100, max(0.0, shadowCoordsNear.y - 0.97) * 100) + max(0.0, shadowCoordsNear.z - 0.98) * 100 + max(0.0, len / shadowRangeNear - 0.15) , 0.0, 1.0); nearSub = shadowCoordsNear.w = clamp(1.0 - distanceNear, 0.0, 1.0); if (shadowCoordsNear.z >= 0.999) shadowCoordsNear.w = 0.0; // so no need to test both in fogandlight.fsh #endif #if SHADOWQUALITY > 0 // Far map shadowCoordsFar = toShadowMapSpaceMatrixFar * worldPos; float distanceFar = clamp( max(max(0.0, 0.03 - shadowCoordsFar.x) * 10, max(0.0, shadowCoordsFar.x - 0.97) * 10) + max(max(0.0, 0.03 - shadowCoordsFar.y) * 10, max(0.0, shadowCoordsFar.y - 0.97) * 10) + max(0.0, shadowCoordsFar.z - 0.98) * 10 + max(0.0, len / shadowRangeFar - 0.15) , 0.0, 1.0); distanceFar = distanceFar * 2 - 0.5; shadowCoordsFar.w = max(0.0, clamp(1.0 - distanceFar, 0.0, 1.0) - nearSub); if (shadowCoordsFar.z >= 0.999) shadowCoordsFar.w = 0.0; // so no need to test both in fogandlight.fsh #endif } #endif //? #version 430 // https://github.com/opengl-tutorials/ogl/blob/master/tutorial16_shadowmaps/ShadowMapping.fragmentshader vec2 poissonDisk[16] = vec2[]( vec2( -0.94201624, -0.39906216 ), vec2( 0.94558609, -0.76890725 ), vec2( -0.094184101, -0.92938870 ), vec2( 0.34495938, 0.29387760 ), vec2( -0.91588581, 0.45771432 ), vec2( -0.81544232, -0.87912464 ), vec2( -0.38277543, 0.27676845 ), vec2( 0.97484398, 0.75648379 ), vec2( 0.44323325, -0.97511554 ), vec2( 0.53742981, -0.47373420 ), vec2( -0.26496911, -0.41893023 ), vec2( 0.79197514, 0.19090188 ), vec2( -0.24188840, 0.99706507 ), vec2( -0.81409955, 0.91437590 ), vec2( 0.19984126, 0.78641367 ), vec2( 0.14383161, -0.14100790 ) ); // Returns a random number based on a vec3 and an int. float random(vec3 seed, int i){ vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); return fract(sin(dot_product) * 43758.5453); } float StratifiedPoisson(vec4 ShadowCoord, sampler2DShadow shadowMap) { float b = 1.0; float visibility=1.0; // Fixed bias, or... float bias = 0.005; // ...variable bias // float bias = 0.005*tan(acos(cosTheta)); // bias = clamp(bias, 0,0.01); // Sample the shadow map 4 times for (int i=0;i<4;i++){ // use either : // - Always the same samples. // Gives a fixed pattern in the shadow, but no noise int index = i; // - A random sample, based on the pixel's screen location. // No banding, but the shadow moves with the camera, which looks weird. // int index = int(16.0*random(gl_FragCoord.xyy, i))%16; // - A random sample, based on the pixel's position in world space. // The position is rounded to the millimeter to avoid too much aliasing // int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16; // being fully in the shadow will eat up 4*0.2 = 0.8 // 0.2 potentially remain, which is quite dark. visibility -= 0.2*(1.0-texture( shadowMap, vec3(ShadowCoord.xy + poissonDisk[index]/700.0, (ShadowCoord.z-bias)/ShadowCoord.w) )); } return b; } float StratifiedPoisson(vec3 worldPos, vec4 ShadowCoord, sampler2DArrayShadow shadowMap) { float b=1.0; float bias = 0.001; float shadow = 0.0; int samples = 8; for (int i = 0; i < samples; i++){ //int index = i; int index = int(16.0 * random(floor(worldPos.xyz * 1000.0), i)) % 16; vec2 offset = poissonDisk[index] / textureSize(shadowMap, 0).x; shadow += texture(shadowMap, vec4(ShadowCoord.xy + offset, ShadowCoord.z, ShadowCoord.w-bias)).r; } b = shadow / samples; return b; } layout(std140, binding = SHADOW_CASCADE_BINDING) uniform ShadowCascadeBlock { mat4[4] terrainShadowMatrixes; vec4 splitEdges; vec4 normalOffsetScales; vec4 sunDir; float terrainShadowsMax; int cascadeCount; int dontMixWithBaseShadows; } shadow_uniforms; #ifdef DEFERBASE layout(binding=SHADOWMAPFARUNIT) uniform sampler2DShadow shadowMapFar; layout(binding=SHADOWMAPNEARUNIT) uniform sampler2DShadow shadowMapNear; uniform float shadowMapWidthInv; uniform float shadowMapHeightInv; // Adapted from fogandlight.fsh float getBrightnessFromShadowMap() { #if SHADOWQUALITY > 0 float totalFar = 9.0; if (shadowCoordsFar.w > 0) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { totalFar -= texture (shadowMapFar, vec3(shadowCoordsFar.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsFar.z - 0.0009)); } } } totalFar /= 9.0; #ifdef TERRAINSHADOWS // Don't fade outside edge here float shadow = shadowCoordsFar.w > 0 && shadowCoordsNear.w == 0 ? totalFar : totalFar * shadowCoordsFar.w; #else float shadow = totalFar * shadowCoordsFar.w; #endif #endif #if SHADOWQUALITY > 1 float totalNear = 9.0; if (shadowCoordsNear.w > 0) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { totalNear -= texture (shadowMapNear, vec3(shadowCoordsNear.xy + vec2(x * shadowMapWidthInv, y * shadowMapHeightInv), shadowCoordsNear.z - 0.0005)); } } } totalNear /= 9.0; shadow += totalNear * shadowCoordsNear.w; #endif #if SHADOWQUALITY > 0 return 1 - shadow * 0.5; #endif return 1.0; } #endif uniform bool terrainShadowsEnabled; uniform bool softTerrainShadows; #ifdef COLORCASCADES uniform bool colorCascades; #endif layout(binding=6) uniform sampler2DArrayShadow terrainShadowNear; layout(binding=7) uniform sampler2DArrayShadow terrainShadowFar; float getTerrainShadowBrightness(vec3 worldPos, vec3 normal, float viewDepth) { float b = 1.0; // Normal offset shadow biasing, based on https://github.com/godotengine/godot/issues/17260 float cosLightAngle = dot(shadow_uniforms.sunDir.xyz, normal); float normalOffsetScale = clamp(1 - cosLightAngle, 0, 1); int terrainShadowIdx = viewDepth <= shadow_uniforms.splitEdges[0]? 0 : viewDepth <= shadow_uniforms.splitEdges[1]? 1 : viewDepth <= shadow_uniforms.splitEdges[2]? 2 : 3; terrainShadowIdx = min(terrainShadowIdx, shadow_uniforms.cascadeCount); #ifdef COLORCASCADES if(colorCascades) outColor = (terrainShadowIdx == 3 ? vec4(0.8,0.3,0.8,0) : terrainShadowIdx == 2 ? vec4(0.8,0.8,0,0) : terrainShadowIdx == 1 ? vec4(0.2,0.5,1,0) : vec4(0.9,0.1,0.5,0)); #endif vec4 terrainShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos, 1)); normalOffsetScale *= shadow_uniforms.normalOffsetScales[terrainShadowIdx]; vec3 shadowOffset = normal.xyz * normalOffsetScale; vec2 offsetShadowPos = (shadow_uniforms.terrainShadowMatrixes[terrainShadowIdx] * vec4(worldPos + shadowOffset, 1)).xy; terrainShadowPos.xy = offsetShadowPos.xy; // Ignore if not on the texture vec2 onMap = step(vec2(0.0), terrainShadowPos.xy) * step(terrainShadowPos.xy, vec2(1.0)); if(onMap.x * onMap.y == 0) return 1.0; // sampler2DArrayShadow indexing is weird vec4 shadowPos = vec4(terrainShadowPos.xy, terrainShadowIdx % 2, terrainShadowPos.z); if(softTerrainShadows) { if(terrainShadowIdx < 2) { b = StratifiedPoisson(worldPos, shadowPos, terrainShadowNear); } else { b = StratifiedPoisson(worldPos, shadowPos, terrainShadowFar); } } else { if(terrainShadowIdx < 2) { b = texture(terrainShadowNear, shadowPos); } else { b = texture(terrainShadowFar, shadowPos); } } #ifndef DEFERBASE // Blend with edges of base game shadows float blendFactor = shadowCoordsFar.w; #if SHADOWQUALITY > 1 blendFactor += shadowCoordsNear.w; #endif blendFactor *= shadow_uniforms.dontMixWithBaseShadows; if(blendFactor > 0.33) { b = 1 - (1 - b) * smoothstep(1.1, SHADOWQUALITY > 1 ? 0.15 : 0.6, blendFactor); } #endif return max(b, shadow_uniforms.terrainShadowsMax); } uniform bool cloudshadowsEnabled; layout(binding=8) uniform sampler2D cloudShadowmap; uniform vec3 cloudspaceOrigin; uniform int cloudmapSize; uniform int cloudTileSize; uniform vec3 sunPosition; uniform int cloudShadowStyle; uniform float cloudShadowMax; uniform float cloudStart; uniform float cloudRange; uniform float cloudshadowK; float getCloudShadowBrightness(vec3 worldPos) { float bCloud = 1.0; vec3 sunPosition = -shadow_uniforms.sunDir.xyz; // Slide position in sun direction to intersect cloud plane vec3 toCloudPlane = abs(sunPosition.y) > 0.01? (cloudspaceOrigin.y - worldPos.y) * (sunPosition / sunPosition.y) : vec3(0); vec2 cloudmapPos = (worldPos.xz + toCloudPlane.xz) / cloudTileSize; cloudmapPos -= cloudspaceOrigin.xz; vec2 cloudmapUV = cloudmapPos / cloudmapSize; vec2 onMap = step(vec2(0), cloudmapUV) * step(cloudmapUV, vec2(1)); if(onMap.x * onMap.y > 0) { float cloudExpShadow = cloudShadowStyle == 0? texelFetch(cloudShadowmap, ivec2(cloudmapPos) * 4, 0).r : texture(cloudShadowmap, cloudmapUV).r; float shadowmapDepth = clamp((sign(sunPosition.y) * length(toCloudPlane) / cloudTileSize + cloudStart) / cloudRange, 0, 1); bCloud = clamp(exp(-cloudshadowK*shadowmapDepth) * cloudExpShadow, 1 - cloudShadowMax, 1); } return bCloud; } void main() { vec4 viewPos = texelFetch(GPosition, ivec2(gl_FragCoord.xy), 0); if(viewPos.z == 0.0) discard; vec4 inColor = texelFetch(inColor, ivec2(gl_FragCoord.xy), 0); vec4 glowData = texelFetch(inGlow, ivec2(gl_FragCoord.xy), 0); vec4 gnormal = texelFetch(GNormal, ivec2(gl_FragCoord.xy), 0); vec3 normal = (invModelView * vec4(gnormal.xyz, 0)).xyz; vec4 worldPos = invModelView * vec4(viewPos.xyz, 1); float fogLevel = (viewPos.w - glowData.r) / 2; float b = 1.0; #ifdef DEFERBASE calcShadowMapCoords(modelViewMtx, worldPos); b = min(b, getBrightnessFromShadowMap()); #endif if(terrainShadowsEnabled) { float terrainShadow = getTerrainShadowBrightness(worldPos.xyz, normal, -viewPos.z); b = mix(b, terrainShadow, smoothstep(0.8, 0.6, (shadowCoordsFar.w + shadowCoordsNear.w))); } #ifdef COLORCASCADES if(colorCascades) return; #endif if(cloudshadowsEnabled) b = min(b, getCloudShadowBrightness(worldPos.xyz)); b = 1 - (1 - b) * shadowIntensity; // The game adjusts brightness based on surface normal, so we need to account for it float intensity = 0.34 + (1 - shadowIntensity)/8.0; float nb = max(max(intensity, 0.5 + 0.5 * dot(normal, -shadow_uniforms.sunDir.xyz)), normal.y * 0.95); if(b > nb) discard; b = clamp(glowData.z + 1 - (1 - b) * nb * (1 - fogLevel), 0 ,1); outColor = inColor * b; } (FormatException) 8.8.2026 21:26:13 [Error] Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason. 8.8.2026 21:26:13 [Warning] =============================================================== 8.8.2026 21:26:13 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 8.8.2026 21:26:13 [Fatal] Game Version: v1.22.6 (Stable) 8/8/2026 9:26:13 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.4 Loaded Mods: game@1.22.6, coriaendershaders@1.2.2-pre.4, creative@1.22.6, survival@1.22.6 System.AggregateException: One or more errors occurred. ([DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason.) ---> CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason. at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97 --- End of inner exception stack trace --- at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.b__68_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 237 at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51 at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [DeferredLightingProgram] Shader failed to compile: Link error in shader program for pass deferredlighting: Program Link Failed for unknown reason. at CoriaenderShaders.ShaderPrograms.UniformQueueShaderProgram.Initialize() in Src:\ShaderPrograms\UniformQueueShaderProgram.cs:line 184 at CoriaenderShaders.Effects.DeferredShading.SetupShaders() in Src:\Effects\DeferredShading.cs:line 68 at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 97 Crash written to file at "C:\Users\dan2n\AppData\Roaming\StoryForge\installations\test\Logs\client-crash.log" 8.8.2026 21:26:13 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed 8.8.2026 21:26:13 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 8.8.2026 21:26:15 [Notification] Stopping single player server 8.8.2026 21:26:15 [Notification] Finished fully loading sounds (async) 8.8.2026 21:26:15 [Notification] ChunkIntake threads completed gracefully. 8.8.2026 21:26:15 [Notification] ChunkLoading threads completed gracefully. 8.8.2026 21:26:15 [Notification] Exiting current game to main menu, reason: window close eventNew version on linux, cachyos, is crashing when I load into game :( I do have a lot of mods going tho so it might be some kind of compatibility thing, or a linux thing.
It's probably your gpu driver being picky about something I didn't do exactly to spec, do you mind checking your client-main.log for additional error logs right after it crashes? That exception only includes the last error logged, but there should have been another logged just before it specifically about the compile status which should have a more specific reason why it didn't compile. If you have verbose debugging turned on it will share the shader code too, which can be helpful.
Here's the client main it has a bunch of stuff in there. I stripped it down to just the one mod so that there should be a lot less noise to sift through :) Hope this helps! I
https://pastebin.com/fQ8sJkpR - this is regular version
https://pastebin.com/xUZXhkut - this is with verbose logging (I think...lol. I enabled something like that in the dev options, I hope that's what you meant?)
Hope this helps! This is my favorite set of shaders for sure and I'm thrilled to see you've been working on performance too, thank you for taking the time to look into this!
em_bot doncronican JohnCenaGuy Thanks for the reports! I've been doing an optimization pass on the shadows that turned into pretty much reworking the entire pipeline, so far it drops vram use by ~80%, no longer requires opengl 4.6 or allowssbos, and actually improves fps compared to the game without it since it defers all shadow sampling (though the reflections are still poorly optimized). I also definitely fixed at least one bug along the way that could've caused the memory explosion on launch.
Apologies for the radio silence, it's not really incremental so it just doesn't work at all until it does, I keep thinking I can release it but then find another little thing to fix. Even if it isn't perfect I'll put a release out in the next couple days for anyone who wants to help test it.
As everyone else is saying, this mod causes very high memory usage when trying to enable terrain shadows. Task manager showed memory jump to +90% almost instantly after loading into world, which means its not a gradual climb, it spikes right on load. Even lowering view distance had basically no effect on the memory usage. Reverting back to glContextVersion 4.3 alone fixed the issue and now im sitting at just 50% memory usage. GPU is an AMD 7800XT so it should not be a driver support issue. 32 gig ram also.
I can attach my client log if that will help track it down but seems like you have a lot of logs to go by already and I already switched back to 4.3.
Looks like I'm having the same memory leak issue. Here's my client-main.log, with quite a few other common mods enabled. It's a shame, I really like the way it looks and had no issues with it up until this point.
Running on 64 bit Windows 10.0.19044.0 with 32591 MB RAM
Game Version: v1.22.3 (Stable)
8/2/2026 22:43:24: Critical error occurred
Loaded Mods: landformoverhaul@1.0.4, drtagx@1.3.0, game@1.22.3, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, egocaribautomapmarkers@5.0.3, buzzwords@1.8.2, configlib@1.12.0, coriaendershaders@1.2.1, fastmap@122.4.2, hudclockpatch@4.3.1, naturalfoliage@0.0.4, optitime@1.5.10, creative@1.22.3, survival@1.22.3, watersheds@6.4.3
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.IO.File.ReadAllBytes(String path)
at Vintagestory.Common.PathOrigin.TryLoadAsset(IAsset asset) in VintagestoryLib\Common\FileIO\Origins\PathOrigin.cs:line 67
at Vintagestory.Common.AssetManager.TryGet_BaseAssets(AssetLocation Location, Boolean loadAsset) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 269
at Vintagestory.Client.NoObf.SystemMusicEngine.ProcessTrackQueue() in VintagestoryLib\Client\Systems\Audio\MusicEngine.cs:line 241
at System.Threading.Thread.StartCallback()
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 8/2/2026 18:29:40, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x46c0
Faulting application start time: 0x01dd22e254590d61
Faulting application path: C:\Users\Sulls\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Sulls\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 0f4535be-db91-4b90-9021-504ded14af76
Faulting package full name:
Faulting package-relative application ID: }
Love the mod! The water looks fantastic, especially when paired with the Rivers mod.
Unfortunatly, when I tried enabling allowSSBOs and set glContextVersion to 4.6 (which is supported by my graphics card), it tried to eat all the RAM in my system (using 40+ GB) until my OS (NixOS on Linux) killed it. I'm using VS version 1.22.5, and I tested with and without other mods, on an existing world and a new world, and I tried using versions v1.2.1 and v1.2.2-pre.3 of this mod, but the result was always the same.
Here's the client-main.log from the time it crashed when this was the only mod enabled, on version v1.2.2-pre.3:
26.7.2026 23:30:40 [Notification] Client logger started.
26.7.2026 23:30:40 [Notification] Game Version: v1.22.5 (Stable)
26.7.2026 23:30:40 [Notification] Process path: /nix/store/lzfq8f5xjx5ijvv708sny7jfqdw83a3f-dotnet-runtime-10.0.10/share/dotnet/dotnet
26.7.2026 23:30:40 [Notification] Operating System: Linux (NixOS 26.11 (Zokor)) [Kernel 7.1.4.0]
26.7.2026 23:30:40 [Notification] CPU Cores: 16
26.7.2026 23:30:40 [Notification] CPU: AMD Ryzen 7 9800X3D 8-Core Processor
26.7.2026 23:30:40 [Notification] Available RAM: 31681 MB
26.7.2026 23:30:41 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
26.7.2026 23:30:41 [Notification] Graphics Card Vendor: AMD
26.7.2026 23:30:41 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 26.1.5
26.7.2026 23:30:41 [Notification] Graphics Card Renderer: AMD Radeon RX 7900 XTX (radeonsi, navi31, ACO, DRM 3.64, 7.1.4-cachyos-lto)
26.7.2026 23:30:41 [Notification] Graphics Card ShadingLanguageVersion: 4.60
26.7.2026 23:30:41 [Notification] GL.MaxVertexUniformComponents: 16384
26.7.2026 23:30:41 [Notification] GL.MaxUniformBlockSize: 2147483647
26.7.2026 23:30:41 [Notification] C# Framework: .net 10.0.10
26.7.2026 23:30:41 [Notification] Cairo Graphics Version: 1.18.4
26.7.2026 23:30:41 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
26.7.2026 23:30:41 [Notification] Zstd Version: 1.5.7
26.7.2026 23:30:41 [Notification] Start discovering assets
26.7.2026 23:30:41 [Notification] Found 34 base assets in category lang
26.7.2026 23:30:41 [Notification] Found 0 base assets in category patches
26.7.2026 23:30:41 [Notification] Found 24 base assets in category config
26.7.2026 23:30:41 [Notification] Found 0 base assets in category worldproperties
26.7.2026 23:30:41 [Notification] Found 49 base assets in category sounds
26.7.2026 23:30:41 [Notification] Found 230 base assets in category shapes
26.7.2026 23:30:41 [Notification] Found 84 base assets in category shaders
26.7.2026 23:30:41 [Notification] Found 19 base assets in category shaderincludes
26.7.2026 23:30:41 [Notification] Found 182 base assets in category textures
26.7.2026 23:30:41 [Notification] Found 4 base assets in category music
26.7.2026 23:30:41 [Notification] Found 0 base assets in category dialog
26.7.2026 23:30:41 [Notification] Found 626 base assets in total
26.7.2026 23:30:41 [Notification] Loading sounds
26.7.2026 23:30:41 [Notification] (Re-)loaded frame buffers
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass .
26.7.2026 23:30:41 [Notification] Sounds loaded
26.7.2026 23:30:41 [Notification] Begin loading shaders
26.7.2026 23:30:41 [Notification] Load shaders now
26.7.2026 23:30:41 [Notification] Loading shaders...
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass standard.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlescube.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlesquad.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass sky.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass nightsky.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass woittest.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass helditem.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass decals.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass final.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass gui.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blur.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass findbright.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass godrays.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass autocamera.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass wireframe.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass entityanimated.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass luma.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass blit.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass texture2texture.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass celestialobject.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass colorgrade.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass guigear.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass ssao.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass aurora.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass cloudmap.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass instanced.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass lines.
26.7.2026 23:30:41 [Notification] Loaded Shaderprogramm for render pass entityanimated.
26.7.2026 23:30:41 [Notification] Cached session key is valid, validating with server
26.7.2026 23:30:41 [Notification] Server validation response: Good
26.7.2026 23:30:41 [Notification] Will search the following paths for mods:
26.7.2026 23:30:41 [Notification] /nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/Mods
26.7.2026 23:30:41 [Notification] ~/.config/VintagestoryData/Mods
26.7.2026 23:30:51 [Warning] Could not get blocked mods from api: The request was canceled due to the configured HttpClient.Timeout of 10 seconds elapsing.
26.7.2026 23:30:51 [Notification] Trying again to get blocked mods list in 100ms ...
26.7.2026 23:30:51 [Notification] Initialized GUI Manager
26.7.2026 23:30:51 [Notification] Initialized Server Connection
26.7.2026 23:30:51 [Notification] Server args parsed
26.7.2026 23:30:51 [Notification] Server main instantiated
26.7.2026 23:31:01 [Warning] Could not get blocked mods from api: The request was canceled due to the configured HttpClient.Timeout of 10 seconds elapsing.
26.7.2026 23:31:01 [Notification] Trying again to get blocked mods list in 200ms ...
26.7.2026 23:31:09 [Notification] Processed server identification
26.7.2026 23:31:09 [Notification] Map initialized
26.7.2026 23:31:09 [Notification] Received server assets
26.7.2026 23:31:09 [Notification] Loading and pre-starting client side mods...
26.7.2026 23:31:09 [Notification] Will search the following paths for mods:
26.7.2026 23:31:09 [Notification] /nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/Mods
26.7.2026 23:31:09 [Notification] ~/.config/VintagestoryData/Mods
26.7.2026 23:31:09 [Notification] Found 4 mods (0 disabled)
26.7.2026 23:31:09 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival
26.7.2026 23:31:09 [Notification] Instantiated 149 mod systems from 4 enabled mods
26.7.2026 23:31:09 [Notification] Done loading and pre-starting client side mods.
26.7.2026 23:31:09 [Notification] External Origins in load order: modorigin@/nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/assets/creative/, modorigin@/nix/store/s5vfd80rl0rlg5lbrl8fq9ca81rcyzjq-vintagestory-1.22.5/share/vintagestory/assets/survival/, mod@coriaendershaders-v1.2.2-pre.3_v1.22.2.zip
26.7.2026 23:31:09 [Notification] Tags registries now locked.
26.7.2026 23:31:09 [Notification] Found 1 external assets in category lang
26.7.2026 23:31:09 [Notification] Found 10 external assets in category patches
26.7.2026 23:31:09 [Notification] Found 128 external assets in category config
26.7.2026 23:31:09 [Notification] Found 25 external assets in category worldproperties
26.7.2026 23:31:09 [Notification] Found 681 external assets in category sounds
26.7.2026 23:31:09 [Notification] Found 6123 external assets in category shapes
26.7.2026 23:31:09 [Notification] Found 29 external assets in category shaders
26.7.2026 23:31:09 [Notification] Found 5 external assets in category shaderincludes
26.7.2026 23:31:09 [Notification] Found 9459 external assets in category textures
26.7.2026 23:31:09 [Notification] Found 83 external assets in category music
26.7.2026 23:31:09 [Notification] Found 18 external assets in category dialog
26.7.2026 23:31:09 [Notification] Found 0 external assets in category compatibility
26.7.2026 23:31:09 [Notification] Reloaded lang file now with mod assets
26.7.2026 23:31:09 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
26.7.2026 23:31:09 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors
26.7.2026 23:31:10 [Notification] Received 4469 item types from server
26.7.2026 23:31:10 [Notification] Loaded 14091 block types from server
26.7.2026 23:31:11 [Notification] Reloaded sounds, now with mod assets
26.7.2026 23:31:11 [Notification] Composed 1 4096x2048 entities texture atlases from 695 textures
26.7.2026 23:31:11 [Notification] Collected 3096 shapes to tesselate.
26.7.2026 23:31:11 [Notification] Composed 1 4096x2048 items texture atlases from 2357 textures
26.7.2026 23:31:13 [Notification] Composed 2 4096x2048 blocks texture atlases from 7450 textures
26.7.2026 23:31:13 [Notification] Server assets loaded
26.7.2026 23:31:14 [Notification] Blocks tesselated
26.7.2026 23:31:18 [Notification] Server launched
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass standard.
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass standard.
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass entityanimated.
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass particlescube.
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass lines.
26.7.2026 23:31:18 [Notification] Loaded Shaderprogramm for render pass aurora.
26.7.2026 23:31:18 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
26.7.2026 23:31:18 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass watercompose.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cameradepth.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass waternormals.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
26.7.2026 23:31:19 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
26.7.2026 23:31:19 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
26.7.2026 23:31:19 [Notification] [ChunkMemoryManager] Initializing memory manager
26.7.2026 23:31:31 [Notification] Finished fully loading sounds (async)
Looks amazing. However some chunks near spawn are completely darkened. It's always the same after reloading the world.
i saw this in a video once and i think if it's what i think it is you should just be able to stand at the spot and use this command /debug chunk relight
Crash I got upon loading into a server.
Inconsistent crash I seem to get every couple of times I load into my save:
I'm profoundly stupid and I just needed to disable the opitime shader optimizations.
I have changed OpenGL to 4.6 as it is compatibile with my card, but then game crashes giving this error:
What now?
Our server had to update to 1.22.3 so I am asking if it's possible to use this on 1.22.3?
Hi. Got a crash, first at runtime, then attempting to load my save. coriaendershaders-v1.2.2-pre.3_v1.22.2
Crash report
client-main.log
Checked 1.2.1 - it crashes too. I have saved a backup which crashes, I coul share that if it would be useful.
MeekMeerkat JelleFly Takarias whatevee MicrophoneAbuser Thanks for the reports and responses, I haven't been able to reproduce the memory issues but based on how the last issue worked I suspect the mod is causing an issue with the game's tesselator and needs to be fully decoupled from the base loading. I haven't had as much time for it this month, but I've been implementing some other performance improvements that will make isolating loading easier as well. Thanks for your patience while I get it sorted out!
My PC crashes and restarts every time I set glContextVersion
to 4.6. I think there's work to be done.hey, just got a question is there any way to decrease gpu usage with distant shadows on? it basically doubles my gpu usage and cascades have little to no effect on performance. Also idk if it's something to fix or just has to be that way but when using zoom button reborn the shadows and water glitches a bit
Im getting a quite bad memory leak. SP world was unplayable and had to disable because VS ate up 27 GB of memory
Was this on 1.2.2-pre.3? Do you mind sharing your client-main.log? According to Slimy it might be fixed by resetting your clientsettings.json, if you try that I'd appreciate if you saved the existing one for comparison in case it works.
Hi, I've been trying to get this to work for a bit, and I'm seeing behavior where, if I set clientsettings.json to glContextVersion 4.6, the server starts, then the client immediately hangs after initializing TerrainShadows and starts to flood RAM. Like 60+ GB overflowing onto disk in 10 seconds style flooding. I've tested and seen the same behavior on the various pre-versions and with a reset clientsettings.json. (I deleted it and launched the game.)
client-main.log, if it's helpful somehow: https://pastebin.com/mS06ZXcL
Setting glContextVersion back to 4.3 seems to work without issue, other than the terrain shadows being unavailable, obviously.
Coriander sorry for the belated response, but i was playing on 1.22.2 (with 1.2.2-pre3) i will send you the client this evening when i get home from work (as i am writing this at 6:32 AM). i will also try the thing Takarias mentioned as that seems to be whats happening, game floods memory to such an extend it instantly needs to write exess to the disk and it basically freezes/slows down my pc significantly to the point where try to kill the process of the game takes like an entire minute....
Okay, here is the logs you asked for: https://pastebin.com/juTLFHB1 .
Ive tried renaming my clientsettings.json to clientsettingold.json so the game would generate a fresh file, this did not resolve the issue.
ive tried setting the glContextVersion to both 4.3 and 4.6, and it didnt resolve the issue for me (4.3 was the default).
Also, just as n FYI i run the game on Linux, in case that might be relevant.
Thanks for the report, some issues that could cause this were added in the pre.builds, do you mind checking if you still have this issue on v1.2.2-pre.3?
Hi!
Thank you for the reply.
Game still crashes when attempting to load into any world, no other mods.
I attempted to use GL version 4.3 and 4.6 in the clientsettings,json. Did not change SSBOs as it was TRUE by default. Anyhow thank you again for the help.
Hello, I couldnt find a concrete answer on neither mods' site so will this work with ChunkLOD ?
I haven't tested it but from the description they should be pretty independent since ChunkLOD handles it's own loading. This mod won't draw shadows on ChunkLOD terrain, but their rewrite has shadows built in.
Thank you!
Encountered RAM leak, full client-main.log here
Do you mind seeing if you still have the problem on build v1.2.2-pre.3? It fixes an issue that can cause this.
i have this problem where the shadows arent long enough how can i make them visible from further away?
Do you mean you aren't getting shadows far from you, or that distant things aren't casting shadows towards you? They're both things I want to improve, but for now there aren't any settings for adjusting loading.
thanks for the great mod! I had the memory leak, i solved it by deleting clientsettings.json and generating a new one, but im not sure what specific setting it was. I tested some things like using only this mod on a clean instance, which worked, and from there i tested with more complexity, i tested my fully moded instance with just the clientsettings.json file removed and it worked fine.
{
"keyMapping": {
"primarymouse": {
"KeyCode": 240,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": true
},
"secondarymouse": {
"KeyCode": 242,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": true
},
"middlemouse": {
"KeyCode": 241,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": true
},
"walkforward": {
"KeyCode": 105,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"walkbackward": {
"KeyCode": 101,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"walkleft": {
"KeyCode": 83,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"walkright": {
"KeyCode": 86,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"sneak": {
"KeyCode": 3,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"sprint": {
"KeyCode": 1,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"shift": {
"KeyCode": 1,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"ctrl": {
"KeyCode": 3,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"jump": {
"KeyCode": 51,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"sitdown": {
"KeyCode": 89,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"inventorydialog": {
"KeyCode": 87,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"characterdialog": {
"KeyCode": 85,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"dropitem": {
"KeyCode": 99,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"dropitems": {
"KeyCode": 99,
"SecondKeyCode": null,
"Ctrl": true,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"toolmodeselect": {
"KeyCode": 88,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"coordinateshud": {
"KeyCode": 104,
"SecondKeyCode": null,
"Ctrl": true,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"blockinfohud": {
"KeyCode": 84,
"SecondKeyCode": null,
"Ctrl": true,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"blockinteractionhelp": {
"KeyCode": 96,
"SecondKeyCode": null,
"Ctrl": true,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"escapemenudialog": {
"KeyCode": 50,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"togglehud": {
"KeyCode": 13,
"SecondKeyCode": null,
"Ctrl": false,
"Alt": false,
"Shift": false,
"OnKeyUp": false
},
"cyclecamera": {
"KeyCode": 14,
"SecondKeyCode": null,
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Thanks, this is really interesting! Is this the settings you had that caused the issue? Have you had any problems since?
launching a boat resulted in a weird visual glitch it fixed itself when i relogged so its not that big of a deal just thought it might be of note
Glad it fixed itself, were you using v1.2.2-pre.2 or .3 when it happened? I added a fix for boats in v1.2.2-pre.2 but it was due to the game adding a special step for rendering them so I wouldn't be surprised if there was another under different circumstances I didn't handle.
I can finally log in with 4.6, but if I turn on SSBO I get a pretty nasty memory leak. Goes from about 20% to 100% utilization before I even begin to load in. Gave me a BSOD once. I'm happy with the water effects though. Still really wanted the terrain effects so I turned SSBO off, then used the .cf command to activate it in-game, no issues. As soon as I hit "reactivate effect" memory use starts soaring. To clarify, I know very little of gamedev, so I saw another mod UnderwaterHorrors also had a shader call, I uninstalled and gave it another shot, same problem. So it appears to be unrelated. Client-main.log just cuts out as soon as it turns on. The last thing you see is 23.5.2026 14:49:08 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
23.5.2026 14:49:08 [Notification] [ChunkMemoryManager] Initializing memory manager
After that it either crashes my computer or I force close it. Thats as far as I can get testing wise
Sorry for the hassle, was that using v1.2.2-pre.3? Slimy left a comment that resetting their clientsettings.json fixed a similar issue for them, if you give that a shot and it helps I'd appreciate seeing what settings got reset.
Still crashing on loading a world with glContext set to 4.6. Maybe my pc doesn't support that even though my GPU is on the database?
I disabled all other mods but still the same crash.
Wonderful work though, looks gorgeous even on gl 4.3! You need to get hired so these shaders become vanilla.
Running on 64 bit Windows 10.0.26200.0 with 65298 MB RAM
Game Version: v1.22.2 (Stable)
2026-05-23 9:19:30 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3
Loaded Mods: prospecttogether@2.2.1, soilmustfall@1.3.0, temporalsymphony@2.3.0, game@1.22.2, vsimgui@1.2.5, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, egocaribautomapmarkers@5.0.3, bloodtrail@1.2.1, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, farseer@1.4.0, footprints@1.2.1, immersivecorpsedrop@1.0.4, nbcartographer@2.3.0, slowtox@5.0.0, creative@1.22.2, survival@1.22.2, storagetweaks@1.2.3
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 2026-05-14 2:43:38 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: coreclr.dll, version: 10.0.726.21808, time stamp: 0x69e279e8
Exception code: 0xc0000005
Fault offset: 0x000000000035699f
Faulting process id: 0x4ae8
Faulting application start time: 0x1dce3e926e68504
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.7\coreclr.dll
Report Id: c3261e8a-b721-4538-9dc3-724f67d8ef28
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-05-14 12:43:15 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: coreclr.dll, version: 10.0.726.21808, time stamp: 0x69e279e8
Exception code: 0xc0000005
Fault offset: 0x000000000035699f
Faulting process id: 0x2738
Faulting application start time: 0x1dce3d9580b38e3
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.7\coreclr.dll
Report Id: 35122ef8-f886-4b0c-8f94-467e8b344f46
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-05-14 12:26:26 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: ntdll.dll, version: 10.0.26100.8246, time stamp: 0xf7576e9e
Exception code: 0xc0000374
Fault offset: 0x0000000000117555
Faulting process id: 0x4c70
Faulting application start time: 0x1dce3d69eabd9bc
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: c7257c42-bb17-4781-a63c-55ef51cef73f
Faulting package full name:
Faulting package-relative application ID: }
Thanks for the reports! The mod should disable any components that the context doesn't support, but I might have missed something, that error does look like something didn't start up properly. I can't say it'll fix the issue but I've been working on some performance stuff that changes how the feedback buffer works, which the crashes mention.
I'm just here to thank you for making the On/Off showcase Gifs for comparison. And the before and after are exactly in the same perspective. This is the way to showcase a graphics mod!
This is the way
How do I adjust the settings on this mod? I'm using VSIMGUI and don't see this come up in the options, and I didn't see a config file with any useful options. I just want to turn the cloud shadows off, it's distracting when when a pixel of cloud floats by and everything dims.
The mod makes it's own little options menu, though I should probably integrate it better. The default key to open the gui is 'K', which you can change in the config file which should be 'CoriaenderShaders.json'. But if you're already in the config then you could turn cloud shadows off directly by making "CloudShadowsEnabled": false. You could also try decreasing "CloudShadowMax" if you just want to make them not so dark.
Thank you, for some reason I wasn't able to access the GUI on my server, but it worked in single player.
So after playing with it for a while, I realized the issue isn't the darkness from a cloud blocking the sun, it's how sudden it is. If there's a way to do a smooth transition when the light changes, that would be awesome and probably look more natural. Some sort of LERP maybe?
Hi! I tried it with pre 3, but no, it froze (if I changed it directly in the game) If I enable it from the configuration file, it will freeze when connecting to the server
Running on 64 bit Windows 10.0.22631.0 with 31621 MB RAM
Game Version: v1.22.2 (Stable)
22.05.2026 10:06:03: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3
Loaded Mods: walkingstick@3.0.8, aldiclasseshandwrightpatch@2.0.0-rc.1, arcticsurvival@2.0.0, barkbeetle@1.0.6, bauxitebottleneckbegone@1.0.0, betterbearmeat@2026.4.30, bettertranslations@0.0.43, bluesky@1.1.1, bushmeatrecipe@2.0.0, catchledge@0.7.1, chainsmithingplus@1.0.0, chargedjump@1.2.3, cbr@2.0.1, chiseltools@1.17.1, clickuptorches@1.1.1, combatrebalance@1.4.7, coralcarbonate@1.0.1, cpxem@1.0.1, crawlanddive@0.2.4, creaturefootsteps@1.1.0, crockmod@2.1.1, cropsgrowhalfspeed@1.3.0, cutthefat@2.0.0, darkvision@1.3.2, diversediets@1.0.4, hqzlights@1.1.3, driedpeat@1.1.2, duncansgrass@1.0.1, fallingtree@0.5.0, fasterroots@1.0.1, fieldsandplateaus@1.0.10, firestarters@1.4.6, fitnshard@0.5.3, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, falandsknecht@1.2.5, fatemplar@1.4.6, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, sirenia@1.0.27, fragilecharcoal@0.0.1, grindablearrows@1.0.0, grindingwheelrework@1.1.1, hangingvessels@1.1.1, heatproofbricks@1.0.1, hydrateordiedrate@2.4.12, immersivemining@0.2.20, immersiveorecrush@2.2.5, jsonpatcheslib@1.5.2, jumpheight@1.3.0, logicalclothingwarmth@1.5.0, loveiscold@1.0.0, manualdishes@0.1.2, manualfirestarter@0.1.3, millwright@1.3.3, moredaubrevised@1.0.0, mycodiversity@1.0.6, noroofingrecipes@1.0.1, oresdroprocks@1.3.0, overhaulliblegacycompat@1.0.64, overhaullib@2.0.8, panformetals@1.0.2, plainsandvalleys@1.0.13, primitivesurvival@5.0.5, propersticks@0.2.0, p1explosives@1.0.0, racialability@0.2.6, racialequality@0.1.28, realredwood@1.0.0, redlight@1.0.4, rlmoonsun@0.1.3, ruderalis@1.0.2, saltyseawater@1.0.3, sandysandfs@1.0.0, scrapsrevived@2.2.0, purrsfattersheep@1.0.0, shelfobsessed@2.1.5, snowcollision@1.0.0, soapandlyecontinued@2.1.2, spinningwheel@1.2.3, stickstepsounds@1.0.0, meapineapplestone@1.0.2, sungaze@0.1.1, meapineapplefatcandle@1.0.1, terratag@0.4.5, thatchexpanded@1.3.0, thatchplusgrass128@1.0.0, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, toughdigging@0.0.3, translocatorengineeringredux@1.6.6, trashbinned@0.4.2, tulesedgefix@1.0.1, unnerfedflowers@1.0.0, vaultandroll@0.1.2, game@1.22.2, vsimgui@1.2.5, warmgambeson@1.0.0, wilderlandscavessystem@2.0.6, lowlightspawns@1.0.6, abyssaldepths@1.0.17, adastra@0.2.1, alchemy@2.1.0-rc.42, algernonsterrainsampler@1.2.1, offhandpenalty@1.2.3, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, anotherdrifter@1.1.1, attackfish@1.0.0, attributerenderinglibrary@3.1.4, augplantlib@0.0.6, betterfirepit@1.2.0, bettericeoverlay@1.0.1, betterruins@0.6.2, bloodtrail@1.2.2, botanicalleathers@1.2.2, bradycrudebuilding@1.5.4, brightermoonlight@1.1.0, bushfat@1.0.1, butchering@1.13.3, carryon@1.14.2, cartwrightscaravan@1.9.1, cavespawning@0.1.0, changeclass@1.1.1, charcoalreforged@1.1.4, climbablevines@1.0.0, climbmountain@0.2.4, cmimpact@1.1.0, colliderslib@0.1.4, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.3, thecritterpacktmp@1.3.4, cruciblefurnace@1.0.0, dairyplus@1.0.4, danatweaks@4.0.1, deathcorpses@2.8.1, dryingspeedoverhaul@1.1.2, electricalprogressivecore@3.1.0, tackandequipment@1.0.0, expandedbeekeepingfork@0.2.0, extinguishinvetorytorches@2.0.0, fairfish@2.0.0, farmlanddropswithnutrients@1.2.2, farseer@1.4.0, fastknapping@1.0.0, firepitsshowfuel@2.0.0-dev.1, firepitsticks@1.0.0, fixperishrate@1.0.1, florishingfungus@1.1.1, foodshelves@3.0.3, footprints@1.2.2, sirenia1027hidepeltcrashfix@1.0.0, freeformatelier@1.8.1, genelib@3.0.2, grindablebonearrows@1.0.1, grog@1.1.0, handydaub@1.0.2, hardcorewaterevolved@1.5.1, herbarium@1.4.2-rc.1, icebreaker@1.0.2, iceiscellar@2.0.0, immersivebackpackoverhaul@0.6.2, immersiveminingandahalf@1.0.0, immersivewoodchopping@0.8.3, immersivewoodsawing@0.2.9, insanitylib@2.0.2, iwantsmoothtemperature@1.1.4, jaunt@3.0.0-rc.3, knitting@2.0.2, ksrealisticfarming@1.0.7, longburningfirewood@1.0.2, medievalexpansionpatch@1.4.1, morefluxes@0.4.0, moreanimals@1.6.6, morefogplease@0.0.0, naac@1.0.5, ndlmushroomgrowth@2.1.3, nobackwardssprinting@1.0.1, nomadcookbook@1.3.2, opineuponpine@1.0.8, optitime@1.5.10, pelaguswinds@1.2.2, petai@5.1.1, plantbasedfat@1.0.3, playermodellib@1.18.5-pre.3, postsandbeams@1.5.1, claywheel@2.0.1, precisionknapping@1.4.0-rc.1, primitivebackpacks@1.1.3, realistictemperatures@0.1.6, realmeat@1.6.0, realtimefirepit@1.1.0, rebuildablebloomery@1.0.6, recenteringgears@2.0.1, resinglue@0.1.0, rivers@5.0.0, rumodtranslation@2.0.2, russification@1.2.4, saltandsands@1.3.0, scarecrow@1.8.1, seamlessrapids@1.0.1, shipwright@1.3.3, signals@0.3.0, simplestarvation@1.0.7, simpleweightsystem@0.5.2, runoffmod@1.9.5, smithingplus@1.9.0-rc.1, spookynights@2.0.2, spyglass@0.6.1, stackscoolslower@1.1.1, statushudcont@4.3.1, stringsense@2.3.2, tanningredux@1.0.2, temporalityplus@0.0.21, th3dungeon@0.5.0, titanarum@1.0.1, toolsmith@1.2.16, tradersbuycrops@1.0.1, traitacquirermoddedclasses@0.9.12, tzdebarkedfirewood@1.1.0, tzquarteredfirewood@1.1.0, valksfuzzyclouds@2.1.3, vigor@122.7.2, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, vsvillage@5.1.5, warmarmor@2.0.0, warmweathereffects@1.0.3, waterfall@1.2.1, wateringcanfill@1.0.2, waypointtogetherreborn@2.4.2, wildgrasscontinued@1.3.11, windchimes@1.5.2, woodenshuttersandmore@1.3.3, xlibxaldisclasses@0.4.2, xmastimecont@0.5.0, xskillgildedxadlisclasses@2.3.2, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, bettersmelting@0.3.0, bloomeryquicklime@1.0.0, blushandbins@1.1.11, bookends@0.2.2, brainfreeze@1.3.7, butcheringextra@0.2.1, cats@5.0.1, rlldtco0001@2.1.1, crudefletching@1.0.1, cutthehides@1.3.0, electricalprogressivebasics@3.1.1, equus@1.3.0-rc.1, em@3.6.0, flaxtwinecuttermod@1.0.0, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, heraldry@2.0.0, hitscanbegone@0.1.0, immersiveinventoryspoilage@1.3.2, mapper@0.5.2, medievalarchitecture@1.1.1, newworldcrops@0.0.19, obsidiancraft@1.6.1, paperfletchingmod@1.0.2, rawstick@1.1.0, shearlib@1.3.0, signalslink@0.2.1, tailorsdelight@2.2.1, vsrecipes@1.5.0, vsvillageaged@0.0.8, vsvillageindustrial@0.0.8, vsvillagetowers@0.0.8, watergatemod@1.0.0, waterwheelriver@1.1.1, wildcraftfruit@1.4.61, wethology@1.0.2, wwaymarkers@1.0.4, windowstoragelib@1.2.4, wolftaming@5.0.1, zrustdrops@2.1.0, aldiclasses@2.0.0-rc.8, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.1.1, electricalprogressivetransport@1.0.0, heraldrybanners@2.0.0, capes@2.0.0, paperfletchmodxbutcheringcompat@1.0.0, signalslinkep@0.2.1, windowstorage@1.8.25, wool@1.9.2, aldiclassesracepatch@2.0.0-rc.2, aldiclassesvanillapatch@2.0.0-rc.1, electricalprogressiveequipment@3.1.0, traitacquirermoddedaldibooks@1.1.0, xskillsxaldisclasses@1.1.0
Involved Harmony IDs: com.zaldaryon.optitime
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 153
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 112
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32
at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 130
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.SafeReload(Single deltaTime, EnumRenderStage stage) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 183
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 21.05.2026 1:11:10, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.22621.6060, метка времени: 0x5dcc5c14
Код исключения: 0xe0434352
Смещение ошибки: 0x000000000006055c
Идентификатор сбойного процесса: 0x0x7e64
Время запуска сбойного приложения: 0x0x1dce8a57b4e3002
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\System32\KERNELBASE.dll
Идентификатор отчета: 8ca29f84-02a2-4d92-9b0f-5c948bb1533c
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 21.05.2026 0:51:28, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.826.23019, метка времени: 0x69f2abd3
Код исключения: 0xc0000005
Смещение ошибки: 0x0000000000356d4f
Идентификатор сбойного процесса: 0x0x573c
Время запуска сбойного приложения: 0x0x1dce8a285e61751
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.8\coreclr.dll
Идентификатор отчета: 7732ebac-697e-4296-92df-9a89c8998bc5
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 19.05.2026 18:48:37, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x0x39b8
Время запуска сбойного приложения: 0x0x1dce7a4a8a2ec9e
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: F:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 507e8624-3119-4a7d-80b4-4a6c088ab147
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
Unfortunately this mod isn't currently compatible with Optitime. I'd like to eventually look into what the conflict is, but it isn't a priority right now.
vluka96 Mafroz BlueSamoyed Moltenhead kvrst Heegrim Ikaahi
Do you mind trying v1.2.2-pre.3 that I just posted? The pre.2 fix had some downstream effects I hadn't accounted for, pre.3 should handle it better.
Just did a heavy generation test (fast fly by in creative in non flat world with 1.2.2-pre.3) :
Don't know what you did but I think it loves my rig way more ❤️
EDIT: erf after more testing with double the view range I still get crashes
Thanks for the report, glad to hear things are working better!
Regarding that crash, the mod sets its chunk buffers at launch, so it can't deal with increasing view distance while playing. Ideally it would adjust with the setting, but since changing view distance is a relatively rare thing and it should work fine if you increase it before loading a world it isn't a high priority to implement right now.
Though if that's happening when the higher view distance is already set when the game launches then I did my maths wrong calculating the buffer size.
changing my opengl to 4.6 results in crashing. this error log is from after disabling optitime just in case. i tried again without panini projection too, still crashed
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM
Game Version: v1.22.2 (Stable)
5/21/2026 7:36:15 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.1
Loaded Mods: walkingstick@3.0.8, folkoffortune@1.0.2, immersivelanternsfork@0.0.6, paniniprojection@1.1.1, stonequarryrepckfipil@3.6.2, terratag@0.4.5, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.2, adastra@0.2.1, algernonsterrainsampler@1.2.1, archering@1.0.0, biodiversity@1.1.4, butchering@1.13.3, configlib@1.12.0, coriaendershaders@1.2.2-pre.1, elkphysics@3.0.3, fairfish@2.0.0, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, icebreaker@1.0.2, iwantsmoothtemperature@1.1.4, panningmachine@1.0.9, pelaguswinds@1.2.2, placeonslabs@1.1.3, playerlistrevived@2.3.8, realisticwater@0.2.2, realsmoke@1.2.0, ritualapotheosis@0.1.1, rivers@5.0.0, roomtools@2.0.0, rpvoicechat@2.5.6, snowcaps@0.0.1, spyglass@0.6.1, vanity@2.5.1-rc.1, creative@1.22.2, vsecomachina@0.4.0, survival@1.22.2, warmweathereffects@1.0.2, watersheds@6.3.5, windchimes@1.5.2, bdtree@1.1.0-pre.2, mapper@0.5.2, terrainslabs@1.0.16, waterwheelriver@1.2.1, wwaymarkers@1.0.4
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 347
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Do you mind trying the pre.3 version I just posted? If that doesn't help, could you share the startup summary section of your client-main.log along with that crash report?
startup summary:
22.5.2026 05:44:47 [Notification] Game Version: v1.22.2 (Stable)
22.5.2026 05:44:47 [Notification] Process path: G:\Vintagestory\Vintagestory.exe
22.5.2026 05:44:47 [Notification] Operating System: Windows 10.0.26200.0
22.5.2026 05:44:47 [Notification] CPU Cores: 24
22.5.2026 05:44:47 [Notification] CPU: 13th Gen Intel(R) Core(TM) i7-13700KF
22.5.2026 05:44:47 [Notification] Available RAM: 32599 MB
22.5.2026 05:44:48 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
22.5.2026 05:44:48 [Notification] Graphics Card Vendor: NVIDIA Corporation
22.5.2026 05:44:48 [Notification] Graphics Card Version: 4.6.0 NVIDIA 596.49
22.5.2026 05:44:48 [Notification] Graphics Card Renderer: NVIDIA GeForce RTX 4070 Ti SUPER/PCIe/SSE2
22.5.2026 05:44:48 [Notification] Graphics Card ShadingLanguageVersion: 4.60 NVIDIA
22.5.2026 05:44:48 [Notification] GL.MaxVertexUniformComponents: 4096
22.5.2026 05:44:48 [Notification] GL.MaxUniformBlockSize: 65536
22.5.2026 05:44:48 [Notification] C# Framework: .net 10.0.7
22.5.2026 05:44:48 [Notification] Cairo Graphics Version: 1.17.3
22.5.2026 05:44:48 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
22.5.2026 05:44:48 [Notification] Zstd Version: 1.5.7
crash:
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM
Game Version: v1.22.2 (Stable)
5/22/2026 5:46:34 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3
Loaded Mods: walkingstick@3.0.8, folkoffortune@1.0.2, immersivelanternsfork@0.0.6, stonequarryrepckfipil@3.6.2, terratag@0.4.5, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.2, adastra@0.2.1, algernonsterrainsampler@1.2.1, archering@1.0.0, biodiversity@1.1.4, butchering@1.13.3, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, fairfish@2.0.0, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, icebreaker@1.0.2, iwantsmoothtemperature@1.1.4, panningmachine@1.0.9, pelaguswinds@1.2.2, placeonslabs@1.1.3, playerlistrevived@2.3.8, realisticwater@0.2.2, realsmoke@1.2.0, ritualapotheosis@0.1.1, rivers@5.0.0, roomtools@2.0.0, rpvoicechat@2.5.6, snowcaps@0.0.1, spyglass@0.6.1, synergy@1.1.10, vanity@2.5.1-rc.1, creative@1.22.2, vsecomachina@0.4.0, survival@1.22.2, warmweathereffects@1.0.3, watersheds@6.3.5, windchimes@1.5.2, bdtree@1.1.0-pre.2, mapper@0.5.2, terrainslabs@1.0.16, waterwheelriver@1.2.1, wwaymarkers@1.0.4
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 377
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 5/22/2026 5:44:41 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5ed8
Faulting application start time: 0x1dce99ccf517de1
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: 4d83e894-cecc-4bb2-ba24-a2f04cf51405
Faulting package full name:
Faulting package-relative application ID: }
Sorry, I didn't make that clear, I meant the bit of the log between two lines of ===================, it should say something like "(x_x) Captured 2 issues during startup:"
no problem haha whoopsie:
Hmm, strange, it's saying it's running out of memory while doing something that should really not be very memory intensive. What's your view distance set to? Does this still happen if this mod is the only one enabled?
you know thats actually a good point, I usually play on 1056 viewrange which i know is considered quite high but runs well enough on my system. if i lower it before loading into a map or getting on my server it doesnt initially crash, but upping it again (not even to 1056, even upping it from like 128 to 280) ingame causes this crash:
Running on 64 bit Windows 10.0.26200.0 with 32599 MB RAM
Game Version: v1.22.2 (Stable)
5/23/2026 11:46:58 AM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.3
Loaded Mods: walkingstick@3.0.8, folkoffortune@1.0.3, immersivelanternsfork@0.0.6, paniniprojection@1.1.1, stonequarryrepckfipil@3.6.2, terratag@0.4.5, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.2, adastra@0.2.1, algernonsterrainsampler@1.3.0, archering@1.0.0, biodiversity@1.1.4, butchering@1.13.3, configlib@1.12.0, cooperativecombatrework@1.1.0, coriaendershaders@1.2.2-pre.3, elkphysics@3.0.3, fairfish@2.0.0, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, icebreaker@1.0.2, iwantsmoothtemperature@1.1.4, panningmachine@1.0.9, pelaguswinds@1.2.2, placeonslabs@1.1.3, playerlistrevived@2.3.8, realisticwater@0.2.2, realsmoke@1.2.0, ritualapotheosis@0.1.1, rivers@5.0.0, roomtools@2.0.0, rpvoicechat@2.5.6, snowcaps@0.0.1, spyglass@0.6.1, synergy@1.1.11, vanity@2.5.1-rc.1, creative@1.22.2, vsecomachina@0.5.0, survival@1.22.2, warmweathereffects@1.0.3, watersheds@6.3.6, windchimes@1.5.2, bdtree@1.1.0-pre.2, mapper@0.5.2, terrainslabs@1.0.16, waterwheelriver@1.2.1, wwaymarkers@1.0.4
CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Chunks in memory exceeds expected max. Did the feedback processor die?
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.<>c.<AddChunkFromVisibilityData>b__41_0(Single f, EnumRenderStage s) in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 235
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 5/23/2026 7:25:46 AM, Site = , Source = Application Error, Message = Faulting application name: VintageStory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8457, time stamp: 0x18603c3f
Exception code: 0xe0434352
Fault offset: 0x00000000000bfe0a
Faulting process id: 0x4034
Faulting application start time: 0x1dcea73b1e1c0ba
Faulting application path: G:\Vintagestory\VintageStory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 6d95b215-5b53-4b10-9355-ad72526d5569
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/22/2026 5:44:41 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5ed8
Faulting application start time: 0x1dce99ccf517de1
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: 4d83e894-cecc-4bb2-ba24-a2f04cf51405
Faulting package full name:
Faulting package-relative application ID: }
Hello! Was testing my modlist for 1.22.2 for my next world and I'm having recurring crash report from Coriander - never happened in 1.21 but my modlist was also quite different :
Awesome shader btw
Running on 64 bit Windows 10.0.26200.0 with 7914 MB RAM
Game Version: v1.22.2 (Stable)
20/05/2026 08:24:17 p. m.: Critical error occurred in the following mod: coriaendershaders@1.2.1
Loaded Mods: africanmonitorlizards@1.0.7, asianmonitorlizards@1.0.1, betterandimprovedweather@0.1.8, cavesymphony@1.2.2, entitiesinteract@1.0.11, forestsymphony@1.0.6, caninae@1.1.5, capreolinae@2.0.12, casuariidae@1.1.9, dinornithidae@1.0.22, machairodontinae@1.1.9, pantherinae@1.2.13, rhinocerotidae@1.0.23, sirenia@1.0.27, nacatfish@2.0.2, peacockbasses@1.1.2, primitivesurvival@5.0.5, prospecttogether@2.2.1, game@1.22.2, vsimgui@1.2.5, wildfarmingrevival@1.4.2, abcsreborn@0.2.2, aculinaryartillery@2.0.0-dev.15, ancestralblissshaders@1.3.12, animalcages@5.0.0, betterfirepit@1.2.0, brutalstory@1.0.0, buzzwords@1.8.2, carryon@1.14.1, commonlib@2.8.0, configlib@1.12.0, coriaendershaders@1.2.1, fromgoldencombs@2.0.3, herbarium@1.4.2-rc.1, moreanimals@1.6.6, petai@5.1.1, realsmoke@1.2.0, somethinginthewater@1.2.7, statushudcont@4.3.1, temperaturemonitor@0.9.9, thecritterpack@1.3.4, creative@1.22.2, survival@1.22.2, windchimes@1.5.2, xlib@0.9.0-pre.2, bugnetcompatibility@1.0.1, entitiesconfiguration@1.0.9, expandedfoods@2.0.0-dev.7, em@3.6.0, playercorpse@1.12.0, wildcraftfruit@1.4.61, wildcraftherb@0.0.1, xskills@0.9.0-pre.2
Involved Harmony IDs: ancestralblissshaders
CoriaenderShaders.CoriaenderShaders.InvalidPatchException: Patching failed attempting to apply patch fogandlight_fsh_clouduniforms. Pattern 'uniform sampler2DShadow shadowMapNear;[\r\n\s]+#endif[\r\n\s]+' matched 0 times, must be exactly 1.
#version 330 core
#extension GL_ARB_explicit_uniform_location : enable
uniform float extraOutGlow = 0.0;
uniform float fogDensityIn;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec4 outGlow;
#if SSAOLEVEL > 0
in vec4 gnormal;
layout(location = 2) out vec4 outGNormal;
layout(location = 3) out vec4 outGPosition;
#endif
uniform sampler2D tex;
uniform float extraGodray = 0;
uniform float alphaTest = 0.001;
uniform float ssaoAttn = 0;
uniform int applySsao = 1;
uniform int tempGlowMode;
// Texture overlay "hack"
// We only have the base texture UV coordinates, which, for blocks and items in inventory is the block or item texture atlas, but none uv coords for a dedicated overlay texture
// So lets remove the base offset (baseUvOrigin) and rescale the coords (baseTextureSize / overlayTextureSize) to get useful UV coordinates for the overlay texture
uniform sampler2D tex2dOverlay;
uniform float overlayOpacity;
uniform vec2 overlayTextureSize;
uniform vec2 baseTextureSize;
uniform vec2 baseUvOrigin;
uniform int normalShaded;
uniform int skyShaded;
uniform float damageEffect = 0;
#if defined(ALLOWDEPTHOFFSET)
#if ALLOWDEPTHOFFSET > 0
uniform float depthOffset;
#endif
#endif
uniform vec4 averageColor;
in vec2 uv;
in vec4 color;
in vec4 rgbaFog;
in float fogAmount;
in float glowLevel;
in vec4 rgbaGlow;
in vec4 camPos;
in vec4 worldPos;
in vec3 normal;
flat in int renderFlags;
#ifndef VSMOD_OVEREXPOSURE
#define VSMOD_OVEREXPOSURE 0.0
#endif
#ifndef VSMOD_OVEREXPOSURE_WARMTH
#define VSMOD_OVEREXPOSURE_WARMTH 1.0
#endif
#ifndef VSMOD_OVEREXPOSURE_ENABLED
#define VSMOD_OVEREXPOSURE_ENABLED 0
#endif
#define VSMOD_HAS_OVEREXPOSURE_APPLY 1
#ifndef VSMOD_FARSHADOWOFFSET
#define VSMOD_FARSHADOWOFFSET 0.0
#endif
#ifndef VSMOD_NEARSHADOWOFFSET
#define VSMOD_NEARSHADOWOFFSET 0.0
#endif
#ifndef VSMOD_SOFTSHADOWS
#define VSMOD_SOFTSHADOWS 0
#endif
#ifndef VSMOD_SOFTSHADOWSAMPLES
#define VSMOD_SOFTSHADOWSAMPLES 0
#endif
#define VSMOD_HAS_SHADOW_RANGES 1
// TEST PATCH APPLIED - AERIAL FOG DEBUG
#if SHADOWQUALITY > 0 && GODRAYS > 0 && VSMOD_VOLUMETRIC_LIGHTING > 0
in vec4 shadowRayStart;
in vec4 shadowLightPos;
in float sunlightLevel;
#endif
#define VOLUMETRIC_SSAO_DECLINE 0.5
uniform float flatFogDensity;
uniform float flatFogStart;
uniform float viewDistance;
uniform float viewDistanceLod0;
uniform float zNear = 0.3;
uniform float zFar = 1500.0;
uniform vec3 lightPosition;
uniform float shadowIntensity = 1;
#if SHADOWQUALITY > 0
in float blockBrightness;
in vec4 shadowCoordsFar;
uniform sampler2DShadow shadowMapFar;
uniform float shadowRangeFar;
#if VSMOD_SOFTSHADOWS > 0
uniform sampler2D shadowMapFarTex;
#endif
uniform float shadowMapWidthInv;
uniform float shadowMapHeightInv;
#endif
#if SHADOWQUALITY > 1
in vec4 shadowCoordsNear;
uniform sampler2DShadow shadowMapNear;
uniform float shadowRangeNear;
#if VSMOD_SOFTSHADOWS > 0
uniform sampler2D shadowMapNearTex;
#endif
#endif
const float Epsilon = 0.001;
uniform float windWaveCounter;
uniform float glitchStrength = 0;
uniform float psychedelicStrength = 0;
float cmod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 cmod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return cmod289(((x * 34.0) + 1.0) * x);}
float valuenoise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
// https://github.com/ashima/webgl-noise
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
Unfortunately this mod isn't compatible with Ancestral Bliss since they both modify the same shaders. It'd be nice to eventually make a compatibility patch, but isn't currently a priority.
getting this crash even after disabling optitime
I've been testing it and it works pretty well. I don't know if the mod happens to affect the audio, since sometimes everything goes silent. This didn't happen before, or maybe it's just a coincidence that I'm having this problem now. I've been checking if any other mods that affect audio are related... But overall, the mod is working quite well for me. The memory isn't crashing anymore, there's no strange text in the files, and the FPS stays within the acceptable range. Thanks a lot!
I have rtx 5080 and if i change opengl version to 4.6 in client settings i cant join to my server 😭
Running on 64 bit Windows 10.0.22631.0 with 31621 MB RAM
Game Version: v1.22.2 (Stable)
17.05.2026 11:50:39: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2
Loaded Mods: walkingstick@3.0.6, aldiclasseshandwrightpatch@2.0.0-rc.1, arcticsurvival@2.0.0, barkbeetle@1.0.6, bauxitebottleneckbegone@1.0.0, betterbearmeat@2026.4.30, bettertranslations@0.0.42, bluesky@1.1.1, bushmeatrecipe@2.0.0, catchledge@0.7.1, chainsmithingplus@1.0.0, chargedjump@1.2.3, cbr@2.0.1, chiseltools@1.17.1, clayfromdirt@1.0.8, clickuptorches@1.1.1, combatrebalance@1.4.7, coralcarbonate@1.0.1, cpxem@1.0.1, crawlanddive@0.2.4, creaturefootsteps@1.1.0, crockmod@2.1.1, cropsgrowhalfspeed@1.3.0, cutthefat@2.0.0, darkvision@1.3.2, diversediets@1.0.4, hqzlights@1.1.2, driedpeat@1.1.2, duncansgrass@1.0.1, fallingtree@0.5.0, fasterroots@1.0.1, fieldsandplateaus@1.0.10, firestarters@1.4.6, fitnshard@0.5.3, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, falandsknecht@1.2.5, fatemplar@1.4.6, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, sirenia@1.0.27, fragilecharcoal@0.0.1, grindablearrows@1.0.0, grindingwheelrework@1.1.0, hangingvessels@1.1.1, heatproofbricks@1.0.1, hydrateordiedrate@2.4.9, immersivemining@0.2.20, immersiveorecrush@2.2.5, jsonpatcheslib@1.5.2, jumpheight@1.3.0, logicalclothingwarmth@1.5.0, loveiscold@1.0.0, manualdishes@0.1.2, manualfirestarter@0.1.3, millwright@1.3.3, moredaubrevised@1.0.0, mycodiversity@1.0.6, noroofingrecipes@1.0.1, oresdroprocks@1.3.0, overhaullib@2.0.8, panformetals@1.0.2, plainsandvalleys@1.0.13, primitivesurvival@5.0.5, propersticks@0.2.0, p1explosives@1.0.0, racialability@0.2.6, racialequality@0.1.28, realredwood@1.0.0, redlight@1.0.4, rlmoonsun@0.1.3, ruderalis@1.0.2, saltyseawater@1.0.3, sandysandfs@1.0.0, scrapsrevived@2.2.0, purrsfattersheep@1.0.0, shelfobsessed@2.1.4, simplesaltpetresolution@1.1.0, snowcollision@1.0.0, soapandlyecontinued@2.1.2, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplestone@1.0.2, sungaze@0.1.1, swlightingreignited3@3.0.0, meapineapplefatcandle@1.0.1, terratag@0.4.5, thatchexpanded@1.3.0, thatchplusgrass128@1.0.0, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, toughdigging@0.0.3, translocatorengineeringredux@1.6.6, tulesedgefix@1.0.1, unnerfedflowers@1.0.0, vaultandroll@0.1.2, vintageengineering@0.5.4, game@1.22.2, vsimgui@1.2.5, warmgambeson@1.0.0, wilderlandscavessystem@2.0.6, abyssaldepths@1.0.17, aculinaryartillery@2.0.0-dev.14, adastra@0.2.1, alchemy@2.1.0-rc.41, algernonsterrainsampler@1.2.1, offhandpenalty@1.2.3, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, anotherdrifter@1.1.1, attackfish@1.0.0, attributerenderinglibrary@3.1.4, augplantlib@0.0.6, betterfirepit@1.2.0, bettericeoverlay@1.0.1, betterruins@0.6.1, bloodtrail@1.2.1, botanicalleathers@1.2.2, bradycrudebuilding@1.5.3, brightermoonlight@1.1.0, bushfat@1.0.1, butchering@1.13.3, carryon@1.14.0, cartwrightscaravan@1.9.1, charcoalreforged@1.1.4, climbablevines@1.0.0, climbmountain@0.2.4, cmimpact@1.1.0, colliderslib@0.1.4, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, thecritterpacktmp@1.3.4, cruciblefurnace@1.0.0, dairyplus@1.0.4, danatweaks@4.0.1, deathcorpses@2.8.1, dryingspeedoverhaul@1.1.2, electricalprogressivecore@3.1.0, tackandequipment@1.0.0, expandedbeekeepingfork@0.2.0, extinguishinvetorytorches@2.0.0, fairfish@1.1.1, farmlanddropswithnutrients@1.2.2, farseer@1.4.0, fastknapping@1.0.0, firepitsshowfuel@2.0.0-dev.1, firepitsticks@1.0.0, fixperishrate@1.0.1, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, sirenia1027hidepeltcrashfix@1.0.0, freeformatelier@1.8.1, genelib@3.0.2, grindablebonearrows@1.0.1, grog@1.1.0, handydaub@1.0.2, hardcorewaterevolved@1.5.1, herbarium@1.4.2-rc.1, icebreaker@1.0.2, iceiscellar@2.0.0, immersivebackpackoverhaul@0.6.2, immersiveminingandahalf@1.0.0, immersivewoodchopping@0.8.3, immersivewoodsawing@0.2.9, insanitylib@2.0.2, iwantsmoothtemperature@1.1.4, jaunt@3.0.0-rc.3, knitting@2.0.2, ksrealisticfarming@1.0.7, longburningfirewood@1.0.2, medievalexpansionpatch@1.4.0, morefluxes@0.4.0, moreanimals@1.6.6, morefogplease@0.0.0, naac@1.0.5, ndlmushroomgrowth@2.1.3, nobackwardssprinting@1.0.1, nomadcookbook@1.3.2, optitime@1.5.10, pelaguswinds@1.2.2, petai@5.1.1, plantbasedfat@1.0.2, playermodellib@1.18.5-pre.3, postsandbeams@1.5.1, claywheel@2.0.1, precisionknapping@1.4.0-rc.1, primitivebackpacks@1.1.2, realistictemperatures@0.1.6, realmeat@1.6.0, realsmoke@1.2.0, realtimefirepit@1.1.0, rebuildablebloomery@1.0.6, recenteringgears@2.0.1, resinglue@0.1.0, rivers@5.0.0, rumodtranslation@2.0.1, russification@1.2.4, saltandsands@1.3.0, scarecrow@1.8.1, seamlessrapids@1.0.1, shipwright@1.3.3, signals@0.3.0, simplestarvation@1.0.7, simpleweightsystem@0.5.2, runoffmod@1.9.5, smithingplus@1.9.0-rc.1, spookynights@2.0.2, spyglass@0.6.1, stackscoolslower@1.1.1, statushudcont@4.3.1, stringsense@2.2.0, tanningredux@1.0.2, temporalityplus@0.0.21, th3dungeon@0.5.0, titanarum@1.0.1, toolsmith@1.2.16, tradersbuycrops@1.0.1, traitacquirermoddedclasses@0.9.11, tzdebarkedfirewood@1.1.0, tzquarteredfirewood@1.1.0, vigor@122.7.2, vintagestorysurroundsound@1.2.2, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, vsvillage@5.1.4, warmarmor@2.0.0, warmweathereffects@1.0.2, waterfall@1.2.1, wateringcanfill@1.0.2, waypointtogetherreborn@2.3.3, wildgrasscontinued@1.3.11, windchimes@1.5.2, woodenshuttersandmore@1.3.3, xlibxaldisclasses@0.4.1, xmastimecont@0.5.0, xskillgildedxadlisclasses@2.3.1, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, bettersmelting@0.3.0, bloomeryquicklime@1.0.0, blushandbins@1.1.11, bookends@0.2.2, brainfreeze@1.3.7, butcheringextra@0.2.1, cats@5.0.1, rlldtco0001@2.1.1, crudefletching@1.0.1, cutthehides@1.3.0, electricalprogressivebasics@3.1.1, equus@1.3.0-rc.1, em@3.5.3, flaxtwinecuttermod@1.0.0, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, heraldry@2.0.0, hitscanbegone@0.1.0, immersiveinventoryspoilage@1.3.2, mapper@0.5.2, medievalarchitecture@1.1.1, newworldcrops@0.0.19, obsidiancraft@1.6.1, paperfletchingmod@1.0.2, rawstick@1.1.0, realsmokeforbraziers@1.1.1, realsmokeqppatch@1.0.0, shearlib@1.3.0, signalslink@0.2.1, tailorsdelight@2.2.1, vsrecipes@1.5.0, vsvillageaged@0.0.8, vsvillageindustrial@0.0.8, vsvillagetowers@0.0.8, watergatemod@1.0.0, waterwheelriver@1.1.1, wildcraftfruit@1.4.61, wethology@1.0.2, wwaymarkers@1.0.4, windowstoragelib@1.2.3, wolftaming@5.0.1, zrustdrops@2.1.0, aldiclasses@2.0.0-rc.8, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.1.1, electricalprogressivetransport@1.0.0, heraldrybanners@2.0.0, capes@2.0.0, paperfletchmodxbutcheringcompat@1.0.0, signalslinkep@0.2.1, veep@2.4.0, windowstorage@1.8.1, wool@1.9.1, aldiclassesracepatch@2.0.0-rc.2, aldiclassesvanillapatch@2.0.0-rc.1, electricalprogressiveequipment@3.1.0, traitacquirermoddedaldibooks@1.0.0, xskillsxaldisclasses@1.0.81
Involved Harmony IDs: com.zaldaryon.optitime
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 147
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 108
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32
at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 126
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.SafeReload(Single deltaTime, EnumRenderStage stage) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 175
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch3(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch3(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 11.05.2026 22:22:50, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: ntdll.dll, версия: 10.0.22621.6060, метка времени: 0xac55daa3
Код исключения: 0xc0000374
Смещение ошибки: 0x000000000010d5f9
Идентификатор сбойного процесса: 0x0x45d4
Время запуска сбойного приложения: 0x0x1dce17b3cbc751e
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\SYSTEM32\ntdll.dll
Идентификатор отчета: 94c257e7-3046-4ffb-99c0-06b45b476787
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 11.05.2026 0:23:09, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x0x75d0
Время запуска сбойного приложения: 0x0x1dce0a9e5fb5258
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: F:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 2ea8380b-9bed-44f0-8e8a-641921a27428
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 08.05.2026 17:36:05, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.2.0, метка времени: 0x693c0000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x0x3f9c
Время запуска сбойного приложения: 0x0x1dcdeed2be841b2
Путь сбойного приложения: F:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: F:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 0376a100-bf32-45b0-87dc-a7cb62ac2166
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
Yep, runs extremely smooth now since the update, good work!
I just got this seemingly random crash while running through the forest near my base. Seems to be OptiTime related:
Running on 64 bit Windows 10.0.26200.0 with 32581 MB RAM
Game Version: v1.22.2 (Stable)
16.5.2026. 18:11:00: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2
Loaded Mods: abundantstonepaths@1.0.3, walkingstick@3.0.6, alatyrstorcholders@1.2.0, autotoolbar@0.1.3, awearablelight@1.1.6, beamium@1.2.2, bluesky@1.1.1, bola@1.4.1, cavesymphony@1.2.2, chandeliercraft@2.1.1, cbr@2.0.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.2, blocklayeroverhaul@1.0.2, craftablecompanion@1.5.3, craftabletextureflipper@1.0.0, creaturefootsteps@1.2.2, curefirewood@1.0.1, darcesdriftersredone@1.2.81, darkvision@1.3.2, DrystoneParity@1.0.0, eggpatch@1.0.2, fallingtree@0.5.0, fastpackeddirtpaths@1.0.1, fowlmod@1.0.1, geoaddons@1.4.7, grindingwheelrework@1.1.0, hangingvessels@1.1.1, horperfopt@1.0.3, hydrateordiedrate@2.4.9, immersivefoliage@0.1.1, immersivemining@0.2.20, immersivetooldamagetweaks@1.0.0, dolabra@2.0.0, interestingoregen@2.3.8, kilnshelves@1.0.0, longtermfood@0.6.3, longclaybricks@1.0.0, millwright@1.3.3, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, oresdroprocks@1.3.0, plainpotashprocess@1.0.5, realisticmonsterloot@1.2.0, redlight@1.0.4, renderfat@1.2.0, repairablelocust@2.0.0, ricketytranslocation@1.0.1, scrollrackable@1.5.0, scythefix@1.3.1, shelfobsessed@2.1.4, shelvabletools@1.1.1, simplesaltpetresolution@1.1.0, slings@0.0.4, soilmustfall@1.3.0, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplefatcandle@1.0.1, temporalsymphonyfork@0.0.1, terratag@0.4.5, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, tottomorimusic@1.0.0, translocatormap@1.0.0, meapineappleturpentine@1.0.3, unbearables@1.1.0, valkyrjavesssels@1.0.0, viewdistancetoggler@1.0.3, game@1.22.2, vsimgui@1.2.2, arthursjournal@2.0.0, waterunderfarmland122@1.1.0, wwaymarkersandmatneedspatch@1.0.0, wforests@1.0.0, wgroundlayers@1.0.3, abyssaldepths@1.0.17, adastra@0.2.1, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, altmapiconrenderercontinued@1.6.0, ancienttoolsresinharvest@1.0.0, antiqueensemble@1.1.5, anvilperformanceoptimization@1.0.0, apeflowerpots@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, backtothehole@1.0.0, beamtweaksmod@2.1.1, bettererprospecting@3.2.4, betterfpcamerafork@1.4.2, betterjonasdevicesfixedagain@2.1.6, betternails@2.0.1, betterruins@0.6.1, bettertraders@0.2.0, bradycrudebuilding@1.5.3, bradyladder@1.2.1, brightermoonlight@1.1.0, carryon@1.14.0, cartwrightscaravan@1.9.0, caveinfix@1.0.2, chiselingqolpatches@0.2.1, chiselwiz@5.0.0-pre.2, clothierheirloomsmod@1.1.0, cmimpact@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, groundpounder@1.0.3, cruciblefurnace@1.0.0, elkphysics@3.0.1, enhancedhandbook@1.8.0, extrashelves@1.1.1-rc.1, fairfish@1.1.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingplus@1.2.0, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, foragersgamble@1.3.0, goodhunting@1.4.2, hammertime@1.0.0, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, insanitylib@2.0.1, itempickupnotifier@2.2.0, ithaniacannedgoods@2.0.1, iwantsmoothtemperature@1.1.4, justthepepper@3.0.0, knitting@2.0.1, mngeology@2.0.4, materialneeds@1.1.16, minorbackpackupgrade@1.1.0, moatbombs@1.2.0, mwi@1.9.0, morehudbars@1.2.0, mossterpiece@0.0.4, naturalfoliage@0.0.4, nomusicinterruptionmod@1.0.0, noscreenshotmessagemod@0.1.1, notenoughinvertebrate@0.1.0, noticeboard@1.3.0, optitime@1.5.10, orebalance@1.0.3, ottercreekcraftingfix@0.1.2, panningmachine@1.0.9, portcullis@1220.0.0, postsandbeams@1.5.1, putitinthebag@1.0.4, realisticwater@0.2.1, realsmoke@1.2.0, realtimefirepit@1.1.0, rebalancedfirewoodcrafting@1.1.0, recyclablecopperspearandarrowheads@1.0.2, riftworks@1.1.19, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, soundofconfession@1.1.0, stackscoolslower@1.1.1, stringsense@2.2.1, substrate@2.0.0, synergy@1.1.8, improvedmetallurgy@1.1.5, tinkertailorclockworks@1.0.0, unofficialbugfix@0.1.2, vintagetweaks@3.4.0, visibleoresandminerals@1.1.1, visiblebags@1.0.2, vsairshipmod@1.1.3, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, waterfall@1.2.1, watersheds@6.3.2, wenvironmentalstabilitypatch@1.0.3, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodmushroomsinplantersmod@0.1.0, xlibfork@1.0.6, xvshaders@0.1.5, antiqueharmony@1.12.0, autoconfiglib@2.0.10, bloomeryquicklime@1.1.0, clothiersheirloomsspeedpatch@0.0.4, fouroillamps@1.0.0, heraldry@2.0.0, manualbait@0.1.2, mapper@0.5.2, mnflowers@0.0.0, medievalarchitecture@1.0.9, shellpan@2.0.0, slowtoxvisualized@1.0.2, stonequarryforked@3.5.2, vsrecipes@1.5.0, wearandtear@1.5.20, wwaymarkers@1.0.4, xskillsfork@1.0.33, zrustdrops@2.1.0, heraldrybanners@2.0.0, xskillsgilded@1.3.26
Involved Harmony IDs: com.zaldaryon.optitime
CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10.5.2026. 15:02:47, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: nvoglv64.dll, version: 32.0.15.9186, time stamp: 0x696f30d5
Exception code: 0xc0000409
Fault offset: 0x00000000010907cd
Faulting process id: 0x821c
Faulting application start time: 0x1dce078364b597c
Faulting application path: B:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_adc55ecfca814224\nvoglv64.dll
Report Id: 490d8418-c3d0-40e8-ba79-da13843c507e
Faulting package full name:
Faulting package-relative application ID: }
EDIT: And almost immediately upon loading back into that save, I got this crash:
Running on 64 bit Windows 10.0.26200.0 with 32581 MB RAM
Game Version: v1.22.2 (Stable)
16.5.2026. 18:15:34: Critical error occurred
Loaded Mods: abundantstonepaths@1.0.3, walkingstick@3.0.6, alatyrstorcholders@1.2.0, autotoolbar@0.1.3, awearablelight@1.1.6, beamium@1.2.2, bluesky@1.1.1, bola@1.4.1, cavesymphony@1.2.2, chandeliercraft@2.1.1, cbr@2.0.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.2, blocklayeroverhaul@1.0.2, craftablecompanion@1.5.3, craftabletextureflipper@1.0.0, creaturefootsteps@1.2.2, curefirewood@1.0.1, darcesdriftersredone@1.2.81, darkvision@1.3.2, DrystoneParity@1.0.0, eggpatch@1.0.2, fallingtree@0.5.0, fastpackeddirtpaths@1.0.1, fowlmod@1.0.1, geoaddons@1.4.7, grindingwheelrework@1.1.0, hangingvessels@1.1.1, horperfopt@1.0.3, hydrateordiedrate@2.4.9, immersivefoliage@0.1.1, immersivemining@0.2.20, immersivetooldamagetweaks@1.0.0, dolabra@2.0.0, interestingoregen@2.3.8, kilnshelves@1.0.0, longtermfood@0.6.3, longclaybricks@1.0.0, millwright@1.3.3, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, oresdroprocks@1.3.0, plainpotashprocess@1.0.5, realisticmonsterloot@1.2.0, redlight@1.0.4, renderfat@1.2.0, repairablelocust@2.0.0, ricketytranslocation@1.0.1, scrollrackable@1.5.0, scythefix@1.3.1, shelfobsessed@2.1.4, shelvabletools@1.1.1, simplesaltpetresolution@1.1.0, slings@0.0.4, soilmustfall@1.3.0, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplefatcandle@1.0.1, temporalsymphonyfork@0.0.1, terratag@0.4.5, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, translocatormap@1.0.0, meapineappleturpentine@1.0.3, unbearables@1.1.0, valkyrjavesssels@1.0.0, viewdistancetoggler@1.0.3, game@1.22.2, vsimgui@1.2.2, arthursjournal@2.0.0, waterunderfarmland122@1.1.0, wwaymarkersandmatneedspatch@1.0.0, wforests@1.0.0, wgroundlayers@1.0.3, abyssaldepths@1.0.17, adastra@0.2.1, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, altmapiconrenderercontinued@1.6.0, ancienttoolsresinharvest@1.0.0, antiqueensemble@1.1.5, anvilperformanceoptimization@1.0.0, apeflowerpots@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, backtothehole@1.0.0, beamtweaksmod@2.1.1, bettererprospecting@3.2.4, betterfpcamerafork@1.4.2, betterjonasdevicesfixedagain@2.1.6, betternails@2.0.1, betterruins@0.6.1, bettertraders@0.2.0, bradycrudebuilding@1.5.3, bradyladder@1.2.1, brightermoonlight@1.1.0, carryon@1.14.0, cartwrightscaravan@1.9.0, caveinfix@1.0.2, chiselingqolpatches@0.2.1, chiselwiz@5.0.0-pre.2, clothierheirloomsmod@1.1.0, cmimpact@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, groundpounder@1.0.3, cruciblefurnace@1.0.0, elkphysics@3.0.1, enhancedhandbook@1.8.0, extrashelves@1.1.1-rc.1, fairfish@1.1.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingplus@1.2.0, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, foragersgamble@1.3.0, goodhunting@1.4.2, hammertime@1.0.0, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, insanitylib@2.0.1, itempickupnotifier@2.2.0, ithaniacannedgoods@2.0.1, iwantsmoothtemperature@1.1.4, justthepepper@3.0.0, knitting@2.0.1, mngeology@2.0.4, materialneeds@1.1.16, minorbackpackupgrade@1.1.0, moatbombs@1.2.0, mwi@1.9.0, morehudbars@1.2.0, mossterpiece@0.0.4, naturalfoliage@0.0.4, nomusicinterruptionmod@1.0.0, noscreenshotmessagemod@0.1.1, notenoughinvertebrate@0.1.0, noticeboard@1.3.0, optitime@1.5.10, orebalance@1.0.3, ottercreekcraftingfix@0.1.2, panningmachine@1.0.9, portcullis@1220.0.0, postsandbeams@1.5.1, putitinthebag@1.0.4, realisticwater@0.2.1, realsmoke@1.2.0, realtimefirepit@1.1.0, rebalancedfirewoodcrafting@1.1.0, recyclablecopperspearandarrowheads@1.0.2, riftworks@1.1.19, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, soundofconfession@1.1.0, stackscoolslower@1.1.1, stringsense@2.2.1, substrate@2.0.0, synergy@1.1.9, improvedmetallurgy@1.1.5, tinkertailorclockworks@1.0.0, unofficialbugfix@0.1.2, vintagetweaks@3.4.0, visibleoresandminerals@1.1.1, visiblebags@1.0.2, vsairshipmod@1.1.3, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, waterfall@1.2.1, watersheds@6.3.2, wenvironmentalstabilitypatch@1.0.3, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodmushroomsinplantersmod@0.1.0, xlibfork@1.0.6, xvshaders@0.1.5, antiqueharmony@1.12.0, autoconfiglib@2.0.10, bloomeryquicklime@1.1.0, clothiersheirloomsspeedpatch@0.0.4, fouroillamps@1.0.0, heraldry@2.0.0, manualbait@0.1.2, mapper@0.5.2, mnflowers@0.0.0, medievalarchitecture@1.0.9, shellpan@2.0.0, slowtoxvisualized@1.0.2, stonequarryforked@3.5.2, vsrecipes@1.5.0, wearandtear@1.5.20, wwaymarkers@1.0.4, xskillsfork@1.0.33, zrustdrops@2.1.0, heraldrybanners@2.0.0, xskillsgilded@1.3.26
Involved Harmony IDs: com.zaldaryon.optitime
System.Exception: EndOfStreamException thrown while reading entity, you might be able to recover your savegame through repair mode
---> System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadInt32()
at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 877
--- End of inner exception stack trace ---
at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 882
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 269
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadInt32()
at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 877
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10.5.2026. 15:02:47, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: nvoglv64.dll, version: 32.0.15.9186, time stamp: 0x696f30d5
Exception code: 0xc0000409
Fault offset: 0x00000000010907cd
Faulting process id: 0x821c
Faulting application start time: 0x1dce078364b597c
Faulting application path: B:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_adc55ecfca814224\nvoglv64.dll
Report Id: 490d8418-c3d0-40e8-ba79-da13843c507e
Faulting package full name:
Faulting package-relative application ID: }
EDIT2: Disabled OptiTime and am not getting crashes now. That second crash hasn't mentioned your shaders though. I'll try posting this log on the OptiTime page as well.
EDIT3: Got the same crash as the first one, seemingly. Only this time I'm not using OptiTime:
Running on 64 bit Windows 10.0.26200.0 with 32581 MB RAM
Game Version: v1.22.2 (Stable)
17.5.2026. 13:36:52: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2
Loaded Mods: abundantstonepaths@1.0.3, walkingstick@3.0.6, alatyrstorcholders@1.2.0, autotoolbar@0.1.3, awearablelight@1.1.6, beamium@1.2.2, bluesky@1.1.1, bola@1.4.1, cavesymphony@1.2.2, chandeliercraft@2.1.1, cbr@2.0.1, chiseltoolslite@1.17.1, chonkyvessels@1.5.2, blocklayeroverhaul@1.0.2, craftablecompanion@1.5.3, craftabletextureflipper@1.0.0, creaturefootsteps@1.2.2, curefirewood@1.0.1, darcesdriftersredone@1.2.81, darkvision@1.3.2, DrystoneParity@1.0.0, eggpatch@1.0.2, fallingtree@0.5.0, fastpackeddirtpaths@1.0.1, fowlmod@1.0.1, geoaddons@1.4.7, grindingwheelrework@1.1.0, hangingvessels@1.1.1, horperfopt@1.0.3, hydrateordiedrate@2.4.10, immersivefoliage@0.1.1, immersivemining@0.2.20, immersivetooldamagetweaks@1.0.0, dolabra@2.0.0, interestingoregen@2.3.8, kilnshelves@1.0.0, longtermfood@0.6.3, longclaybricks@1.0.0, millwright@1.3.3, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, oresdroprocks@1.3.0, plainpotashprocess@1.0.5, realisticmonsterloot@1.2.0, redlight@1.0.4, renderfat@1.2.0, repairablelocust@2.0.0, ricketytranslocation@1.0.1, scrollrackable@1.5.0, scythefix@1.3.1, shelfobsessed@2.1.4, shelvabletools@1.1.1, simplesaltpetresolution@1.1.0, slings@0.0.4, soilmustfall@1.3.0, spinningwheel@1.2.1, stickstepsounds@1.0.0, meapineapplefatcandle@1.0.1, temporalsymphonyfork@0.0.1, terratag@0.4.5, thetruearchimedesscrew@0.1.40, toolbelt@0.3.5, translocatormap@1.0.0, meapineappleturpentine@1.0.3, unbearables@1.1.0, valkyrjavesssels@1.0.0, viewdistancetoggler@1.0.3, game@1.22.2, vsimgui@1.2.2, arthursjournal@2.0.0, waterunderfarmland122@1.1.0, wwaymarkersandmatneedspatch@1.0.0, wforests@1.0.0, wgroundlayers@1.0.3, abyssaldepths@1.0.17, adastra@0.2.1, algernonsterrainsampler@1.2.1, alternateelkhoofsounds@1.1.0, altmapiconrenderercontinued@1.6.0, ancienttoolsresinharvest@1.0.0, antiqueensemble@1.1.5, anvilperformanceoptimization@1.0.0, apeflowerpots@1.4.1, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.4, backtothehole@1.0.0, beamtweaksmod@2.1.1, bettererprospecting@3.2.4, betterfpcamerafork@1.4.2, betterjonasdevicesfixedagain@2.1.6, betternails@2.0.1, betterruins@0.6.1, bettertraders@0.2.0, bradycrudebuilding@1.5.3, bradyladder@1.2.1, brightermoonlight@1.1.0, carryon@1.14.0, cartwrightscaravan@1.9.0, caveinfix@1.0.2, chiselingqolpatches@0.2.1, chiselwiz@5.0.0-pre.2, clothierheirloomsmod@1.1.0, cmimpact@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.2-pre.2, groundpounder@1.0.3, cruciblefurnace@1.0.0, elkphysics@3.0.1, enhancedhandbook@1.8.0, extrashelves@1.1.1-rc.1, fairfish@1.1.1, farseer@1.4.0, firepitsshowfuel@2.0.0-dev.1, fishingplus@1.2.0, florishingfungus@1.1.1, foodshelves@3.0.2, footprints@1.2.1, foragersgamble@1.3.0, goodhunting@1.4.2, hammertime@1.0.0, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, insanitylib@2.0.1, itempickupnotifier@2.2.0, ithaniacannedgoods@2.0.1, iwantsmoothtemperature@1.1.4, justthepepper@3.0.0, knitting@2.0.1, mngeology@2.0.4, materialneeds@1.1.16, minorbackpackupgrade@1.1.0, moatbombs@1.2.0, mwi@1.9.0, morehudbars@1.2.0, mossterpiece@0.0.4, naturalfoliage@0.0.4, nomusicinterruptionmod@1.0.0, noscreenshotmessagemod@0.1.1, notenoughinvertebrate@0.1.0, noticeboard@1.3.0, orebalance@1.0.3, ottercreekcraftingfix@0.1.2, panningmachine@1.0.9, portcullis@1220.0.0, postsandbeams@1.5.1, purposefulstorage@2.0.0, putitinthebag@1.0.4, realisticwater@0.2.1, realsmoke@1.2.0, realtimefirepit@1.1.0, rebalancedfirewoodcrafting@1.1.0, recyclablecopperspearandarrowheads@1.0.2, riftworks@1.1.19, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, soundofconfession@1.1.0, spyglass@0.6.1, stackscoolslower@1.1.1, stringsense@2.2.1, substrate@2.0.0, synergy@1.1.9, improvedmetallurgy@1.1.5, tinkertailorclockworks@1.0.0, unofficialbugfix@0.1.2, vintagetweaks@3.4.0, visibleoresandminerals@1.1.1, visiblebags@1.0.2, vsairshipmod@1.1.3, creative@1.22.2, vsroofing@1.5.5, survival@1.22.2, waterfall@1.2.1, watersheds@6.3.2, wenvironmentalstabilitypatch@1.0.3, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodmushroomsinplantersmod@0.1.0, xlibfork@1.0.6, xvshaders@0.1.5, antiqueharmony@1.12.0, autoconfiglib@2.0.10, bloomeryquicklime@1.1.0, clothiersheirloomsspeedpatch@0.0.4, fouroillamps@1.0.0, heraldry@2.0.0, manualbait@0.1.2, mapper@0.5.2, mnflowers@0.0.0, medievalarchitecture@1.0.9, shellpan@2.0.0, slowtoxvisualized@1.0.2, stonequarryforked@3.5.2, vsrecipes@1.5.0, wearandtear@1.5.20, wwaymarkers@1.0.4, xskillsfork@1.0.35, zrustdrops@2.1.0, heraldrybanners@2.0.0, xskillsgilded@1.3.26
CoriaenderShaders.CoriaenderShaders.ChunkProcessingException: [ChunkMemoryManager] Memory manager processing is not completing or limits are poorly configured.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 348
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 10.5.2026. 15:02:47, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: nvoglv64.dll, version: 32.0.15.9186, time stamp: 0x696f30d5
Exception code: 0xc0000409
Fault offset: 0x00000000010907cd
Faulting process id: 0x821c
Faulting application start time: 0x1dce078364b597c
Faulting application path: B:\Games\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_adc55ecfca814224\nvoglv64.dll
Report Id: 490d8418-c3d0-40e8-ba79-da13843c507e
Faulting package full name:
Faulting package-relative application ID: }
Glad it's working better! I haven't checked up on it but Optitime has a shader that one of my patches gets mad about. And that last crash was me underestimating how bursty loading can be. If no big issues show up soon regarding the memory changes I'll release a stable version and can undo the check that causes that crash, and probably tweak the patching to work with that Optitime shader.
Amazing update! I have 125+ mods and was averaging 100 FPS, but now its around 150. Thanks!
I just tried 1.2.2-pre.2 and memory leak is gone which was present in 1.2.1. Was just short test, gonna play some more with it.
Hi! Could you help me resolve the problem with the shader and anvil? For the first look on anvil i have freezing for a minute. Without your shader its all good. There a couple mods installed for smithing, but i cant figure out what exactly may happen.
Is this still an issue in the newest release? If it's still a problem, do you mind sharing your client-main.log from after it happens?
I really want to download this mod but seeing all the comments about it crashing I'm afraid to. Has anyone found a fix to the crashes?
Edit : Update, I tried this mod. Underwater looks terrible but other than that the graphical upgrade to reflections isn't that bad. reflections are buggy with things like milfoil and seaweed that is near the water surface. Shadows are eh and there are no cloud shadows (or they're literally unnoticable)
The newest version crashes my game as well, when I turn off all mods, it's still crashing but without any logs (even in the client-crash.log)
The crash log is saying you're using 1.2.1-pre.4, there have been some substantial bug fixes on the last few releases, try 1.2.2-pre.2 and see if it helps.
v1.2.2-pre.2 works 90% of the time, but sometimes when I was messing with world edit to change the hour, game crashed
I'm getting crashes on loading a world with the new terrain shadows.
I set my glContextVersion to 4.6 manually (my NVIDIA 4070 Ti should support it). It takes forever to load a few chunks around me then freezes and crashes. I tried the stable and pre2 versions and both have the same issue.
===============================================================
14.5.2026 15:02:44 [Warning] (x_x) Captured 4 issues during startup:
14.5.2026 15:02:44 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
14.5.2026 15:02:44 [Error] [coriaendershaders] An exception was thrown when trying to start the mod:
14.5.2026 15:02:44 [Error] [coriaendershaders] Exception: Exception of type 'System.OutOfMemoryException' was thrown.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.Initialize() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 147
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartMemoryManager() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 108
at CoriaenderShaders.Effects.EffectManager.SetupGLResources(GLResourceFlags flags) in Src:\Effects\EffectManager.cs:line 86
at CoriaenderShaders.Effects.EffectManager.Load() in Src:\Effects\EffectManager.cs:line 57
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\EffectManager.cs:line 32
at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod) in Src:\Effects\TerrainShadowEffect.cs:line 32
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectFlags flags) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 126
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 100
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 676
14.5.2026 15:02:44 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
14.5.2026 15:02:44 [Warning] ===============================================================
14.5.2026 15:02:45 [Fatal] Game Version: v1.22.2 (Stable)
2026-05-14 3:02:45 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2
Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "C:\Users\leost\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
14.5.2026 15:02:45 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
14.5.2026 15:02:45 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
14.5.2026 15:05:14 [Notification] Stopping single player server
Running on 64 bit Windows 10.0.26200.0 with 65298 MB RAM
Game Version: v1.22.2 (Stable)
2026-05-14 3:02:45 PM: Critical error occurred in the following mod: coriaendershaders@1.2.2-pre.2
Loaded Mods: game@1.22.2, coriaendershaders@1.2.2-pre.2, creative@1.22.2, survival@1.22.2
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 346
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 2026-05-14 2:43:38 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: coreclr.dll, version: 10.0.726.21808, time stamp: 0x69e279e8
Exception code: 0xc0000005
Fault offset: 0x000000000035699f
Faulting process id: 0x4ae8
Faulting application start time: 0x1dce3e926e68504
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.7\coreclr.dll
Report Id: c3261e8a-b721-4538-9dc3-724f67d8ef28
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-05-14 12:43:15 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: coreclr.dll, version: 10.0.726.21808, time stamp: 0x69e279e8
Exception code: 0xc0000005
Fault offset: 0x000000000035699f
Faulting process id: 0x2738
Faulting application start time: 0x1dce3d9580b38e3
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.7\coreclr.dll
Report Id: 35122ef8-f886-4b0c-8f94-467e8b344f46
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2026-05-14 12:26:26 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: ntdll.dll, version: 10.0.26100.8246, time stamp: 0xf7576e9e
Exception code: 0xc0000374
Fault offset: 0x0000000000117555
Faulting process id: 0x4c70
Faulting application start time: 0x1dce3d69eabd9bc
Faulting application path: C:\Users\leost\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: c7257c42-bb17-4781-a63c-55ef51cef73f
Faulting package full name:
Faulting package-relative application ID: }
So the game DOES default to opengl 4.3 for me. I thought swapping the version as suggested would fix that issue, but running on 4.6 causes a crash if I try to open into a multiplayer session. That normal?
EDIT: To be clear, its a crash that doesn't open up a logger or anything like that. Freezes, then just crashes.
Do you mind sharing the startup summary section of your client-main.log after it crashes? Does it work fine when single player?
ShadowAn77 Nattsuki realJBO WildNative Please give v1.2.2-pre.2 a try, it should hopefully fix the memory issues.
Yes, I checked, everything works fine now and memory leak is gone. Thanks for the fix!
smth with custom block shapes i think right?
Nice, good to hear. And yeah, I didn't find the exact code that uses it but custom shapes would do it. My best guess is that some data I was modifying is used to pick which block faces to add decorations to, especially given the mod you named, so probably telling the game that every face of every block that could be decorated should be 😅
it realy does, thank you for all the suport
"Visible Ores and Minerals" mod is causing a memory leak on my client with this shaders.
hello i offer thee a crash report
only appears occasionally
This crash is trying to defend against the runaway memory problem, but it's unrelated to the fix in the newest version so if the new fix holds up then I can increase these limits again.
Hey There! Awesome shader, I have a strange bug occuring on my multiplayer 1.21.6 server.
the shader works and loads on SP but not MP. I am running on Linux and have a 7900 XTX installed. When loaded into MP, I try to reload the shader but get an instant crash. Here are my two logs
13.5.2026 13:24:24 [Notification] Game Version: v1.21.6 (Stable)
13.5.2026 13:24:24 [Notification] Process path: /home/username/.config/VSLGameVersions/1.21.6/Vintagestory
13.5.2026 13:24:24 [Notification] Operating System: Linux (Linux Mint 22.3) [Kernel 6.8.0.111]
13.5.2026 13:24:24 [Notification] CPU Cores: 16
13.5.2026 13:24:24 [Notification] CPU: AMD Ryzen 7 7700X 8-Core Processor
13.5.2026 13:24:24 [Notification] Available RAM: 31196 MB
13.5.2026 13:24:24 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 13:24:24 [Notification] Graphics Card Vendor: AMD
13.5.2026 13:24:24 [Notification] Graphics Card Version: 4.6 (Core Profile) Mesa 25.2.8-0ubuntu0.24.04.1
13.5.2026 13:24:24 [Notification] Graphics Card Renderer: AMD Radeon RX 7900 XTX (radeonsi, navi31, LLVM 20.1.2, DRM 3.57, 6.8.0-111-generic)
13.5.2026 13:24:24 [Notification] Graphics Card ShadingLanguageVersion: 4.60
13.5.2026 13:24:24 [Notification] GL.MaxVertexUniformComponents: 16384
13.5.2026 13:24:24 [Notification] GL.MaxUniformBlockSize: 2147483647
13.5.2026 13:24:24 [Notification] C# Framework: .net 8.0.25
13.5.2026 13:24:24 [Notification] Cairo Graphics Version: 1.18.0
13.5.2026 13:24:24 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
13.5.2026 13:24:24 [Notification] Zstd Version: 1.5.5
13.5.2026 13:24:24 [Notification] Start discovering assets
13.5.2026 13:24:24 [Notification] Found 32 base assets in category lang
13.5.2026 13:24:24 [Notification] Found 0 base assets in category patches
13.5.2026 13:24:24 [Notification] Found 24 base assets in category config
13.5.2026 13:24:24 [Notification] Found 0 base assets in category worldproperties
13.5.2026 13:24:24 [Notification] Found 49 base assets in category sounds
13.5.2026 13:24:24 [Notification] Found 230 base assets in category shapes
13.5.2026 13:24:24 [Notification] Found 84 base assets in category shaders
13.5.2026 13:24:24 [Notification] Found 18 base assets in category shaderincludes
13.5.2026 13:24:24 [Notification] Found 176 base assets in category textures
13.5.2026 13:24:24 [Notification] Found 4 base assets in category music
13.5.2026 13:24:24 [Notification] Found 0 base assets in category dialog
13.5.2026 13:24:24 [Notification] Found 617 base assets in total
13.5.2026 13:24:24 [Notification] Loading sounds
13.5.2026 13:24:24 [Notification] (Re-)loaded frame buffers
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass .
13.5.2026 13:24:24 [Notification] Sounds loaded
13.5.2026 13:24:24 [Notification] Begin loading shaders
13.5.2026 13:24:24 [Notification] Load shaders now
13.5.2026 13:24:24 [Notification] Loading shaders...
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 13:24:24 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 13:24:25 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 13:24:25 [Notification] Cached session key is valid, validating with server
13.5.2026 13:24:25 [Notification] Server validation response: Good
13.5.2026 13:24:25 [Notification] Will search the following paths for mods:
13.5.2026 13:24:25 [Notification] /home/username/.config/VSLGameVersions/1.21.6/Mods
13.5.2026 13:24:25 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/Mods
13.5.2026 13:25:28 [Notification] Connecting to 173.0.158.44...
13.5.2026 13:25:28 [Notification] Initialized GUI Manager
13.5.2026 13:25:28 [Notification] Initialized Server Connection
13.5.2026 13:25:28 [Notification] UDP: connected on local endpoint: 10.0.0.15:58151
13.5.2026 13:25:28 [Notification] UDP: set up 10 s keep alive to server
13.5.2026 13:25:28 [Notification] UDP: sending connection requests
13.5.2026 13:25:28 [Notification] Connected to server, downloading data...
0 kilobyte received
13.5.2026 13:25:28 [Notification] Loading and pre-starting client side mods...
13.5.2026 13:25:28 [Notification] Will search the following paths for mods:
13.5.2026 13:25:28 [Notification] /home/username/.config/VSLGameVersions/1.21.6/Mods
13.5.2026 13:25:28 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/Mods
13.5.2026 13:25:28 [Notification] /home/username/.config/VSLInstallations/1.21.6.2/ModsByServer/173.0.158.44-26915
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'egocaribautomapmarkers' ('Auto Map Markers 4.0.4 - Vintagestory 1.21(1).zip', 'Auto Map Markers 4.0.4 - Vintagestory 1.21.zip'). Will only load the highest version one - v4.0.4.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'chiseltools' ('chiseltools-1.16.2.zip', 'chiseltools1.16.2.zip'). Will only load the highest version one - v1.16.2.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'commonlib' ('CommonLib_VS1.21.1_net8_v2.8.0.zip', 'CommonLib_VS1.21.1_net8_v2.8.0.zip'). Will only load the highest version one - v2.8.0.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'decor' ('decor-1.3.1.zip', 'DecorBazaar_v1.3.1.zip'). Will only load the highest version one - v1.3.1.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'stepupcontinued' ('stepupcontinued_0.0.1.zip', 'stepupcontinued_0.0.2.zip'). Will only load the highest version one - v0.0.2.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'vsimgui' ('vsimgui_1.1.16.zip', 'vsimgui_1.1.16.zip'). Will only load the highest version one - v1.1.16.
13.5.2026 13:25:29 [Warning] Multiple mods share the mod ID 'vsroofing' ('vsroofing-1.4.9.zip', 'vsroofing_1.4.9.zip'). Will only load the highest version one - v1.4.9.
13.5.2026 13:25:29 [Notification] Found 180 mods (3 disabled)
13.5.2026 13:25:29 [Notification] Mods, sorted by dependency: walkingstick, allsideshaveresin, americanfrontiersman, bettercrates, birdseye, buriedhostility, catchlivestock, catchledge, cavesymphony, cbr, chiseltools, copperandgrain, crawlanddive, decor, perpetualstew, fieldsandplateaus, firestarters, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzonescosmopolitanregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, foodcrate, forestsymphony, bovinae, caninae, capreolinae, casuariidae, cervinae, chelonioidea, dinornithidae, felinae, iniidae, machairodontinae, manidae, meiolaniidae, pantherinae, sirenia, spheniscidae, thylacinidae, viverridae, vombatidae, fuelbriquettes, hangingoillamps, immersivelanterns, indappledgroves, jsonpatcheslib, manualdishes, manualdough, manualscraping, millwright, molds, nmfw, overhaullib, pipeleaf, plainsandvalleys, playermodellib, primitivesurvival, prospecttogether, scrollrackable, shelfobsessed, spyglass, temporalsymphony, temporal_gears_stack, toolbelt, game, vsimgui, arthursjournal, weedgardens, wildfarmingrevival, windowstorage, zoombuttonreborn, aculinaryartillery, animalcages, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, betterfirepit, betterruins, bettertraders, biomes, bloodtrail, butchering, carryon, cartwrightscaravan, chiselwiz, climbmountain, clothingbackport, combatoverhaul, commonlib, configlib, coolinbarrel, coriaendershaders, craftablecartographyforkcoral, danatweaks, emotemenupatched2, extrainfo, farseer, fastmap, fleeexhaustion, foodshelves, fromgoldencombs, genelib, hudclockpatch, hydrateordiedrate, inspect, itempickupnotifier, ithaniacannedgoods, juicyores, justthepepper, kevinsfurniture, kilnspreading, knapster, lrc, maltiezcrossbows, maltiezfirearms, morepiles, ndlchiselpick, ndltreegrowth, petai, purposefulstorage, realistictemperatures, realsmoke, rivers, rpvoicechat, rubberbandaid, scarecrow, shipwright, smithingplus, spinningwheel, statushudcont, stepupcontinued, stickydirt, stonebakeoven, substrate, targetDotSmall, th3dungeon, toolsanimations, toolsmith, trailmodupdated, traitacquirermoddedclasses, vanvar, vanityslots, vsairshipmod, creative, vsinstrumentsbase, vsroofing, survival, xlib, armory, beamtools, butcheringfotsafellcompat, cats, detailedanimals, expandedfoods, em, mannyextrafirearms, extraoverlays, playercorpse, quiversandsheaths, reforgedtools, stonequarry, vsinstruments_quackpack, wolftaming, xinvtweaksfork, xskills, aldiclasses, idgxskillspatch, mannydoubleblunderbuss, mannyflintlockarquebus, mannyhallrifle, mannyrevolvermusket, mannyrevolverpistol, mannywheellockpack, xskillsgilded
13.5.2026 13:25:29 [Warning] [clothingbackport] Is a Content mod, but .cs or .dll files were found. These will be ignored.
13.5.2026 13:25:29 [Error] [fastmap] An exception was thrown when trying to load assembly:
13.5.2026 13:25:29 [Error] [fastmap] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
I'm sorry, but I'm not supporting previous game versions. There's a good chance this is something that's been fixed in more recent mod updates, but update 1.22.x changed how transparent rendering is done which makes it difficult to support any backwards compatibility, sorry.
Coriaender, really appreciate the response, just wanted to let you know that even with OptiTime removed, I still get some strange behavior occasionaly when loading into a world, like 10 percent of the time my screen will freeze, I will get this notification from AMD Adrenalin, my desktop background will go black with icons only reappearing when hovering over them, and Vintage Story will produce noise but is not viewable without closing it from task manager and re opening it. Thanks again.
The third pack had similar consumption to V1. It remained at 55% memory usage. No significant changes. It didn't freeze, nor did the FPS drop. In fact, it was even smoother than the first.
Test_cleartransparenbit
13.5.2026 12:39:44 [Notification] Client logger started.
13.5.2026 12:39:44 [Notification] Game Version: v1.22.2 (Stable)
13.5.2026 12:39:44 [Notification] Process path: D:\Vintagestory\Vintagestory.exe
13.5.2026 12:39:44 [Notification] Operating System: Windows 10.0.26200.0
13.5.2026 12:39:44 [Notification] CPU Cores: 16
13.5.2026 12:39:44 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics
13.5.2026 12:39:44 [Notification] Available RAM: 24368 MB
13.5.2026 12:39:45 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:39:45 [Notification] Graphics Card Vendor: ATI Technologies Inc.
13.5.2026 12:39:45 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.5.1.260407
13.5.2026 12:39:45 [Notification] Graphics Card Renderer: AMD Radeon RX 6600
13.5.2026 12:39:45 [Notification] Graphics Card ShadingLanguageVersion: 4.60
13.5.2026 12:39:45 [Notification] GL.MaxVertexUniformComponents: 8000
13.5.2026 12:39:45 [Notification] GL.MaxUniformBlockSize: 4194304
13.5.2026 12:39:45 [Notification] C# Framework: .net 10.0.7
13.5.2026 12:39:45 [Notification] Cairo Graphics Version: 1.17.3
13.5.2026 12:39:45 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
13.5.2026 12:39:45 [Notification] Zstd Version: 1.5.7
13.5.2026 12:39:45 [Notification] Start discovering assets
13.5.2026 12:39:45 [Notification] Found 34 base assets in category lang
13.5.2026 12:39:45 [Notification] Found 0 base assets in category patches
13.5.2026 12:39:45 [Notification] Found 24 base assets in category config
13.5.2026 12:39:45 [Notification] Found 0 base assets in category worldproperties
13.5.2026 12:39:45 [Notification] Found 49 base assets in category sounds
13.5.2026 12:39:45 [Notification] Found 230 base assets in category shapes
13.5.2026 12:39:45 [Notification] Found 84 base assets in category shaders
13.5.2026 12:39:45 [Notification] Found 19 base assets in category shaderincludes
13.5.2026 12:39:45 [Notification] (Re-)loaded frame buffers
13.5.2026 12:39:45 [Notification] Found 182 base assets in category textures
13.5.2026 12:39:45 [Notification] Found 4 base assets in category music
13.5.2026 12:39:45 [Notification] Found 0 base assets in category dialog
13.5.2026 12:39:45 [Notification] Found 626 base assets in total
13.5.2026 12:39:45 [Notification] Loading sounds
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass .
13.5.2026 12:39:45 [Notification] Sounds loaded
13.5.2026 12:39:45 [Notification] Begin loading shaders
13.5.2026 12:39:45 [Notification] Load shaders now
13.5.2026 12:39:45 [Notification] Loading shaders...
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:39:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:39:45 [Notification] Cached session key is valid, validating with server
13.5.2026 12:39:46 [Notification] Server validation response: Good
13.5.2026 12:39:46 [Notification] Will search the following paths for mods:
13.5.2026 12:39:46 [Notification] D:\Vintagestory\Mods
13.5.2026 12:39:46 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:39:48 [Notification] Will search the following paths for mods:
13.5.2026 12:39:48 [Notification] D:\Vintagestory\Mods
13.5.2026 12:39:48 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:39:53 [Notification] Initialized GUI Manager
13.5.2026 12:39:53 [Notification] Initialized Server Connection
13.5.2026 12:39:53 [Notification] Server args parsed
13.5.2026 12:39:53 [Notification] Server main instantiated
13.5.2026 12:40:10 [Notification] Processed server identification
13.5.2026 12:40:10 [Notification] Map initialized
13.5.2026 12:40:10 [Notification] Received server assets
13.5.2026 12:40:10 [Notification] Loading and pre-starting client side mods...
13.5.2026 12:40:10 [Notification] Will search the following paths for mods:
13.5.2026 12:40:10 [Notification] D:\Vintagestory\Mods
13.5.2026 12:40:10 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:40:10 [Notification] Found 28 mods (0 disabled)
13.5.2026 12:40:10 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, molds, overhaullib, stonequarryrepckfipil, temporalsymphonyfork, visibleoresandminerals, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, coriaendershaders, vintagestorysurroundsound, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
13.5.2026 12:40:10 [Notification] Instantiated 181 mod systems from 28 enabled mods
13.5.2026 12:40:10 [Notification] Loaded mods (28):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.2 Creature Footsteps creaturefootstepsV1.2.2.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
vintagestorysurroundsound 1.2.2 Surround Sound vintagestorysurroundsound_1.2.2.zip game@1.22.0 chrisunfocused https://mods.vintagestory.at/vintagestorysurroundsound
carryon 1.14.1-pre.1 Carry On CarryOn-1.22.0_v1.14.1-pre.1.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
coriaendershaders 1.2.2-pre.1 CoriaenderShaders test_cleartransparentbit.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders
attributerenderinglibrary 3.1.4 Attribute Rendering Library AttributeRenderingLibrary-v3.1.4.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
hudclockpatch 4.3.1 HUD Clock HudClock_4.3.1_VS1.22.2.zip game@1.22.0 Elocrypt https://mods.vintagestory.at/hudclockpatch
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.6 BetterEr Prospecting bettererprospecting_3.2.6.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.5-pre.2 Player Model Library playermodellib_1.18.5-pre.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
molds 0.3.3 Molds Molds_v0.3.3.zip - MrFlame, UA_Shaman, Electrified https://mods.vintagestory.at/molds
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
temporalsymphonyfork 0.0.1 Temporal Symphony Fork 1.22 TemporalSymphonyFork_0.0.1.zip - SaltyWater, prototype464, NickFleim https://mods.vintagestory.at/temporalsymphonyfork
visibleoresandminerals 1.0.8 Visible Ores and Minerals visible-ores-and-minerals-v1.0.8.zip - Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.1.0 Electrical Progressive: Core electricalprogressivecore_3.1.0.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.1.0 Electrical Progressive: Basics electricalprogressivebasics_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.7.0 Electrical Progressive: Industry electricalprogressiveindustry_0.7.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.1.0 Electrical Progressive: QoL electricalprogressiveqol_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
13.5.2026 12:40:10 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
13.5.2026 12:40:10 [Notification] CarryOn: Disabled AutoConfigLib patches.
13.5.2026 12:40:10 [Notification] CarryOn: Harmony patches enabled.
13.5.2026 12:40:10 [Event] started 'CarryOn' mod
13.5.2026 12:40:10 [Notification] Done loading and pre-starting client side mods.
13.5.2026 12:40:10 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
13.5.2026 12:40:11 [Notification] [MedievalArchitecture] Config loaded successfully.
13.5.2026 12:40:11 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.3.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TemporalSymphonyFork_0.0.1.zip, mod@visible-ores-and-minerals-v1.0.8.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.6.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@electricalprogressivecore_3.1.0.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@playermodellib_1.18.5-pre.2.zip, mod@statushudcont_4.3.1.zip, mod@test_cleartransparentbit.zip, mod@vintagestorysurroundsound_1.2.2.zip, mod@electricalprogressivebasics_3.1.0.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.1.0.zip
13.5.2026 12:40:11 [Notification] Tags registries now locked.
13.5.2026 12:40:11 [Notification] Found 127 external assets in category lang
13.5.2026 12:40:11 [Notification] Found 129 external assets in category patches
13.5.2026 12:40:11 [Notification] Found 153 external assets in category config
13.5.2026 12:40:11 [Notification] Found 25 external assets in category worldproperties
13.5.2026 12:40:11 [Notification] Found 756 external assets in category sounds
13.5.2026 12:40:11 [Notification] Found 7166 external assets in category shapes
13.5.2026 12:40:11 [Notification] Found 29 external assets in category shaders
13.5.2026 12:40:11 [Notification] Found 5 external assets in category shaderincludes
13.5.2026 12:40:12 [Notification] Found 9962 external assets in category textures
13.5.2026 12:40:12 [Notification] Found 78 external assets in category music
13.5.2026 12:40:12 [Notification] Found 18 external assets in category dialog
13.5.2026 12:40:12 [Notification] Found 0 external assets in category compatibility
13.5.2026 12:40:12 [Notification] Found 4 external assets in category jsonpatches
13.5.2026 12:40:12 [Notification] Reloaded lang file now with mod assets
13.5.2026 12:40:12 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
13.5.2026 12:40:12 [Notification] JsonPatch Loader: 139 patches total, successfully applied 84 patches, missing files on 55 patches, unmet conditions on 33 patches, no errors
13.5.2026 12:40:13 [Notification] Received 4821 item types from server
13.5.2026 12:40:13 [Notification] Loaded 15743 block types from server
13.5.2026 12:40:14 [Notification] Reloaded sounds, now with mod assets
13.5.2026 12:40:15 [Notification] Composed 1 4096x2048 entities texture atlases from 696 textures
13.5.2026 12:40:15 [Notification] Collected 3365 shapes to tesselate.
13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:40:15 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:40:15 [Notification] Server launched
13.5.2026 12:40:15 [Notification] Composed 1 4096x2048 items texture atlases from 2339 textures
13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:40:17 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:40:18 [Notification] Composed 2 4096x2048 blocks texture atlases from 7984 textures
13.5.2026 12:40:18 [Notification] Server assets loaded
13.5.2026 12:40:18 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:40:18 [Notification] [HoR-PerfOpt] Initializing on Client side (VS 1.22)...
13.5.2026 12:40:19 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:40:19 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
13.5.2026 12:40:19 [Notification] [HudClock] 4.3.1 infrastructure loaded.
13.5.2026 12:40:19 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:40:19 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
13.5.2026 12:40:19 [Notification] [ChunkMemoryManager] Initializing memory manager
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:40:19 [Notification] [ChunkMemoryManager] Creating new feedback region.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafless.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-new.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafy.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-quiet.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafless.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafy2.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafy.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafless2.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lowgrumble.ogg -> vintagestorysurroundsound:sounds/weather/rumble-low.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lightning-distant.ogg -> vintagestorysurroundsound:sounds/weather/lightning-distant.ogg.
13.5.2026 12:40:19 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/hail.ogg -> vintagestorysurroundsound:sounds/weather/hail.wav.
13.5.2026 12:40:19 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:40:19 [Notification] Started 130 systems on Client:
13.5.2026 12:40:19 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
13.5.2026 12:40:19 [Notification] OverhaulLib.OverhaulLibSystem
13.5.2026 12:40:19 [Notification] Mod 'VSEssentials.dll' (game):
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityPartitioning
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ErrorReporter
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
13.5.2026 12:40:19 [Notification] FluffyClouds.FluffyCloudsModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.GenMaps
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemFpHands
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityParticleSpawner
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.EntityParticleSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.POIRegistry
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemProgressBar
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.RoomRegistry
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WeatherSystemCommands
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WeatherSystemClient
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.WorldMapManager
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.LoadColorMaps
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ClothManager
13.5.2026 12:40:19 [Notification] Mod 'VSSurvivalMod.dll' (survival):
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemControlPoints
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
13.5.2026 12:40:19 [Notification] Vintagestory.Systems.StoryLockableDoor
13.5.2026 12:40:19 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
13.5.2026 12:40:19 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.UpgradeTasks
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MyceliumSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.FishingSupportModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemGliding
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Timeswitch
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemAuction
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Core
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.CharacterSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MealMeshCache
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.VariablesModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModsystemElevator
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ActivityModSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ActivityEditorSystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemFarming
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemTutorial
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemNightVision
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TobiasTeleporter
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModJournal
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModLootRandomizer
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.MicroBlockModelCache
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRifts
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSleeping
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TeleporterManager
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModTemperature
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.SystemTemporalStability
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemWearableStats
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemEditableBook
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.TradeHandbookInfo
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.GenDevastationLayer
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemOreMap
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemSnowballs
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.HumanoidOutfits
13.5.2026 12:40:19 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
13.5.2026 12:40:19 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
13.5.2026 12:40:19 [Notification] StoneQuarry.Lib.Config.ConfigManager
13.5.2026 12:40:19 [Notification] StoneQuarry.Core
13.5.2026 12:40:19 [Notification] StoneQuarry.StoneSlabMeshCache
13.5.2026 12:40:19 [Notification] StoneQuarry.RockManager
13.5.2026 12:40:19 [Notification] Mod 'VSCreativeMod.dll' (creative):
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:40:19 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
13.5.2026 12:40:19 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
13.5.2026 12:40:19 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
13.5.2026 12:40:19 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
13.5.2026 12:40:19 [Notification] JsonPatchLib.JsonPatchLibSystem
13.5.2026 12:40:19 [Notification] Mod 'TemporalSymphonyFork_0.0.1.zip' (temporalsymphonyfork):
13.5.2026 12:40:19 [Notification] TemporalCall.ClientTemporalCallEffects
13.5.2026 12:40:19 [Notification] TemporalCall.TemporalCallChatSilencer
13.5.2026 12:40:19 [Notification] TemporalCall.TemporalCallModSystem
13.5.2026 12:40:19 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
13.5.2026 12:40:19 [Notification] Animalcages.Animalcages
13.5.2026 12:40:19 [Notification] Mod 'AttributeRenderingLibrary-v3.1.4.zip' (attributerenderinglibrary):
13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Core
13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
13.5.2026 12:40:19 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
13.5.2026 12:40:19 [Notification] Mod 'bettererprospecting_3.2.6.zip' (bettererprospecting):
13.5.2026 12:40:19 [Notification] BetterErProspecting.BetterErProspect
13.5.2026 12:40:19 [Notification] BetterErProspecting.Tracking.PptTracker
13.5.2026 12:40:19 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
13.5.2026 12:40:19 [Notification] Mod 'CarryOn-1.22.0_v1.14.1-pre.1.zip' (carryon):
13.5.2026 12:40:19 [Notification] CarryOn.CarrySystem
13.5.2026 12:40:19 [Notification] Mod 'electricalprogressivecore_3.1.0.zip' (electricalprogressivecore):
13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressive
13.5.2026 12:40:19 [Notification] Mod 'HudClock_4.3.1_VS1.22.2.zip' (hudclockpatch):
13.5.2026 12:40:19 [Notification] HudClock.HudClockModSystem
13.5.2026 12:40:19 [Notification] Mod 'playermodellib_1.18.5-pre.2.zip' (playermodellib):
13.5.2026 12:40:19 [Notification] PlayerModelLib.PlayerModelModSystem
13.5.2026 12:40:19 [Notification] PlayerModelLib.CustomModelsSystem
13.5.2026 12:40:19 [Notification] PlayerModelLib.LatePlayerModelModSystem
13.5.2026 12:40:19 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont):
13.5.2026 12:40:19 [Notification] StatusHud.StatusHudSystem
13.5.2026 12:40:19 [Notification] Mod 'test_cleartransparentbit.zip' (coriaendershaders):
13.5.2026 12:40:19 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
13.5.2026 12:40:19 [Notification] Mod 'vintagestorysurroundsound_1.2.2.zip' (vintagestorysurroundsound):
13.5.2026 12:40:19 [Notification] SurroundSoundLab.SurroundSoundLabModSystem
13.5.2026 12:40:19 [Notification] Mod 'electricalprogressivebasics_3.1.0.zip' (electricalprogressivebasics):
13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
13.5.2026 12:40:19 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
13.5.2026 12:40:19 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
13.5.2026 12:40:19 [Notification] Mod 'electricalprogressiveindustry_0.7.0.zip' (electricalprogressiveindustry):
13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
13.5.2026 12:40:19 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
13.5.2026 12:40:19 [Notification] Mod 'electricalprogressiveqol_3.1.0.zip' (electricalprogressiveqol):
13.5.2026 12:40:19 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
13.5.2026 12:40:19 [Notification] Loading shaders...
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:40:19 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:40:20 [Notification] Reloaded shaders now with mod assets
13.5.2026 12:40:20 [Notification] Received level init
13.5.2026 12:40:20 [Notification] Blocks tesselated
13.5.2026 12:40:20 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:40:20 [Event] 26 traits loaded from 1 files
13.5.2026 12:40:20 [Event] 6 classes loaded from 1 files
13.5.2026 12:40:20 [Notification] Initialized Music Engine
13.5.2026 12:40:20 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
13.5.2026 12:40:23 [Notification] [stonequarryrepckfipil] Received config StoneQuarry.Config from StoneQuarry v1.0.0.0 from server
13.5.2026 12:40:23 [Notification] [HudClock] Domain services and HUD components online.
13.5.2026 12:40:23 [Notification] Received level finalize
13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Shared index built: 2548 output entries, 1709 ingredient entries, 14116 recipes with metadata
13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 14116 recipes
13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] Crafting event filter indexed 14046 recipes with concrete ingredients
13.5.2026 12:40:23 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 45ms. 14116 grid recipes indexed. Output index: 2548 entries. Ingredient index: 1709 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
13.5.2026 12:40:23 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:40:23 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:40:24 [Notification] Loaded Shaderprogramm for render pass clouds.
13.5.2026 12:40:24 [Notification] Loading world map cache db...
13.5.2026 12:40:24 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:40:24 [Warning] ===============================================================
13.5.2026 12:40:24 [Warning] (x_x) Captured 8 issues during startup:
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:40:24 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:40:24 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:40:24 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:40:24 [Warning] ===============================================================
13.5.2026 12:40:25 [Notification] Loaded Shaderprogramm for render pass rift.
13.5.2026 12:40:44 [Fatal] Exception in async LoadSounds thread:
13.5.2026 12:40:44 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396
at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42
at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68
at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488
at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289
13.5.2026 12:41:10 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
13.5.2026 12:41:35 [Notification] Client pause state is now on
13.5.2026 12:41:36 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
13.5.2026 12:41:36 [Notification] Stopping single player server
13.5.2026 12:41:38 [Notification] [HoR-PerfOpt] Disposed and all patches removed
13.5.2026 12:41:41 [Notification] ChunkIntake threads completed gracefully.
13.5.2026 12:41:41 [Notification] ChunkLoading threads completed gracefully.
13.5.2026 12:41:41 [Notification] [vintagestorysurroundsound] Restored vanilla weather audio beds.
13.5.2026 12:41:41 [Notification] Exiting current game to main menu, reason: leave world button pressed
13.5.2026 12:41:45 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
What excellent news. I'll still have to implement an actual fix, but that makes it clear what the problem is, thanks so much, ¡has sido de gran ayuda!
Just to be clear, when you say 55% that's an ok amount, right? It sounds like it from the other stuff but I don't know what's expected.
Okay. It's using 55% of my 24GB of available RAM. With the shader enabled, it's consuming between 6-7GB. Normally, the game uses between 5-6GB without the shader, but it's possibly less due to the mods I have installed. It remained very stable, so on other devices with fewer mods, it should run quite smoothly if the bug is fixed.
It doesn't freeze, low resource consumption. Normal RAM usage and no strange text in the configuration file.
Test_notraspiler
13.5.2026 12:30:11 [Notification] Client logger started.
13.5.2026 12:30:11 [Notification] Game Version: v1.22.2 (Stable)
13.5.2026 12:30:12 [Notification] Process path: D:\Vintagestory\Vintagestory.exe
13.5.2026 12:30:12 [Notification] Operating System: Windows 10.0.26200.0
13.5.2026 12:30:12 [Notification] CPU Cores: 16
13.5.2026 12:30:12 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics
13.5.2026 12:30:12 [Notification] Available RAM: 24368 MB
13.5.2026 12:30:12 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:30:12 [Notification] Graphics Card Vendor: ATI Technologies Inc.
13.5.2026 12:30:12 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.5.1.260407
13.5.2026 12:30:12 [Notification] Graphics Card Renderer: AMD Radeon RX 6600
13.5.2026 12:30:12 [Notification] Graphics Card ShadingLanguageVersion: 4.60
13.5.2026 12:30:12 [Notification] GL.MaxVertexUniformComponents: 8000
13.5.2026 12:30:12 [Notification] GL.MaxUniformBlockSize: 4194304
13.5.2026 12:30:12 [Notification] C# Framework: .net 10.0.7
13.5.2026 12:30:12 [Notification] Cairo Graphics Version: 1.17.3
13.5.2026 12:30:12 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
13.5.2026 12:30:12 [Notification] Zstd Version: 1.5.7
13.5.2026 12:30:12 [Notification] Start discovering assets
13.5.2026 12:30:12 [Notification] Found 34 base assets in category lang
13.5.2026 12:30:12 [Notification] Found 0 base assets in category patches
13.5.2026 12:30:12 [Notification] Found 24 base assets in category config
13.5.2026 12:30:12 [Notification] Found 0 base assets in category worldproperties
13.5.2026 12:30:12 [Notification] Found 49 base assets in category sounds
13.5.2026 12:30:12 [Notification] Found 230 base assets in category shapes
13.5.2026 12:30:12 [Notification] Found 84 base assets in category shaders
13.5.2026 12:30:12 [Notification] (Re-)loaded frame buffers
13.5.2026 12:30:12 [Notification] Found 19 base assets in category shaderincludes
13.5.2026 12:30:12 [Notification] Found 182 base assets in category textures
13.5.2026 12:30:12 [Notification] Found 4 base assets in category music
13.5.2026 12:30:12 [Notification] Found 0 base assets in category dialog
13.5.2026 12:30:12 [Notification] Found 626 base assets in total
13.5.2026 12:30:12 [Notification] Loading sounds
13.5.2026 12:30:12 [Notification] Loaded Shaderprogramm for render pass .
13.5.2026 12:30:12 [Notification] Sounds loaded
13.5.2026 12:30:12 [Notification] Begin loading shaders
13.5.2026 12:30:12 [Notification] Load shaders now
13.5.2026 12:30:12 [Notification] Loading shaders...
13.5.2026 12:30:12 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:30:12 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:30:12 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:30:13 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:30:13 [Notification] Cached session key is valid, validating with server
13.5.2026 12:30:14 [Notification] Server validation response: Good
13.5.2026 12:30:14 [Notification] Will search the following paths for mods:
13.5.2026 12:30:14 [Notification] D:\Vintagestory\Mods
13.5.2026 12:30:14 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:30:22 [Notification] Will search the following paths for mods:
13.5.2026 12:30:22 [Notification] D:\Vintagestory\Mods
13.5.2026 12:30:22 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:30:32 [Notification] Initialized GUI Manager
13.5.2026 12:30:32 [Notification] Initialized Server Connection
13.5.2026 12:30:32 [Notification] Server args parsed
13.5.2026 12:30:32 [Notification] Server main instantiated
13.5.2026 12:30:52 [Notification] Processed server identification
13.5.2026 12:30:52 [Notification] Map initialized
13.5.2026 12:30:52 [Notification] Received server assets
13.5.2026 12:30:52 [Notification] Loading and pre-starting client side mods...
13.5.2026 12:30:52 [Notification] Will search the following paths for mods:
13.5.2026 12:30:52 [Notification] D:\Vintagestory\Mods
13.5.2026 12:30:52 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:30:52 [Notification] Found 28 mods (0 disabled)
13.5.2026 12:30:52 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, molds, overhaullib, stonequarryrepckfipil, temporalsymphonyfork, visibleoresandminerals, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, coriaendershaders, vintagestorysurroundsound, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
13.5.2026 12:30:53 [Notification] Instantiated 181 mod systems from 28 enabled mods
13.5.2026 12:30:53 [Notification] Loaded mods (28):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.2 Creature Footsteps creaturefootstepsV1.2.2.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
vintagestorysurroundsound 1.2.2 Surround Sound vintagestorysurroundsound_1.2.2.zip game@1.22.0 chrisunfocused https://mods.vintagestory.at/vintagestorysurroundsound
carryon 1.14.1-pre.1 Carry On CarryOn-1.22.0_v1.14.1-pre.1.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
coriaendershaders 1.2.2-pre.1 CoriaenderShaders test_notranspiler.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders
attributerenderinglibrary 3.1.4 Attribute Rendering Library AttributeRenderingLibrary-v3.1.4.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
hudclockpatch 4.3.1 HUD Clock HudClock_4.3.1_VS1.22.2.zip game@1.22.0 Elocrypt https://mods.vintagestory.at/hudclockpatch
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.6 BetterEr Prospecting bettererprospecting_3.2.6.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.5-pre.2 Player Model Library playermodellib_1.18.5-pre.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
molds 0.3.3 Molds Molds_v0.3.3.zip - MrFlame, UA_Shaman, Electrified https://mods.vintagestory.at/molds
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
temporalsymphonyfork 0.0.1 Temporal Symphony Fork 1.22 TemporalSymphonyFork_0.0.1.zip - SaltyWater, prototype464, NickFleim https://mods.vintagestory.at/temporalsymphonyfork
visibleoresandminerals 1.0.8 Visible Ores and Minerals visible-ores-and-minerals-v1.0.8.zip - Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.1.0 Electrical Progressive: Core electricalprogressivecore_3.1.0.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.1.0 Electrical Progressive: Basics electricalprogressivebasics_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.7.0 Electrical Progressive: Industry electricalprogressiveindustry_0.7.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.1.0 Electrical Progressive: QoL electricalprogressiveqol_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
13.5.2026 12:30:53 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
13.5.2026 12:30:53 [Notification] CarryOn: Disabled AutoConfigLib patches.
13.5.2026 12:30:53 [Notification] CarryOn: Harmony patches enabled.
13.5.2026 12:30:53 [Event] started 'CarryOn' mod
13.5.2026 12:30:53 [Notification] Done loading and pre-starting client side mods.
13.5.2026 12:30:53 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
13.5.2026 12:30:53 [Notification] [MedievalArchitecture] Config loaded successfully.
13.5.2026 12:30:53 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.3.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TemporalSymphonyFork_0.0.1.zip, mod@visible-ores-and-minerals-v1.0.8.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.6.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@electricalprogressivecore_3.1.0.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@playermodellib_1.18.5-pre.2.zip, mod@statushudcont_4.3.1.zip, mod@test_notranspiler.zip, mod@vintagestorysurroundsound_1.2.2.zip, mod@electricalprogressivebasics_3.1.0.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.1.0.zip
13.5.2026 12:30:53 [Notification] Tags registries now locked.
13.5.2026 12:30:53 [Notification] Found 127 external assets in category lang
13.5.2026 12:30:53 [Notification] Found 129 external assets in category patches
13.5.2026 12:30:54 [Notification] Found 153 external assets in category config
13.5.2026 12:30:54 [Notification] Found 25 external assets in category worldproperties
13.5.2026 12:30:54 [Notification] Found 756 external assets in category sounds
13.5.2026 12:30:54 [Notification] Found 7166 external assets in category shapes
13.5.2026 12:30:54 [Notification] Found 29 external assets in category shaders
13.5.2026 12:30:54 [Notification] Found 5 external assets in category shaderincludes
13.5.2026 12:30:55 [Notification] Found 9962 external assets in category textures
13.5.2026 12:30:55 [Notification] Found 78 external assets in category music
13.5.2026 12:30:55 [Notification] Found 18 external assets in category dialog
13.5.2026 12:30:55 [Notification] Found 0 external assets in category compatibility
13.5.2026 12:30:55 [Notification] Found 4 external assets in category jsonpatches
13.5.2026 12:30:55 [Notification] Reloaded lang file now with mod assets
13.5.2026 12:30:55 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
13.5.2026 12:30:56 [Notification] JsonPatch Loader: 139 patches total, successfully applied 84 patches, missing files on 55 patches, unmet conditions on 33 patches, no errors
13.5.2026 12:30:56 [Notification] Received 4821 item types from server
13.5.2026 12:30:56 [Notification] Loaded 15743 block types from server
13.5.2026 12:30:57 [Notification] Reloaded sounds, now with mod assets
13.5.2026 12:30:58 [Notification] Composed 1 4096x2048 entities texture atlases from 696 textures
13.5.2026 12:30:59 [Notification] Collected 3365 shapes to tesselate.
13.5.2026 12:30:59 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:30:59 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:30:59 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:31:00 [Notification] Composed 1 4096x2048 items texture atlases from 2339 textures
13.5.2026 12:31:00 [Notification] Server launched
13.5.2026 12:31:03 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:31:03 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:31:03 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:31:03 [Notification] Composed 2 4096x2048 blocks texture atlases from 7984 textures
13.5.2026 12:31:04 [Notification] Server assets loaded
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:31:04 [Notification] [HoR-PerfOpt] Initializing on Client side (VS 1.22)...
13.5.2026 12:31:04 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:31:04 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:31:04 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
13.5.2026 12:31:04 [Notification] [HudClock] 4.3.1 infrastructure loaded.
13.5.2026 12:31:04 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:31:04 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:31:05 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:31:05 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
13.5.2026 12:31:05 [Notification] [ChunkMemoryManager] Initializing memory manager
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:31:05 [Notification] [ChunkMemoryManager] Creating new feedback region.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafless.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-new.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafy.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-quiet.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafless.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafy2.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafy.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafless2.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lowgrumble.ogg -> vintagestorysurroundsound:sounds/weather/rumble-low.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lightning-distant.ogg -> vintagestorysurroundsound:sounds/weather/lightning-distant.ogg.
13.5.2026 12:31:05 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/hail.ogg -> vintagestorysurroundsound:sounds/weather/hail.wav.
13.5.2026 12:31:05 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:31:05 [Notification] Started 130 systems on Client:
13.5.2026 12:31:05 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
13.5.2026 12:31:05 [Notification] OverhaulLib.OverhaulLibSystem
13.5.2026 12:31:05 [Notification] Mod 'VSEssentials.dll' (game):
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.EntityPartitioning
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ErrorReporter
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
13.5.2026 12:31:05 [Notification] FluffyClouds.FluffyCloudsModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.GenMaps
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemFpHands
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.EntityParticleSpawner
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.EntityParticleSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.POIRegistry
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemProgressBar
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.RoomRegistry
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.WeatherSystemCommands
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.WeatherSystemClient
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.WorldMapManager
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.LoadColorMaps
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ClothManager
13.5.2026 12:31:05 [Notification] Mod 'VSSurvivalMod.dll' (survival):
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemControlPoints
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
13.5.2026 12:31:05 [Notification] Vintagestory.Systems.StoryLockableDoor
13.5.2026 12:31:05 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
13.5.2026 12:31:05 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.UpgradeTasks
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.MyceliumSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.FishingSupportModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemGliding
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.Timeswitch
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemAuction
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.Core
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.CharacterSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.MealMeshCache
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.VariablesModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModsystemElevator
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ActivityModSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ActivityEditorSystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemFarming
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemTutorial
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemNightVision
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.TobiasTeleporter
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModJournal
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModLootRandomizer
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.MicroBlockModelCache
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemRifts
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSleeping
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.TeleporterManager
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModTemperature
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.SystemTemporalStability
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemWearableStats
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemEditableBook
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.TradeHandbookInfo
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.GenDevastationLayer
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemOreMap
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemSnowballs
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.HumanoidOutfits
13.5.2026 12:31:05 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
13.5.2026 12:31:05 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
13.5.2026 12:31:05 [Notification] StoneQuarry.Lib.Config.ConfigManager
13.5.2026 12:31:05 [Notification] StoneQuarry.Core
13.5.2026 12:31:05 [Notification] StoneQuarry.StoneSlabMeshCache
13.5.2026 12:31:05 [Notification] StoneQuarry.RockManager
13.5.2026 12:31:05 [Notification] Mod 'VSCreativeMod.dll' (creative):
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:31:05 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
13.5.2026 12:31:05 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
13.5.2026 12:31:05 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
13.5.2026 12:31:05 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
13.5.2026 12:31:05 [Notification] JsonPatchLib.JsonPatchLibSystem
13.5.2026 12:31:05 [Notification] Mod 'TemporalSymphonyFork_0.0.1.zip' (temporalsymphonyfork):
13.5.2026 12:31:05 [Notification] TemporalCall.ClientTemporalCallEffects
13.5.2026 12:31:05 [Notification] TemporalCall.TemporalCallChatSilencer
13.5.2026 12:31:05 [Notification] TemporalCall.TemporalCallModSystem
13.5.2026 12:31:05 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
13.5.2026 12:31:05 [Notification] Animalcages.Animalcages
13.5.2026 12:31:05 [Notification] Mod 'AttributeRenderingLibrary-v3.1.4.zip' (attributerenderinglibrary):
13.5.2026 12:31:05 [Notification] AttributeRenderingLibrary.Core
13.5.2026 12:31:05 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
13.5.2026 12:31:05 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
13.5.2026 12:31:05 [Notification] Mod 'bettererprospecting_3.2.6.zip' (bettererprospecting):
13.5.2026 12:31:05 [Notification] BetterErProspecting.BetterErProspect
13.5.2026 12:31:05 [Notification] BetterErProspecting.Tracking.PptTracker
13.5.2026 12:31:05 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
13.5.2026 12:31:05 [Notification] Mod 'CarryOn-1.22.0_v1.14.1-pre.1.zip' (carryon):
13.5.2026 12:31:05 [Notification] CarryOn.CarrySystem
13.5.2026 12:31:05 [Notification] Mod 'electricalprogressivecore_3.1.0.zip' (electricalprogressivecore):
13.5.2026 12:31:05 [Notification] ElectricalProgressive.ElectricalProgressive
13.5.2026 12:31:05 [Notification] Mod 'HudClock_4.3.1_VS1.22.2.zip' (hudclockpatch):
13.5.2026 12:31:05 [Notification] HudClock.HudClockModSystem
13.5.2026 12:31:05 [Notification] Mod 'playermodellib_1.18.5-pre.2.zip' (playermodellib):
13.5.2026 12:31:05 [Notification] PlayerModelLib.PlayerModelModSystem
13.5.2026 12:31:05 [Notification] PlayerModelLib.CustomModelsSystem
13.5.2026 12:31:05 [Notification] PlayerModelLib.LatePlayerModelModSystem
13.5.2026 12:31:05 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont):
13.5.2026 12:31:05 [Notification] StatusHud.StatusHudSystem
13.5.2026 12:31:05 [Notification] Mod 'test_notranspiler.zip' (coriaendershaders):
13.5.2026 12:31:05 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
13.5.2026 12:31:05 [Notification] Mod 'vintagestorysurroundsound_1.2.2.zip' (vintagestorysurroundsound):
13.5.2026 12:31:05 [Notification] SurroundSoundLab.SurroundSoundLabModSystem
13.5.2026 12:31:05 [Notification] Mod 'electricalprogressivebasics_3.1.0.zip' (electricalprogressivebasics):
13.5.2026 12:31:05 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
13.5.2026 12:31:05 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
13.5.2026 12:31:05 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
13.5.2026 12:31:05 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
13.5.2026 12:31:05 [Notification] Mod 'electricalprogressiveindustry_0.7.0.zip' (electricalprogressiveindustry):
13.5.2026 12:31:05 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
13.5.2026 12:31:05 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
13.5.2026 12:31:05 [Notification] Mod 'electricalprogressiveqol_3.1.0.zip' (electricalprogressiveqol):
13.5.2026 12:31:05 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
13.5.2026 12:31:05 [Notification] Loading shaders...
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:31:05 [Notification] Blocks tesselated
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:31:05 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:31:05 [Notification] Reloaded shaders now with mod assets
13.5.2026 12:31:06 [Notification] Received level init
13.5.2026 12:31:06 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:31:06 [Event] 26 traits loaded from 1 files
13.5.2026 12:31:06 [Event] 6 classes loaded from 1 files
13.5.2026 12:31:06 [Notification] Initialized Music Engine
13.5.2026 12:31:06 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
13.5.2026 12:31:07 [Notification] [stonequarryrepckfipil] Received config StoneQuarry.Config from StoneQuarry v1.0.0.0 from server
13.5.2026 12:31:07 [Notification] [HudClock] Domain services and HUD components online.
13.5.2026 12:31:07 [Notification] Received level finalize
13.5.2026 12:31:08 [Notification] [HoR-PerfOpt] Shared index built: 2548 output entries, 1709 ingredient entries, 14116 recipes with metadata
13.5.2026 12:31:08 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 14116 recipes
13.5.2026 12:31:08 [Notification] [HoR-PerfOpt] Crafting event filter indexed 14046 recipes with concrete ingredients
13.5.2026 12:31:08 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 59ms. 14116 grid recipes indexed. Output index: 2548 entries. Ingredient index: 1709 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
13.5.2026 12:31:08 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:31:08 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:31:09 [Notification] Loaded Shaderprogramm for render pass clouds.
13.5.2026 12:31:09 [Notification] Loading world map cache db...
13.5.2026 12:31:09 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:31:10 [Warning] ===============================================================
13.5.2026 12:31:10 [Warning] (x_x) Captured 8 issues during startup:
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:31:10 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:31:10 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:31:10 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:31:10 [Warning] ===============================================================
13.5.2026 12:31:10 [Notification] Loaded Shaderprogramm for render pass rift.
13.5.2026 12:31:30 [Fatal] Exception in async LoadSounds thread:
13.5.2026 12:31:30 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396
at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42
at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68
at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488
at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289
13.5.2026 12:32:22 [Notification] Client pause state is now on
13.5.2026 12:32:26 [Notification] Client pause state is now off
13.5.2026 12:32:35 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
13.5.2026 12:32:46 [Notification] Client pause state is now on
13.5.2026 12:32:47 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
13.5.2026 12:32:48 [Notification] Stopping single player server
13.5.2026 12:32:49 [Notification] [HoR-PerfOpt] Disposed and all patches removed
13.5.2026 12:32:52 [Notification] ChunkIntake threads completed gracefully.
13.5.2026 12:32:52 [Notification] ChunkLoading threads completed gracefully.
13.5.2026 12:32:52 [Notification] [vintagestorysurroundsound] Restored vanilla weather audio beds.
13.5.2026 12:32:52 [Notification] Exiting current game to main menu, reason: leave world button pressed
13.5.2026 12:32:55 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
The second one. It caused a progressive increase in RAM memory until it was exhausted, with the same errors.
Test_genericoperand
13.5.2026 12:35:54 [Notification] Client logger started.
13.5.2026 12:35:54 [Notification] Game Version: v1.22.2 (Stable)
13.5.2026 12:35:54 [Notification] Process path: D:\Vintagestory\Vintagestory.exe
13.5.2026 12:35:54 [Notification] Operating System: Windows 10.0.26200.0
13.5.2026 12:35:54 [Notification] CPU Cores: 16
13.5.2026 12:35:54 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics
13.5.2026 12:35:54 [Notification] Available RAM: 24368 MB
13.5.2026 12:35:54 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:35:54 [Notification] Graphics Card Vendor: ATI Technologies Inc.
13.5.2026 12:35:54 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.5.1.260407
13.5.2026 12:35:54 [Notification] Graphics Card Renderer: AMD Radeon RX 6600
13.5.2026 12:35:54 [Notification] Graphics Card ShadingLanguageVersion: 4.60
13.5.2026 12:35:54 [Notification] GL.MaxVertexUniformComponents: 8000
13.5.2026 12:35:54 [Notification] GL.MaxUniformBlockSize: 4194304
13.5.2026 12:35:54 [Notification] C# Framework: .net 10.0.7
13.5.2026 12:35:54 [Notification] Cairo Graphics Version: 1.17.3
13.5.2026 12:35:54 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
13.5.2026 12:35:54 [Notification] Zstd Version: 1.5.7
13.5.2026 12:35:54 [Notification] Start discovering assets
13.5.2026 12:35:54 [Notification] Found 34 base assets in category lang
13.5.2026 12:35:54 [Notification] Found 0 base assets in category patches
13.5.2026 12:35:54 [Notification] Found 24 base assets in category config
13.5.2026 12:35:54 [Notification] Found 0 base assets in category worldproperties
13.5.2026 12:35:54 [Notification] Found 49 base assets in category sounds
13.5.2026 12:35:54 [Notification] Found 230 base assets in category shapes
13.5.2026 12:35:54 [Notification] Found 84 base assets in category shaders
13.5.2026 12:35:54 [Notification] Found 19 base assets in category shaderincludes
13.5.2026 12:35:54 [Notification] (Re-)loaded frame buffers
13.5.2026 12:35:55 [Notification] Found 182 base assets in category textures
13.5.2026 12:35:55 [Notification] Found 4 base assets in category music
13.5.2026 12:35:55 [Notification] Found 0 base assets in category dialog
13.5.2026 12:35:55 [Notification] Found 626 base assets in total
13.5.2026 12:35:55 [Notification] Loading sounds
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass .
13.5.2026 12:35:55 [Notification] Sounds loaded
13.5.2026 12:35:55 [Notification] Begin loading shaders
13.5.2026 12:35:55 [Notification] Load shaders now
13.5.2026 12:35:55 [Notification] Loading shaders...
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:35:55 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:35:55 [Notification] Cached session key is valid, validating with server
13.5.2026 12:35:56 [Notification] Server validation response: Good
13.5.2026 12:35:56 [Notification] Will search the following paths for mods:
13.5.2026 12:35:56 [Notification] D:\Vintagestory\Mods
13.5.2026 12:35:56 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:35:59 [Notification] Will search the following paths for mods:
13.5.2026 12:35:59 [Notification] D:\Vintagestory\Mods
13.5.2026 12:35:59 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:36:09 [Notification] Initialized GUI Manager
13.5.2026 12:36:09 [Notification] Initialized Server Connection
13.5.2026 12:36:09 [Notification] Server args parsed
13.5.2026 12:36:09 [Notification] Server main instantiated
13.5.2026 12:36:26 [Notification] Processed server identification
13.5.2026 12:36:26 [Notification] Map initialized
13.5.2026 12:36:26 [Notification] Received server assets
13.5.2026 12:36:26 [Notification] Loading and pre-starting client side mods...
13.5.2026 12:36:26 [Notification] Will search the following paths for mods:
13.5.2026 12:36:26 [Notification] D:\Vintagestory\Mods
13.5.2026 12:36:26 [Notification] %appdata%\VintagestoryData\Mods
13.5.2026 12:36:26 [Notification] Found 28 mods (0 disabled)
13.5.2026 12:36:26 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, molds, overhaullib, stonequarryrepckfipil, temporalsymphonyfork, visibleoresandminerals, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, coriaendershaders, vintagestorysurroundsound, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
13.5.2026 12:36:26 [Notification] Instantiated 181 mod systems from 28 enabled mods
13.5.2026 12:36:26 [Notification] Loaded mods (28):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.2 Creature Footsteps creaturefootstepsV1.2.2.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
vintagestorysurroundsound 1.2.2 Surround Sound vintagestorysurroundsound_1.2.2.zip game@1.22.0 chrisunfocused https://mods.vintagestory.at/vintagestorysurroundsound
carryon 1.14.1-pre.1 Carry On CarryOn-1.22.0_v1.14.1-pre.1.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
coriaendershaders 1.2.2-pre.1 CoriaenderShaders test_genericoperand.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders
attributerenderinglibrary 3.1.4 Attribute Rendering Library AttributeRenderingLibrary-v3.1.4.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
hudclockpatch 4.3.1 HUD Clock HudClock_4.3.1_VS1.22.2.zip game@1.22.0 Elocrypt https://mods.vintagestory.at/hudclockpatch
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.6 BetterEr Prospecting bettererprospecting_3.2.6.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.5-pre.2 Player Model Library playermodellib_1.18.5-pre.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
molds 0.3.3 Molds Molds_v0.3.3.zip - MrFlame, UA_Shaman, Electrified https://mods.vintagestory.at/molds
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
temporalsymphonyfork 0.0.1 Temporal Symphony Fork 1.22 TemporalSymphonyFork_0.0.1.zip - SaltyWater, prototype464, NickFleim https://mods.vintagestory.at/temporalsymphonyfork
visibleoresandminerals 1.0.8 Visible Ores and Minerals visible-ores-and-minerals-v1.0.8.zip - Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.1.0 Electrical Progressive: Core electricalprogressivecore_3.1.0.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.1.0 Electrical Progressive: Basics electricalprogressivebasics_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.7.0 Electrical Progressive: Industry electricalprogressiveindustry_0.7.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.1.0 Electrical Progressive: QoL electricalprogressiveqol_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
13.5.2026 12:36:26 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
13.5.2026 12:36:26 [Notification] CarryOn: Disabled AutoConfigLib patches.
13.5.2026 12:36:26 [Notification] CarryOn: Harmony patches enabled.
13.5.2026 12:36:26 [Event] started 'CarryOn' mod
13.5.2026 12:36:26 [Notification] Done loading and pre-starting client side mods.
13.5.2026 12:36:26 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
13.5.2026 12:36:27 [Notification] [MedievalArchitecture] Config loaded successfully.
13.5.2026 12:36:27 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.3.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TemporalSymphonyFork_0.0.1.zip, mod@visible-ores-and-minerals-v1.0.8.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.6.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@electricalprogressivecore_3.1.0.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@playermodellib_1.18.5-pre.2.zip, mod@statushudcont_4.3.1.zip, mod@test_genericoperand.zip, mod@vintagestorysurroundsound_1.2.2.zip, mod@electricalprogressivebasics_3.1.0.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.1.0.zip
13.5.2026 12:36:27 [Notification] Tags registries now locked.
13.5.2026 12:36:27 [Notification] Found 127 external assets in category lang
13.5.2026 12:36:27 [Notification] Found 129 external assets in category patches
13.5.2026 12:36:27 [Notification] Found 153 external assets in category config
13.5.2026 12:36:27 [Notification] Found 25 external assets in category worldproperties
13.5.2026 12:36:27 [Notification] Found 756 external assets in category sounds
13.5.2026 12:36:27 [Notification] Found 7166 external assets in category shapes
13.5.2026 12:36:27 [Notification] Found 29 external assets in category shaders
13.5.2026 12:36:27 [Notification] Found 5 external assets in category shaderincludes
13.5.2026 12:36:28 [Notification] Found 9962 external assets in category textures
13.5.2026 12:36:28 [Notification] Found 78 external assets in category music
13.5.2026 12:36:28 [Notification] Found 18 external assets in category dialog
13.5.2026 12:36:28 [Notification] Found 0 external assets in category compatibility
13.5.2026 12:36:28 [Notification] Found 4 external assets in category jsonpatches
13.5.2026 12:36:28 [Notification] Reloaded lang file now with mod assets
13.5.2026 12:36:28 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
13.5.2026 12:36:29 [Notification] JsonPatch Loader: 139 patches total, successfully applied 84 patches, missing files on 55 patches, unmet conditions on 33 patches, no errors
13.5.2026 12:36:29 [Notification] Received 4821 item types from server
13.5.2026 12:36:29 [Notification] Loaded 15743 block types from server
13.5.2026 12:36:30 [Notification] Reloaded sounds, now with mod assets
13.5.2026 12:36:30 [Notification] Composed 1 4096x2048 entities texture atlases from 696 textures
13.5.2026 12:36:31 [Notification] Collected 3365 shapes to tesselate.
13.5.2026 12:36:31 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:36:31 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:36:31 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:36:32 [Notification] Composed 1 4096x2048 items texture atlases from 2339 textures
13.5.2026 12:36:32 [Notification] Server launched
13.5.2026 12:36:33 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:36:33 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:36:33 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:36:34 [Notification] Composed 2 4096x2048 blocks texture atlases from 7984 textures
13.5.2026 12:36:34 [Notification] Server assets loaded
13.5.2026 12:36:34 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:36:34 [Notification] [HoR-PerfOpt] Initializing on Client side (VS 1.22)...
13.5.2026 12:36:34 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:36:35 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
13.5.2026 12:36:35 [Notification] [HudClock] 4.3.1 infrastructure loaded.
13.5.2026 12:36:35 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:36:35 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:36:35 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:36:35 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
13.5.2026 12:36:35 [Notification] [ChunkMemoryManager] Initializing memory manager
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:36:35 [Notification] [ChunkMemoryManager] Creating new feedback region.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafless.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-new.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafy.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-quiet.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafless.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafy2.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafy.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafless2.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lowgrumble.ogg -> vintagestorysurroundsound:sounds/weather/rumble-low.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lightning-distant.ogg -> vintagestorysurroundsound:sounds/weather/lightning-distant.ogg.
13.5.2026 12:36:35 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/hail.ogg -> vintagestorysurroundsound:sounds/weather/hail.wav.
13.5.2026 12:36:35 [Warning] OpenAL Error during dispose of sound game:music/roots.ogg: InvalidName
13.5.2026 12:36:35 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:36:35 [Notification] Started 130 systems on Client:
13.5.2026 12:36:35 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
13.5.2026 12:36:35 [Notification] OverhaulLib.OverhaulLibSystem
13.5.2026 12:36:35 [Notification] Mod 'VSEssentials.dll' (game):
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.EntityPartitioning
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ErrorReporter
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
13.5.2026 12:36:35 [Notification] FluffyClouds.FluffyCloudsModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.GenMaps
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemFpHands
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.EntityParticleSpawner
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.EntityParticleSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.POIRegistry
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemProgressBar
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.RoomRegistry
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.WeatherSystemCommands
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.WeatherSystemClient
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.WorldMapManager
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.LoadColorMaps
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ClothManager
13.5.2026 12:36:35 [Notification] Mod 'VSSurvivalMod.dll' (survival):
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemControlPoints
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
13.5.2026 12:36:35 [Notification] Vintagestory.Systems.StoryLockableDoor
13.5.2026 12:36:35 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
13.5.2026 12:36:35 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.UpgradeTasks
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.MyceliumSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.FishingSupportModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemGliding
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.Timeswitch
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemAuction
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.Core
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.CharacterSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.MealMeshCache
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.VariablesModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModsystemElevator
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ActivityModSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ActivityEditorSystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemFarming
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemTutorial
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemNightVision
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.TobiasTeleporter
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModJournal
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModLootRandomizer
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.MicroBlockModelCache
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemRifts
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSleeping
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.TeleporterManager
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModTemperature
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.SystemTemporalStability
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemWearableStats
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemEditableBook
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.TradeHandbookInfo
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.GenDevastationLayer
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemOreMap
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemSnowballs
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.HumanoidOutfits
13.5.2026 12:36:35 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
13.5.2026 12:36:35 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
13.5.2026 12:36:35 [Notification] StoneQuarry.Lib.Config.ConfigManager
13.5.2026 12:36:35 [Notification] StoneQuarry.Core
13.5.2026 12:36:35 [Notification] StoneQuarry.StoneSlabMeshCache
13.5.2026 12:36:35 [Notification] StoneQuarry.RockManager
13.5.2026 12:36:35 [Notification] Mod 'VSCreativeMod.dll' (creative):
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.Core
13.5.2026 12:36:35 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
13.5.2026 12:36:35 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
13.5.2026 12:36:35 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
13.5.2026 12:36:35 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
13.5.2026 12:36:35 [Notification] JsonPatchLib.JsonPatchLibSystem
13.5.2026 12:36:35 [Notification] Mod 'TemporalSymphonyFork_0.0.1.zip' (temporalsymphonyfork):
13.5.2026 12:36:35 [Notification] TemporalCall.ClientTemporalCallEffects
13.5.2026 12:36:35 [Notification] TemporalCall.TemporalCallChatSilencer
13.5.2026 12:36:35 [Notification] TemporalCall.TemporalCallModSystem
13.5.2026 12:36:35 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
13.5.2026 12:36:35 [Notification] Animalcages.Animalcages
13.5.2026 12:36:35 [Notification] Mod 'AttributeRenderingLibrary-v3.1.4.zip' (attributerenderinglibrary):
13.5.2026 12:36:35 [Notification] AttributeRenderingLibrary.Core
13.5.2026 12:36:35 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
13.5.2026 12:36:35 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
13.5.2026 12:36:35 [Notification] Mod 'bettererprospecting_3.2.6.zip' (bettererprospecting):
13.5.2026 12:36:35 [Notification] BetterErProspecting.BetterErProspect
13.5.2026 12:36:35 [Notification] BetterErProspecting.Tracking.PptTracker
13.5.2026 12:36:35 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
13.5.2026 12:36:35 [Notification] Mod 'CarryOn-1.22.0_v1.14.1-pre.1.zip' (carryon):
13.5.2026 12:36:35 [Notification] CarryOn.CarrySystem
13.5.2026 12:36:35 [Notification] Mod 'electricalprogressivecore_3.1.0.zip' (electricalprogressivecore):
13.5.2026 12:36:35 [Notification] ElectricalProgressive.ElectricalProgressive
13.5.2026 12:36:35 [Notification] Mod 'HudClock_4.3.1_VS1.22.2.zip' (hudclockpatch):
13.5.2026 12:36:35 [Notification] HudClock.HudClockModSystem
13.5.2026 12:36:35 [Notification] Mod 'playermodellib_1.18.5-pre.2.zip' (playermodellib):
13.5.2026 12:36:35 [Notification] PlayerModelLib.PlayerModelModSystem
13.5.2026 12:36:35 [Notification] PlayerModelLib.CustomModelsSystem
13.5.2026 12:36:35 [Notification] PlayerModelLib.LatePlayerModelModSystem
13.5.2026 12:36:35 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont):
13.5.2026 12:36:35 [Notification] StatusHud.StatusHudSystem
13.5.2026 12:36:35 [Notification] Mod 'test_genericoperand.zip' (coriaendershaders):
13.5.2026 12:36:35 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
13.5.2026 12:36:35 [Notification] Mod 'vintagestorysurroundsound_1.2.2.zip' (vintagestorysurroundsound):
13.5.2026 12:36:35 [Notification] SurroundSoundLab.SurroundSoundLabModSystem
13.5.2026 12:36:35 [Notification] Mod 'electricalprogressivebasics_3.1.0.zip' (electricalprogressivebasics):
13.5.2026 12:36:35 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
13.5.2026 12:36:35 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
13.5.2026 12:36:35 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
13.5.2026 12:36:35 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
13.5.2026 12:36:35 [Notification] Mod 'electricalprogressiveindustry_0.7.0.zip' (electricalprogressiveindustry):
13.5.2026 12:36:35 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
13.5.2026 12:36:35 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
13.5.2026 12:36:35 [Notification] Mod 'electricalprogressiveqol_3.1.0.zip' (electricalprogressiveqol):
13.5.2026 12:36:35 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
13.5.2026 12:36:35 [Notification] Loading shaders...
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass particlesquad.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass sky.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass nightsky.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass woittest.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass helditem.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass decals.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass final.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass gui.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass blur.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass findbright.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass godrays.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass autocamera.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass wireframe.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass luma.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass blit.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass texture2texture.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass celestialobject.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass colorgrade.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass guigear.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass ssao.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass standard.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass entityanimated.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass particlescube.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass lines.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass aurora.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass watercompose.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cameradepth.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass waternormals.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
13.5.2026 12:36:35 [Notification] Loaded Shaderprogramm for render pass machinegear.
13.5.2026 12:36:35 [Notification] Reloaded shaders now with mod assets
13.5.2026 12:36:36 [Notification] Received level init
13.5.2026 12:36:36 [Notification] Loaded Shaderprogramm for render pass instanced.
13.5.2026 12:36:36 [Event] 26 traits loaded from 1 files
13.5.2026 12:36:36 [Event] 6 classes loaded from 1 files
13.5.2026 12:36:36 [Notification] Initialized Music Engine
13.5.2026 12:36:36 [Notification] Blocks tesselated
13.5.2026 12:36:36 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
13.5.2026 12:36:37 [Notification] [stonequarryrepckfipil] Received config StoneQuarry.Config from StoneQuarry v1.0.0.0 from server
13.5.2026 12:36:37 [Notification] [HudClock] Domain services and HUD components online.
13.5.2026 12:36:37 [Notification] Received level finalize
13.5.2026 12:36:37 [Notification] [HoR-PerfOpt] Shared index built: 2548 output entries, 1709 ingredient entries, 14116 recipes with metadata
13.5.2026 12:36:37 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 14116 recipes
13.5.2026 12:36:37 [Notification] [HoR-PerfOpt] Crafting event filter indexed 14046 recipes with concrete ingredients
13.5.2026 12:36:37 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 53ms. 14116 grid recipes indexed. Output index: 2548 entries. Ingredient index: 1709 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
13.5.2026 12:36:37 [Notification] Loaded Shaderprogramm for render pass cloudmap.
13.5.2026 12:36:37 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
13.5.2026 12:36:38 [Notification] Loaded Shaderprogramm for render pass clouds.
13.5.2026 12:36:38 [Notification] Loading world map cache db...
13.5.2026 12:36:39 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:36:39 [Warning] ===============================================================
13.5.2026 12:36:39 [Warning] (x_x) Captured 9 issues during startup:
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
13.5.2026 12:36:39 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
13.5.2026 12:36:39 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
13.5.2026 12:36:39 [Warning] OpenAL Error during dispose of sound game:music/roots.ogg: InvalidName
13.5.2026 12:36:39 [Warning] Language file includes an <a /> link missing href
13.5.2026 12:36:39 [Warning] ===============================================================
13.5.2026 12:36:39 [Notification] Loaded Shaderprogramm for render pass rift.
13.5.2026 12:36:39 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 692588, #i = 1038882). Adjusted Pool size accordingly.
13.5.2026 12:36:40 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525424, #i = 788136). Adjusted Pool size accordingly.
13.5.2026 12:36:40 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1102488, #i = 1653732). Adjusted Pool size accordingly.
13.5.2026 12:36:41 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598400, #i = 897600). Adjusted Pool size accordingly.
13.5.2026 12:36:41 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 596832, #i = 895248). Adjusted Pool size accordingly.
13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 931476, #i = 1397214). Adjusted Pool size accordingly.
13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603012, #i = 904518). Adjusted Pool size accordingly.
13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 588620, #i = 882930). Adjusted Pool size accordingly.
13.5.2026 12:36:42 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 569044, #i = 853566). Adjusted Pool size accordingly.
13.5.2026 12:36:43 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1072024, #i = 1608036). Adjusted Pool size accordingly.
13.5.2026 12:36:43 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1562492, #i = 2343738). Adjusted Pool size accordingly.
13.5.2026 12:36:44 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 663312, #i = 994968). Adjusted Pool size accordingly.
13.5.2026 12:36:44 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 854432, #i = 1281648). Adjusted Pool size accordingly.
13.5.2026 12:36:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1290536, #i = 1935804). Adjusted Pool size accordingly.
13.5.2026 12:36:45 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1029360, #i = 1544040). Adjusted Pool size accordingly.
13.5.2026 12:36:46 [Notification] Client pause state is now on
13.5.2026 12:36:46 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 989600, #i = 1484400). Adjusted Pool size accordingly.
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 871416, #i = 1307124). Adjusted Pool size accordingly.
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 584280, #i = 876420). Adjusted Pool size accordingly.
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1008856, #i = 1513284). Adjusted Pool size accordingly.
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1086488, #i = 1629732). Adjusted Pool size accordingly.
13.5.2026 12:36:47 [Notification] Client pause state is now off
13.5.2026 12:36:47 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 571748, #i = 857622). Adjusted Pool size accordingly.
13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 671648, #i = 1007472). Adjusted Pool size accordingly.
13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 808668, #i = 1213002). Adjusted Pool size accordingly.
13.5.2026 12:36:48 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 876988, #i = 1315482). Adjusted Pool size accordingly.
13.5.2026 12:36:49 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 716072, #i = 1074108). Adjusted Pool size accordingly.
13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 741792, #i = 1112688). Adjusted Pool size accordingly.
13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 960972, #i = 1441458). Adjusted Pool size accordingly.
13.5.2026 12:36:50 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1028604, #i = 1542906). Adjusted Pool size accordingly.
13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 772060, #i = 1158090). Adjusted Pool size accordingly.
13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 582616, #i = 873924). Adjusted Pool size accordingly.
13.5.2026 12:36:51 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 896280, #i = 1344420). Adjusted Pool size accordingly.
13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 894816, #i = 1342224). Adjusted Pool size accordingly.
13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 903184, #i = 1354776). Adjusted Pool size accordingly.
13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 762356, #i = 1143534). Adjusted Pool size accordingly.
13.5.2026 12:36:52 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1013740, #i = 1520610). Adjusted Pool size accordingly.
13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 824140, #i = 1236210). Adjusted Pool size accordingly.
13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1199780, #i = 1799670). Adjusted Pool size accordingly.
13.5.2026 12:36:53 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 646456, #i = 969684). Adjusted Pool size accordingly.
13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 739788, #i = 1109682). Adjusted Pool size accordingly.
13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1027484, #i = 1541226). Adjusted Pool size accordingly.
13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 529416, #i = 794124). Adjusted Pool size accordingly.
13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1139184, #i = 1708776). Adjusted Pool size accordingly.
13.5.2026 12:36:54 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836324, #i = 1254486). Adjusted Pool size accordingly.
13.5.2026 12:36:55 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1033120, #i = 1549680). Adjusted Pool size accordingly.
13.5.2026 12:36:55 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 579736, #i = 869604). Adjusted Pool size accordingly.
13.5.2026 12:36:56 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1163776, #i = 1745664). Adjusted Pool size accordingly.
13.5.2026 12:36:56 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1101404, #i = 1652106). Adjusted Pool size accordingly.
13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 625240, #i = 937860). Adjusted Pool size accordingly.
13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 832540, #i = 1248810). Adjusted Pool size accordingly.
13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 978764, #i = 1468146). Adjusted Pool size accordingly.
13.5.2026 12:36:57 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 543304, #i = 814956). Adjusted Pool size accordingly.
13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 553344, #i = 830016). Adjusted Pool size accordingly.
13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 816904, #i = 1225356). Adjusted Pool size accordingly.
13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 674372, #i = 1011558). Adjusted Pool size accordingly.
13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 616096, #i = 924144). Adjusted Pool size accordingly.
13.5.2026 12:36:58 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 618480, #i = 927720). Adjusted Pool size accordingly.
13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1125152, #i = 1687728). Adjusted Pool size accordingly.
13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1364464, #i = 2046696). Adjusted Pool size accordingly.
13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 863584, #i = 1295376). Adjusted Pool size accordingly.
13.5.2026 12:36:59 [Fatal] Exception in async LoadSounds thread:
13.5.2026 12:36:59 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.OggDecoder.OggToWav(Stream ogg, IAsset asset) in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 396
at Vintagestory.Client.NoObf.AudioMetaData.DoLoad() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 42
at Vintagestory.Client.NoObf.AudioMetaData.Load() in VintagestoryLib\Client\ClientPlatform\ClientNative\OggDecoder.cs:line 68
at Vintagestory.Client.ScreenManager.LoadSoundsSlow(ClientMain game) in VintagestoryLib\Client\ScreenManager.cs:line 488
at Vintagestory.Client.LoadSoundsThread.ProcessSlow() in VintagestoryLib\Client\ScreenManager.cs:line 1289
13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769592, #i = 1154388). Adjusted Pool size accordingly.
13.5.2026 12:36:59 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1172432, #i = 1758648). Adjusted Pool size accordingly.
13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 755184, #i = 1132776). Adjusted Pool size accordingly.
13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 626080, #i = 939120). Adjusted Pool size accordingly.
13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 694068, #i = 1041102). Adjusted Pool size accordingly.
13.5.2026 12:37:00 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1513360, #i = 2270040). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 731736, #i = 1097604). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1704748, #i = 2557122). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=96,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 515064, #i = 772596). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 738364, #i = 1107546). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 530244, #i = 795366). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 907524, #i = 1361286). Adjusted Pool size accordingly.
13.5.2026 12:37:01 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 821744, #i = 1232616). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 696152, #i = 1044228). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 924960, #i = 1387440). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 718120, #i = 1077180). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 955472, #i = 1433208). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 641584, #i = 962376). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1215104, #i = 1822656). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 603812, #i = 905718). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661452, #i = 992178). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 645232, #i = 967848). Adjusted Pool size accordingly.
13.5.2026 12:37:02 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 556484, #i = 834726). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 525464, #i = 788196). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 983892, #i = 1475838). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 769432, #i = 1154148). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 540704, #i = 811056). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 586244, #i = 879366). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=96,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 870480, #i = 1305720). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 753444, #i = 1130166). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 882240, #i = 1323360). Adjusted Pool size accordingly.
13.5.2026 12:37:03 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 802476, #i = 1203714). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1000108, #i = 1500162). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 560912, #i = 841368). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 677392, #i = 1016088). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 598868, #i = 898302). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 690756, #i = 1036134). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1206060, #i = 1809090). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 826752, #i = 1240128). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=96,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 554840, #i = 832260). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 562052, #i = 843078). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 631408, #i = 947112). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1565336, #i = 2348004). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 856796, #i = 1285194). Adjusted Pool size accordingly.
13.5.2026 12:37:04 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760380, #i = 1140570). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 580340, #i = 870510). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2093472, #i = 3140208). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 755032, #i = 1132548). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 558452, #i = 837678). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 661996, #i = 992994). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1831664, #i = 2747496). Adjusted Pool size accordingly.
13.5.2026 12:37:05 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 507092, #i = 760638). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 799416, #i = 1199124). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 683204, #i = 1024806). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1313856, #i = 1970784). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 863924, #i = 1295886). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 777156, #i = 1165734). Adjusted Pool size accordingly.
13.5.2026 12:37:06 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 727068, #i = 1090602). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 684800, #i = 1027200). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 547032, #i = 820548). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 865476, #i = 1298214). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 694900, #i = 1042350). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1205904, #i = 1808856). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1144260, #i = 1716390). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 569268, #i = 853902). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 832948, #i = 1249422). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1039248, #i = 1558872). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 979836, #i = 1469754). Adjusted Pool size accordingly.
13.5.2026 12:37:07 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1412972, #i = 2119458). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1270712, #i = 1906068). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 584292, #i = 876438). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 577496, #i = 866244). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 778584, #i = 1167876). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 814444, #i = 1221666). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1503920, #i = 2255880). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 877652, #i = 1316478). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 509836, #i = 764754). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 730532, #i = 1095798). Adjusted Pool size accordingly.
13.5.2026 12:37:08 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1403472, #i = 2105208). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1680688, #i = 2521032). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1059232, #i = 1588848). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 616720, #i = 925080). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836364, #i = 1254546). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 609736, #i = 914604). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 536092, #i = 804138). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 806680, #i = 1210020). Adjusted Pool size accordingly.
13.5.2026 12:37:09 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1346512, #i = 2019768). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1343760, #i = 2015640). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 689600, #i = 1034400). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1345928, #i = 2018892). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 566496, #i = 849744). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 708716, #i = 1063074). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 695884, #i = 1043826). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 683840, #i = 1025760). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 842224, #i = 1263336). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 885128, #i = 1327692). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 839764, #i = 1259646). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1527108, #i = 2290662). Adjusted Pool size accordingly.
13.5.2026 12:37:10 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 648468, #i = 972702). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 810432, #i = 1215648). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 676680, #i = 1015020). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 974400, #i = 1461600). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 916300, #i = 1374450). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 827752, #i = 1241628). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 676448, #i = 1014672). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1383768, #i = 2075652). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 698256, #i = 1047384). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 921916, #i = 1382874). Adjusted Pool size accordingly.
13.5.2026 12:37:11 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1093872, #i = 1640808). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 572736, #i = 859104). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 759632, #i = 1139448). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 829348, #i = 1244022). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 554188, #i = 831282). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 640488, #i = 960732). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1385844, #i = 2078766). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 523080, #i = 784620). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=96,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 561040, #i = 841560). Adjusted Pool size accordingly.
13.5.2026 12:37:12 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 533848, #i = 800772). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 732812, #i = 1099218). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1493348, #i = 2240022). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 677976, #i = 1016964). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760128, #i = 1140192). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 836652, #i = 1254978). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1436448, #i = 2154672). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1047980, #i = 1571970). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=96,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1072348, #i = 1608522). Adjusted Pool size accordingly.
13.5.2026 12:37:13 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2245904, #i = 3368856). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 684940, #i = 1027410). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 798304, #i = 1197456). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1342224, #i = 2013336). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=96,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 932016, #i = 1398024). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 2037648, #i = 3056472). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 931628, #i = 1397442). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 610220, #i = 915330). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 879404, #i = 1319106). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 745964, #i = 1118946). Adjusted Pool size accordingly.
13.5.2026 12:37:14 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 509396, #i = 764094). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1802764, #i = 2704146). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 531620, #i = 797430). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1243320, #i = 1864980). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 809420, #i = 1214130). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512160) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 843864, #i = 1265796). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 538080, #i = 807120). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 907516, #i = 1361274). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 663608, #i = 995412). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1042408, #i = 1563612). Adjusted Pool size accordingly.
13.5.2026 12:37:15 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512128) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 577388, #i = 866082). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1499792, #i = 2249688). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=0,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1082600, #i = 1623900). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1177856, #i = 1766784). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1413084, #i = 2119626). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 596748, #i = 895122). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512096) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 885448, #i = 1328172). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 760088, #i = 1140132). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 972320, #i = 1458480). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511872,Y=64,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 774436, #i = 1161654). Adjusted Pool size accordingly.
13.5.2026 12:37:16 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1023944, #i = 1535916). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512064) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 856876, #i = 1285314). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=0,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1009532, #i = 1514298). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=32,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 726880, #i = 1090320). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=512352) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 990736, #i = 1486104). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511584,Y=32,Z=512032) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1607484, #i = 2411226). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1128016, #i = 1692024). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 851576, #i = 1277364). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=64,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 848616, #i = 1272924). Adjusted Pool size accordingly.
13.5.2026 12:37:17 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=32,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 731408, #i = 1097112). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511616,Y=96,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 930792, #i = 1396188). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=0,Z=512320) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 746816, #i = 1120224). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=32,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1333380, #i = 2000070). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511936,Y=32,Z=511968) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 767304, #i = 1150956). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=0,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 560496, #i = 840744). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=32,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 566912, #i = 850368). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511968,Y=64,Z=512000) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 539416, #i = 809124). Adjusted Pool size accordingly.
13.5.2026 12:37:18 [Warning] Chunk (or some other mesh source at origin: X=511648,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 710688, #i = 1066032). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511904,Y=96,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 860412, #i = 1290618). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1228096, #i = 1842144). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=64,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 687328, #i = 1030992). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512288) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 834128, #i = 1251192). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511680,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1029708, #i = 1544562). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1830260, #i = 2745390). Adjusted Pool size accordingly.
13.5.2026 12:37:19 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=64,Z=512256) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 519228, #i = 778842). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511712,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1566072, #i = 2349108). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511840,Y=96,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 691468, #i = 1037202). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1886324, #i = 2829486). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512224) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1003576, #i = 1505364). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511744,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1019436, #i = 1529154). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=32,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 593508, #i = 890262). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=64,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 678180, #i = 1017270). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=0,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 617968, #i = 926952). Adjusted Pool size accordingly.
13.5.2026 12:37:20 [Warning] Chunk (or some other mesh source at origin: X=511552,Y=32,Z=512192) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 734076, #i = 1101114). Adjusted Pool size accordingly.
13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1081360, #i = 1622040). Adjusted Pool size accordingly.
13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=64,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 1559024, #i = 2338536). Adjusted Pool size accordingly.
13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511776,Y=0,Z=512384) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 515800, #i = 773700). Adjusted Pool size accordingly.
13.5.2026 12:37:21 [Warning] Chunk (or some other mesh source at origin: X=511808,Y=96,Z=511936) exceeds default geometric complexity maximum of 500000 vertices and 750000 indices. You must be loading some very complex objects (#v = 587004, #i = 880506). Adjusted Pool size accordingly.
I've been testing the new version, but the same problems as before continue. It consumes a lot of resources, the FPS drops, although now there is an improvement and it is not completely unplayable. The Ram memory increases by approximately 80-90% but the system no longer crashes.
Can I ask what is different about this version with 1.2.1 Pre Alpha 4. That one worked for me without problems...
From -pre.4, 1.2.1 added checks for GL and settings support, which shouldn't matter if it was already working, and it centralized shader patching.
If the patching change is what's causing the RAM issue then I've been looking for it in the wrong place. Theoretically, it's possible that the game has some fallback mechanism if a shader doesn't work as expected, where it reloads the shader. But since I'm patching shaders as they load, it would just reapply the issue and get caught in a loop, which is exactly the kind of thing that can cause a runaway memory issue.
The way to confirm whether that's what is happening is to enable OpenGL debugging. That's turned on by first accessing the Dev menu by enabled 'Developer Mode' in the Interface settings, confirming, then going to the now-revealed Dev tab and enabling the two OpenGL options (maybe all the error/debug options to be safe). Then launch the game and hopefully it will crash with a new exception. OpenGL crash reports are usually pretty vague though, so if it does then the useful info will probably be in your client-main.log.
Just be sure to turn off everything in Dev when you're done, that stuff will absolutely tank performance.
12.5.2026 20:05:30 [Notification] Client logger started.
12.5.2026 20:05:30 [Notification] Game Version: v1.22.2 (Stable)
12.5.2026 20:05:30 [Notification] Process path: D:\Vintagestory\Vintagestory.exe
12.5.2026 20:05:30 [Notification] Operating System: Windows 10.0.26200.0
12.5.2026 20:05:30 [Notification] CPU Cores: 16
12.5.2026 20:05:30 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics
12.5.2026 20:05:30 [Notification] Available RAM: 24368 MB
12.5.2026 20:05:31 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
12.5.2026 20:05:31 [Notification] Graphics Card Vendor: ATI Technologies Inc.
12.5.2026 20:05:31 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.5.1.260407
12.5.2026 20:05:31 [Notification] Graphics Card Renderer: AMD Radeon RX 6600
12.5.2026 20:05:31 [Notification] Graphics Card ShadingLanguageVersion: 4.60
12.5.2026 20:05:31 [Notification] GL.MaxVertexUniformComponents: 8000
12.5.2026 20:05:31 [Notification] GL.MaxUniformBlockSize: 4194304
12.5.2026 20:05:31 [Notification] C# Framework: .net 10.0.7
12.5.2026 20:05:31 [Notification] Cairo Graphics Version: 1.17.3
12.5.2026 20:05:31 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
12.5.2026 20:05:31 [Notification] Zstd Version: 1.5.7
12.5.2026 20:05:31 [Notification] Start discovering assets
12.5.2026 20:05:31 [Notification] Found 34 base assets in category lang
12.5.2026 20:05:31 [Notification] Found 0 base assets in category patches
12.5.2026 20:05:31 [Notification] Found 24 base assets in category config
12.5.2026 20:05:31 [Notification] Found 0 base assets in category worldproperties
12.5.2026 20:05:31 [Notification] Found 49 base assets in category sounds
12.5.2026 20:05:31 [Notification] Found 230 base assets in category shapes
12.5.2026 20:05:31 [Notification] Found 84 base assets in category shaders
12.5.2026 20:05:31 [Notification] Found 19 base assets in category shaderincludes
12.5.2026 20:05:31 [Notification] (Re-)loaded frame buffers
12.5.2026 20:05:31 [Notification] Found 182 base assets in category textures
12.5.2026 20:05:31 [Notification] Found 4 base assets in category music
12.5.2026 20:05:31 [Notification] Found 0 base assets in category dialog
12.5.2026 20:05:31 [Notification] Found 626 base assets in total
12.5.2026 20:05:31 [Notification] Loading sounds
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass .
12.5.2026 20:05:31 [Notification] Sounds loaded
12.5.2026 20:05:31 [Notification] Begin loading shaders
12.5.2026 20:05:31 [Notification] Load shaders now
12.5.2026 20:05:31 [Notification] Loading shaders...
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:05:31 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.5.2026 20:05:31 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.5.2026 20:05:31 [Notification] Shader particlesquad: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity, particleTex, lightPosition, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass sky.
12.5.2026 20:05:31 [Notification] Shader sky: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, playerPos, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, glitchStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.5.2026 20:05:31 [Notification] Shader nightsky: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, rgbaFog, horizonFog, playerToSealevelOffset, fogDensityIn, fogMinIn, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass woittest.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.5.2026 20:05:31 [Notification] Shader transparentcompose: Uniform locations for variables accumulation, Array not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass helditem.
12.5.2026 20:05:31 [Notification] Shader helditem: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.5.2026 20:05:31 [Notification] Shader chunkopaque: Uniform locations for variables subpixelPaddingX, subpixelPaddingY, shadowRangeNear, toShadowMapSpaceMatrixNear, shadowMapNear not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.5.2026 20:05:31 [Notification] Shader chunkliquid: Uniform locations for variables playerViewVec, subpixelPaddingX, subpixelPaddingY, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, globalWarpIntensity, glitchWaviness, sunColor, lightPosition, shadowMapNear, glitchStrength, waterMurkColor not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass decals.
12.5.2026 20:05:31 [Notification] Shader decals: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0 not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass final.
12.5.2026 20:05:31 [Notification] Shader final: Uniform locations for variables sunPosScreenIn not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass gui.
12.5.2026 20:05:31 [Notification] Shader gui: Uniform locations for variables flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass blur.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.5.2026 20:05:31 [Notification] Shader chunktransparent: Uniform locations for variables subpixelPaddingX, subpixelPaddingY, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear, glitchStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass findbright.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.5.2026 20:05:31 [Notification] Shader chunktopsoil: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, waterWaveCounter, windSpeed, windWaveIntensity, waterWaveIntensity, shadowMapNear not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass godrays.
12.5.2026 20:05:31 [Notification] Shader godrays: Uniform locations for variables invFrameSizeIn, directionIn not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.5.2026 20:05:31 [Notification] Shader autocamera: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.5.2026 20:05:31 [Notification] Shader blockhighlights: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, particleTex, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.5.2026 20:05:31 [Notification] Shader wireframe: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:05:31 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass luma.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass blit.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.5.2026 20:05:31 [Notification] Shader shadowmapentityanimated: Uniform locations for variables addRenderFlags not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.5.2026 20:05:31 [Notification] Shader chunkshadowmap: Uniform locations for variables subpixelPaddingX, subpixelPaddingY not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.5.2026 20:05:31 [Notification] Shader celestialobject: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.5.2026 20:05:31 [Notification] Shader guitopsoil: Uniform locations for variables noTexture, alphaTest not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.5.2026 20:05:31 [Notification] Shader colorgrade: Uniform locations for variables brightnessLevel not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass guigear.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass ssao.
12.5.2026 20:05:31 [Notification] Shader ssao: Uniform locations for variables texNoise not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.5.2026 20:05:31 [Notification] Shader chunkliquiddepth: Uniform locations for variables windWaveCounterHighFreq, windSpeed, globalWarpIntensity, glitchWaviness not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass aurora.
12.5.2026 20:05:31 [Notification] Shader aurora: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, tex, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass cloudmap.
12.5.2026 20:05:31 [Notification] Shader cloudmap: Uniform locations for variables viewDistance, viewDistanceLod0, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength, fogSpheres, fogSphereQuantity, ditherSeed, horizontalResolution, sky not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass instanced.
12.5.2026 20:05:31 [Notification] Shader instanced: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, zNear, zFar, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass lines.
12.5.2026 20:05:31 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:05:31 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear not found (or not used).
12.5.2026 20:05:31 [Notification] Cached session key is valid, validating with server
12.5.2026 20:05:32 [Notification] Server validation response: Good
12.5.2026 20:05:32 [Notification] Will search the following paths for mods:
12.5.2026 20:05:32 [Notification] D:\Vintagestory\Mods
12.5.2026 20:05:32 [Notification] %appdata%\VintagestoryData\Mods
12.5.2026 20:06:54 [Notification] Initialized GUI Manager
12.5.2026 20:06:54 [Notification] Initialized Server Connection
12.5.2026 20:06:54 [Notification] Server args parsed
12.5.2026 20:06:54 [Notification] Server main instantiated
12.5.2026 20:07:11 [Notification] Processed server identification
12.5.2026 20:07:11 [Notification] Map initialized
12.5.2026 20:07:11 [Notification] Received server assets
12.5.2026 20:07:11 [Notification] Loading and pre-starting client side mods...
12.5.2026 20:07:11 [Notification] Will search the following paths for mods:
12.5.2026 20:07:11 [Notification] D:\Vintagestory\Mods
12.5.2026 20:07:11 [Notification] %appdata%\VintagestoryData\Mods
12.5.2026 20:07:11 [Notification] Found 28 mods (0 disabled)
12.5.2026 20:07:11 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, molds, overhaullib, stonequarryrepckfipil, temporalsymphonyfork, visibleoresandminerals, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, coriaendershaders, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, vintagestorysurroundsound, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
12.5.2026 20:07:12 [Notification] Instantiated 181 mod systems from 28 enabled mods
12.5.2026 20:07:12 [Notification] Loaded mods (28):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.2 Creature Footsteps creaturefootstepsV1.2.2.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
vintagestorysurroundsound 1.2.2 Surround Sound vintagestorysurroundsound_1.2.2.zip game@1.22.0 chrisunfocused https://mods.vintagestory.at/vintagestorysurroundsound
carryon 1.14.1-pre.1 Carry On CarryOn-1.22.0_v1.14.1-pre.1.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
coriaendershaders 1.2.2-pre.1 CoriaenderShaders coriaendershaders-v1.2.2-pre.1_v1.22.2.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders
attributerenderinglibrary 3.1.4 Attribute Rendering Library AttributeRenderingLibrary-v3.1.4.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
hudclockpatch 4.3.1 HUD Clock HudClock_4.3.1_VS1.22.2.zip game@1.22.0 Elocrypt https://mods.vintagestory.at/hudclockpatch
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.6 BetterEr Prospecting bettererprospecting_3.2.6.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.5-pre.1 Player Model Library playermodellib_1.18.5-pre.1.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
molds 0.3.3 Molds Molds_v0.3.3.zip - MrFlame, UA_Shaman, Electrified https://mods.vintagestory.at/molds
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
temporalsymphonyfork 0.0.1 Temporal Symphony Fork 1.22 TemporalSymphonyFork_0.0.1.zip - SaltyWater, prototype464, NickFleim https://mods.vintagestory.at/temporalsymphonyfork
visibleoresandminerals 1.0.8 Visible Ores and Minerals visible-ores-and-minerals-v1.0.8.zip - Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.1.0 Electrical Progressive: Core electricalprogressivecore_3.1.0.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.1.0 Electrical Progressive: Basics electricalprogressivebasics_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.7.0 Electrical Progressive: Industry electricalprogressiveindustry_0.7.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.1.0 Electrical Progressive: QoL electricalprogressiveqol_3.1.0.zip game@1.22.0, electricalprogressivecore@3.1.0, electricalprogressivebasics@3.1.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
12.5.2026 20:07:12 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
12.5.2026 20:07:12 [Notification] CarryOn: Disabled AutoConfigLib patches.
12.5.2026 20:07:12 [Notification] CarryOn: Harmony patches enabled.
12.5.2026 20:07:12 [Event] started 'CarryOn' mod
12.5.2026 20:07:12 [Notification] Done loading and pre-starting client side mods.
12.5.2026 20:07:12 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
12.5.2026 20:07:12 [Notification] [MedievalArchitecture] Config loaded successfully.
12.5.2026 20:07:12 [Notification] Tags registries now locked.
12.5.2026 20:07:12 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.2.zip, mod@jsonpatcheslib_1.5.2.zip, mod@Molds_v0.3.3.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@TemporalSymphonyFork_0.0.1.zip, mod@visible-ores-and-minerals-v1.0.8.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.6.zip, mod@CarryOn-1.22.0_v1.14.1-pre.1.zip, mod@coriaendershaders-v1.2.2-pre.1_v1.22.2.zip, mod@electricalprogressivecore_3.1.0.zip, mod@HudClock_4.3.1_VS1.22.2.zip, mod@playermodellib_1.18.5-pre.1.zip, mod@statushudcont_4.3.1.zip, mod@vintagestorysurroundsound_1.2.2.zip, mod@electricalprogressivebasics_3.1.0.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.1.0.zip
12.5.2026 20:07:12 [Notification] Found 127 external assets in category lang
12.5.2026 20:07:12 [Notification] Found 129 external assets in category patches
12.5.2026 20:07:12 [Notification] Found 153 external assets in category config
12.5.2026 20:07:12 [Notification] Found 25 external assets in category worldproperties
12.5.2026 20:07:12 [Notification] Found 756 external assets in category sounds
12.5.2026 20:07:13 [Notification] Found 7166 external assets in category shapes
12.5.2026 20:07:13 [Notification] Found 29 external assets in category shaders
12.5.2026 20:07:13 [Notification] Found 5 external assets in category shaderincludes
12.5.2026 20:07:13 [Notification] Found 9962 external assets in category textures
12.5.2026 20:07:13 [Notification] Found 78 external assets in category music
12.5.2026 20:07:13 [Notification] Found 18 external assets in category dialog
12.5.2026 20:07:13 [Notification] Found 0 external assets in category compatibility
12.5.2026 20:07:13 [Notification] Found 4 external assets in category jsonpatches
12.5.2026 20:07:13 [Notification] Reloaded lang file now with mod assets
12.5.2026 20:07:13 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
12.5.2026 20:07:14 [Notification] JsonPatch Loader: 139 patches total, successfully applied 84 patches, missing files on 55 patches, unmet conditions on 33 patches, no errors
12.5.2026 20:07:14 [Notification] Received 4821 item types from server
12.5.2026 20:07:14 [Notification] Loaded 15743 block types from server
12.5.2026 20:07:15 [Notification] Reloaded sounds, now with mod assets
12.5.2026 20:07:16 [Notification] Composed 1 4096x2048 entities texture atlases from 696 textures
12.5.2026 20:07:17 [Notification] Collected 3365 shapes to tesselate.
12.5.2026 20:07:17 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
12.5.2026 20:07:17 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape file stonequarry:item/tool/adminhammer).
12.5.2026 20:07:17 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape file stonequarry:item/tool/finishingchisel).
12.5.2026 20:07:18 [Notification] Composed 1 4096x2048 items texture atlases from 2339 textures
12.5.2026 20:07:18 [Notification] Server launched
12.5.2026 20:07:20 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
12.5.2026 20:07:20 [Warning] Texture asset 'game:textures/item/tool/material/wood.png' not found (defined in Shape code stonequarry:item/tool/adminhammer).
12.5.2026 20:07:20 [Warning] Texture asset 'game:textures/item/tool/material/handle.png' not found (defined in Shape code stonequarry:item/tool/finishingchisel).
12.5.2026 20:07:21 [Notification] Composed 2 4096x2048 blocks texture atlases from 7984 textures
12.5.2026 20:07:21 [Notification] Server assets loaded
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:07:22 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] [HoR-PerfOpt] Initializing on Client side (VS 1.22)...
12.5.2026 20:07:22 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:07:22 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:07:22 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.5.2026 20:07:22 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass lines.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass aurora.
12.5.2026 20:07:22 [Notification] Shader aurora: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, tex, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
12.5.2026 20:07:22 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
12.5.2026 20:07:22 [Notification] [coriaendershaders] [EffectManager] Initializing WaterEffects.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass watercompose.
12.5.2026 20:07:22 [Notification] Shader watercompose: Uniform locations for variables halfSizeNearPlane not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass cameradepth.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass waternormals.
12.5.2026 20:07:22 [Notification] Shader waternormals: Uniform locations for variables halfSizeNearPlane, specularExponent, cameraPitch not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
12.5.2026 20:07:22 [Notification] [coriaendershaders] [EffectManager] Initializing CloudShadows.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
12.5.2026 20:07:22 [Notification] [coriaendershaders] [EffectManager] Initializing TerrainShadows.
12.5.2026 20:07:22 [Notification] [ChunkMemoryManager] Initializing memory manager
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
12.5.2026 20:07:22 [Notification] [ChunkMemoryManager] Creating new feedback region.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
12.5.2026 20:07:22 [Notification] Shader terrainshadowmap: Uniform locations for variables orthographicDir not found (or not used).
12.5.2026 20:07:22 [Notification] [HudClock] 4.3.1 infrastructure loaded.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafless.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-new.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/tracks/rain-leafy.ogg -> vintagestorysurroundsound:sounds/weather/tracks/rain-surround-quiet.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafless.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafy2.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/wind-leafy.ogg -> vintagestorysurroundsound:sounds/weather/wind-surround-leafless2.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lowgrumble.ogg -> vintagestorysurroundsound:sounds/weather/rumble-low.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/lightning-distant.ogg -> vintagestorysurroundsound:sounds/weather/lightning-distant.ogg.
12.5.2026 20:07:22 [Notification] [vintagestorysurroundsound] Registered surround weather replacement game:sounds/weather/hail.ogg -> vintagestorysurroundsound:sounds/weather/hail.wav.
12.5.2026 20:07:22 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass machinegear.
12.5.2026 20:07:22 [Notification] Shader machinegear: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaGlowIn, counter, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, riftIndex, invFrameSize, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Started 130 systems on Client:
12.5.2026 20:07:22 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
12.5.2026 20:07:22 [Notification] OverhaulLib.OverhaulLibSystem
12.5.2026 20:07:22 [Notification] Mod 'VSEssentials.dll' (game):
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.Core
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.EntityPartitioning
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ErrorReporter
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
12.5.2026 20:07:22 [Notification] FluffyClouds.FluffyCloudsModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.GenMaps
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemFpHands
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.EntityParticleSpawner
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.EntityParticleSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.POIRegistry
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemProgressBar
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.RoomRegistry
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.WeatherSystemCommands
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.WeatherSystemClient
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.WorldMapManager
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.LoadColorMaps
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ClothManager
12.5.2026 20:07:22 [Notification] Mod 'VSSurvivalMod.dll' (survival):
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemControlPoints
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
12.5.2026 20:07:22 [Notification] Vintagestory.Systems.StoryLockableDoor
12.5.2026 20:07:22 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
12.5.2026 20:07:22 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.UpgradeTasks
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.MyceliumSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.FishingSupportModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemGliding
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.Timeswitch
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemAuction
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.Core
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.CharacterSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.MealMeshCache
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.VariablesModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModsystemElevator
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ActivityModSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ActivityEditorSystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemFarming
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemTutorial
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemNightVision
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.TobiasTeleporter
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModJournal
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModLootRandomizer
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.MicroBlockModelCache
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemRifts
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSleeping
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.TeleporterManager
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModTemperature
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.SystemTemporalStability
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemWearableStats
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemEditableBook
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.TradeHandbookInfo
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.GenDevastationLayer
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemOreMap
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemSnowballs
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.HumanoidOutfits
12.5.2026 20:07:22 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
12.5.2026 20:07:22 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
12.5.2026 20:07:22 [Notification] StoneQuarry.Lib.Config.ConfigManager
12.5.2026 20:07:22 [Notification] StoneQuarry.Core
12.5.2026 20:07:22 [Notification] StoneQuarry.StoneSlabMeshCache
12.5.2026 20:07:22 [Notification] StoneQuarry.RockManager
12.5.2026 20:07:22 [Notification] Mod 'VSCreativeMod.dll' (creative):
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.Core
12.5.2026 20:07:22 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
12.5.2026 20:07:22 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
12.5.2026 20:07:22 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
12.5.2026 20:07:22 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
12.5.2026 20:07:22 [Notification] JsonPatchLib.JsonPatchLibSystem
12.5.2026 20:07:22 [Notification] Mod 'TemporalSymphonyFork_0.0.1.zip' (temporalsymphonyfork):
12.5.2026 20:07:22 [Notification] TemporalCall.ClientTemporalCallEffects
12.5.2026 20:07:22 [Notification] TemporalCall.TemporalCallChatSilencer
12.5.2026 20:07:22 [Notification] TemporalCall.TemporalCallModSystem
12.5.2026 20:07:22 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
12.5.2026 20:07:22 [Notification] Animalcages.Animalcages
12.5.2026 20:07:22 [Notification] Mod 'AttributeRenderingLibrary-v3.1.4.zip' (attributerenderinglibrary):
12.5.2026 20:07:22 [Notification] AttributeRenderingLibrary.Core
12.5.2026 20:07:22 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
12.5.2026 20:07:22 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
12.5.2026 20:07:22 [Notification] Mod 'bettererprospecting_3.2.6.zip' (bettererprospecting):
12.5.2026 20:07:22 [Notification] BetterErProspecting.BetterErProspect
12.5.2026 20:07:22 [Notification] BetterErProspecting.Tracking.PptTracker
12.5.2026 20:07:22 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
12.5.2026 20:07:22 [Notification] Mod 'CarryOn-1.22.0_v1.14.1-pre.1.zip' (carryon):
12.5.2026 20:07:22 [Notification] CarryOn.CarrySystem
12.5.2026 20:07:22 [Notification] Mod 'coriaendershaders-v1.2.2-pre.1_v1.22.2.zip' (coriaendershaders):
12.5.2026 20:07:22 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
12.5.2026 20:07:22 [Notification] Mod 'electricalprogressivecore_3.1.0.zip' (electricalprogressivecore):
12.5.2026 20:07:22 [Notification] ElectricalProgressive.ElectricalProgressive
12.5.2026 20:07:22 [Notification] Mod 'HudClock_4.3.1_VS1.22.2.zip' (hudclockpatch):
12.5.2026 20:07:22 [Notification] HudClock.HudClockModSystem
12.5.2026 20:07:22 [Notification] Mod 'playermodellib_1.18.5-pre.1.zip' (playermodellib):
12.5.2026 20:07:22 [Notification] PlayerModelLib.PlayerModelModSystem
12.5.2026 20:07:22 [Notification] PlayerModelLib.CustomModelsSystem
12.5.2026 20:07:22 [Notification] PlayerModelLib.LatePlayerModelModSystem
12.5.2026 20:07:22 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont):
12.5.2026 20:07:22 [Notification] StatusHud.StatusHudSystem
12.5.2026 20:07:22 [Notification] Mod 'vintagestorysurroundsound_1.2.2.zip' (vintagestorysurroundsound):
12.5.2026 20:07:22 [Notification] SurroundSoundLab.SurroundSoundLabModSystem
12.5.2026 20:07:22 [Notification] Mod 'electricalprogressivebasics_3.1.0.zip' (electricalprogressivebasics):
12.5.2026 20:07:22 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
12.5.2026 20:07:22 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
12.5.2026 20:07:22 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
12.5.2026 20:07:22 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
12.5.2026 20:07:22 [Notification] Mod 'electricalprogressiveindustry_0.7.0.zip' (electricalprogressiveindustry):
12.5.2026 20:07:22 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
12.5.2026 20:07:22 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
12.5.2026 20:07:22 [Notification] Mod 'electricalprogressiveqol_3.1.0.zip' (electricalprogressiveqol):
12.5.2026 20:07:22 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
12.5.2026 20:07:22 [Notification] Loading shaders...
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:07:22 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.5.2026 20:07:22 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.5.2026 20:07:22 [Notification] Shader particlesquad: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity, particleTex, lightPosition, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass sky.
12.5.2026 20:07:22 [Notification] Shader sky: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, playerPos, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, glitchStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.5.2026 20:07:22 [Notification] Shader nightsky: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, rgbaFog, horizonFog, playerToSealevelOffset, fogDensityIn, fogMinIn, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass woittest.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.5.2026 20:07:22 [Notification] Shader transparentcompose: Uniform locations for variables accumulation not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass helditem.
12.5.2026 20:07:22 [Notification] Shader helditem: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.5.2026 20:07:22 [Notification] Shader chunkopaque: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, shadowMapNear not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.5.2026 20:07:22 [Notification] Shader chunkliquid: Uniform locations for variables playerViewVec, sunPosRel, subpixelPaddingX, subpixelPaddingY, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, globalWarpIntensity, glitchWaviness, sunColor, reflectColor, sunSpecularIntensity, dropletIntensity, lightPosition, shadowMapNear, glitchStrength, waterMurkColor not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass decals.
12.5.2026 20:07:22 [Notification] Shader decals: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0 not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass final.
12.5.2026 20:07:22 [Notification] Shader final: Uniform locations for variables sunPosScreenIn not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass gui.
12.5.2026 20:07:22 [Notification] Shader gui: Uniform locations for variables flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass blur.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.5.2026 20:07:22 [Notification] Shader chunktransparent: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear, glitchStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass findbright.
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.5.2026 20:07:22 [Notification] Shader chunktopsoil: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, windWaveCounterHighFreq, waterWaveCounter, windSpeed, windWaveIntensity, waterWaveIntensity, shadowMapNear not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass godrays.
12.5.2026 20:07:22 [Notification] Shader godrays: Uniform locations for variables invFrameSizeIn, directionIn not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.5.2026 20:07:22 [Notification] Shader autocamera: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.5.2026 20:07:22 [Notification] Shader blockhighlights: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, particleTex, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:22 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.5.2026 20:07:22 [Notification] Shader wireframe: Uniform locations for variables shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, flatFogDensity, flatFogStart, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:07:23 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass luma.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass blit.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.5.2026 20:07:23 [Notification] Shader shadowmapentityanimated: Uniform locations for variables addRenderFlags not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.5.2026 20:07:23 [Notification] Shader celestialobject: Uniform locations for variables rgbaAmbientIn, shadowRangeFar, toShadowMapSpaceMatrixFar, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.5.2026 20:07:23 [Notification] Shader guitopsoil: Uniform locations for variables noTexture, alphaTest not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.5.2026 20:07:23 [Notification] Shader colorgrade: Uniform locations for variables brightnessLevel not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass guigear.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass ssao.
12.5.2026 20:07:23 [Notification] Shader ssao: Uniform locations for variables texNoise not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.5.2026 20:07:23 [Notification] Shader chunkliquiddepth: Uniform locations for variables windWaveCounterHighFreq, windSpeed, globalWarpIntensity, glitchWaviness not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass aurora.
12.5.2026 20:07:23 [Notification] Shader aurora: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, tex, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass cloudmap.
12.5.2026 20:07:23 [Notification] Shader cloudmap: Uniform locations for variables viewDistance, viewDistanceLod0, zNear, zFar, lightPosition, shadowIntensity, shadowMapFar, shadowMapWidthInv, shadowMapHeightInv, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength, fogSpheres, fogSphereQuantity, ditherSeed, horizontalResolution, sky not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass instanced.
12.5.2026 20:07:23 [Notification] Shader instanced: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, zNear, zFar, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass lines.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:07:23 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.5.2026 20:07:23 [Notification] Shader chunkshadowmap: Uniform locations for variables subpixelPaddingX, subpixelPaddingY not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:07:23 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, depthOffset, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass standard.
12.5.2026 20:07:23 [Notification] Shader standard: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.5.2026 20:07:23 [Notification] Shader entityanimated: Uniform locations for variables skipRenderJointId, skipRenderJointId2, shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, shadowMapNear not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.5.2026 20:07:23 [Notification] Shader particlescube: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistance, viewDistanceLod0, shadowMapNear, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass lines.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass aurora.
12.5.2026 20:07:23 [Notification] Shader aurora: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaBlockIn, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, tex, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass watercompose.
12.5.2026 20:07:23 [Notification] Shader watercompose: Uniform locations for variables halfSizeNearPlane not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass cameradepth.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass waternormals.
12.5.2026 20:07:23 [Notification] Shader waternormals: Uniform locations for variables halfSizeNearPlane, specularExponent, cameraPitch not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
12.5.2026 20:07:23 [Notification] Shader terrainshadowmap: Uniform locations for variables orthographicDir not found (or not used).
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass machinegear.
12.5.2026 20:07:23 [Notification] Shader machinegear: Uniform locations for variables rgbaTint, rgbaAmbientIn, rgbaLightIn, rgbaGlowIn, counter, viewDistance, viewDistanceLod0, glitchStrengthFL, nightVisionStrength, pointLights, pointLightColors, pointLightQuantity, fogSpheres, fogSphereQuantity, riftIndex, invFrameSize, zNear, zFar, lightPosition, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Notification] Reloaded shaders now with mod assets
12.5.2026 20:07:23 [Notification] Blocks tesselated
12.5.2026 20:07:23 [Notification] Received level init
12.5.2026 20:07:23 [Notification] Loaded Shaderprogramm for render pass instanced.
12.5.2026 20:07:23 [Notification] Shader instanced: Uniform locations for variables shadowRangeNear, toShadowMapSpaceMatrixNear, viewDistanceLod0, zNear, zFar, shadowMapNear, windWaveCounter, glitchStrength, psychedelicStrength not found (or not used).
12.5.2026 20:07:23 [Event] 26 traits loaded from 1 files
12.5.2026 20:07:23 [Event] 6 classes loaded from 1 files
12.5.2026 20:07:23 [Notification] Initialized Music Engine
12.5.2026 20:07:23 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
12.5.2026 20:07:25 [Notification] [stonequarryrepckfipil] Received config StoneQuarry.Config from StoneQuarry v1.0.0.0 from server
12.5.2026 20:07:25 [Notification] [HudClock] Domain services and HUD components online.
12.5.2026 20:07:25 [Notification] Received level finalize
12.5.2026 20:07:25 [Notification] [HoR-PerfOpt] Shared index built: 2548 output entries, 1709 ingredient entries, 14116 recipes with metadata
12.5.2026 20:07:25 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 14116 recipes
12.5.2026 20:07:25 [Notification] [HoR-PerfOpt] Crafting event filter indexed 14046 recipes with concrete ingredients
12.5.2026 20:07:25 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 29ms. 14116 grid recipes indexed. Output index: 2548 entries. Ingredient index: 1709 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
The file it generates is too large to load. I enabled what you suggested and kept the game open; I could barely move around to try anything because it was so laggy, but it didn't close. I split the file into two segments, but almost everything says the same thing... Do you need any other files?
Oh man, thank you, this is the first logging I've seen of this that shows an actual problem! It isn't the OpenGL error like I thought, and it'll take me some time to dig into how it's even possible for this to happen, but this is extremely helpful.
If you don't mind doing me a big favor, could you download the three builds at this link and see if any don't have the issue? These are heavy handed and not really fixes, but test the one place the mod touches the tesselator pipeline directly, which is where that warning about increasing the pool size comes from.
https://codeberg.org/Corble/CoriaenderShadersBuilds/src/branch/main
Nattsuki Alatyr DeadlyEssence01 Do you mind trying again with the pre release? 1.2.1 had an error checking thing that wasn't thread safe, which could create problems but also gave not very useful crash logs.
Valyarok realJBO DeeBz26 Game version 1.22 made some small changes to how transparent rendering works, it looks like OptiTime's cloud shader doesn't include some of the changes. Which makes sense for it if it's just replacing stuff anyway, but that's what's throwing off the patching here. You could try adding a line break right after the '(' on the line "float far = max(</new line here>m.x, m.y);" to test whether the mods could be compatible otherwise, if so and they don't want to update it I can tweak the matching for it.
Running on 64 bit Windows 10.0.22631.0 with 32657 MB RAM
Game Version: v1.22.2 (Stable)
12/05/2026 21:16:44: Critical error occurred in the following mod: coriaendershaders@1.2.1
Loaded Mods: biggerpockets@1.0.6, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, moldsexpanded@1.2.0, propersticks@0.2.0, game@1.22.2, carryon@1.14.0, coriaendershaders@1.2.1, extrainfo@2.2.0, fastmap@122.4.0, juicyores@1.0.2, optitime@1.5.6, statushudcont@4.3.1, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2
Involved Harmony IDs: com.zaldaryon.optitime
System.AggregateException: One or more errors occurred. (Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.)
---> CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.
--- End of inner exception stack trace ---
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__60_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 192
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch3(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch3(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 11/05/2026 00:24:54, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x3c8c
Hora de início do aplicativo com falha: 0x0x1dce0f599af2e62
Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: a1349717-ba29-498c-9c23-dea45eb0aba6
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 11/05/2026 00:21:43, Site = , Source = Application Error, Message = Nome do aplicativo com falha: VintageStory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x735c
Hora de início do aplicativo com falha: 0x0x1dce0f4849678ad
Caminho do aplicativo com falha: F:\Vintagestory\VintageStory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: 83984b56-7efe-4444-bdac-fb760ae5bbf0
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 10/05/2026 22:20:03, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x1b94
Hora de início do aplicativo com falha: 0x0x1dce0debe26d603
Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: 622641ca-c8ca-4c95-b8fc-8a4599433766
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
Sorry, I mean with mod version 1.2.2-pre.1 if you don't mind
sure
it didn't crash anymore yaaaaay, I just updated
update: same ram problem now lmao
When I log into a multiplayer server with either 1.2.1 or 1.2.2-pre I crash. Removing the mod fixes the crashing.
turning off OptiTime has completely fixed all my crashing issues, so good to have these shaders back
Randomly when loading into a world/server, my entire pc will freeze up for a few seconds, and will come back with Vintage Story minimized and an AMD Adrenalin notification telling me my graphics drivers have stalled. I am running an rx 9070 with Adrenalin ver. 26.5.1. Not completely sure if it is caused by this mod, but it has not happened without it. Anyways, awesome mod, and appreciate it.
Ok, I believe this was caused by a conflict with the OptiTime mod, but im not fully sure. However, when being used with the Birch Bark Canoe mod, when a canoe is placed, a bunch of strange fuzz appears on the screen that only goes away when a canoe is destroyed. Could you please look into this?
Working on a fix for the weird boat thing, thanks.
Some ruin blocks from the Better Ruins mod become invisible for some reason when covered in snow or when it melts, I'm not sure about that. Interestingly, their tooltips also disappear, and you can fall through them. After a world restart, everything returns to normal. Partial log
this water shader broke with boat
Running on 64 bit Windows 10.0.26200.0 with 64617 MB RAM
Game Version: v1.22.2 (Stable)
5/10/2026 9:48:57 PM: Critical error occurred in the following mod: coriaendershaders@1.2.1
Loaded Mods: walkingstick@3.0.2, antiqueharmony@1.12.1, awearablelight@1.1.9, cameraman@0.1.2, catchledge@0.7.1, charlottesclothes@1.3.4, chiseltools@1.17.1, crawlanddive@0.2.4, elkaccessories@1.2.0, elstoneforge@1.0.5, elivory@1.0.4, elshadowsp@1.0.2, eltrench@1.0.3, eternalstew@1.4.0, figurines@0.3.2, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, freelook@1.0.5, geoaddons@1.4.7, hardcorewaterforked@1.4.0, hydrateordiedrate@2.4.6, ithaniabackpacks@0.5.5, jsonpatcheslib@1.5.2, lbloodriders@1.0.0, longclaybricks@1.0.0, m00ngrass@1.0.7, manualdishes@0.1.2, molds@0.3.0, overhaullib@2.0.8, racialequalityexpanded@0.1.5, racialequality@0.1.28, reverence@1.1.1, shelfobsessed@2.1.2, spinningwheel@1.2.1, tankardsandgoblets@1.4.2, temporaldoctor@1.0.0, terratag@0.4.5, trashbinned@0.4.2, valkyrjahair@3.0.0, valkyrjavesssels@1.0.0, vanillavarnished@1.0.4, vintageriftclient@1.0.4, game@1.22.2, vsimgui@1.2.5, arthursjournal@2.0.0, abyssaldepths@1.0.16, alchemy@2.0.0-rc.1, ancientweaponry@1.2.0, animalcages@5.0.0, antiqueensemble@1.1.5, apebeams@1.2.0, apelanterns@1.4.0-pre.1, attributerenderinglibrary@3.1.3, betterdeathmessages@1.0.3, betterruins@0.6.1, billposting@2.0.0, biodiversity@1.1.4, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, changeclass@1.1.1, claimsradar@1.1.1, climbmountain@0.2.4, clothierheirloomsmod@1.1.0, commonlibforked@2.8.1, configlib@1.12.0, coriaendershaders@1.2.1, danatweaks@4.0.0, darkerwalnut@1.1.5, emotes@2.2.0, envelopes@3.8.3, fillmybloomery@1.0.3, foodshelves@3.0.2, fromgoldencombs@2.0.1-rc.3, herbarium@1.4.2-rc.1, holyarmor@1.1.0, hudclockpatch@4.3.1, ithaniacannedgoods@2.0.1, kevinsfurniture@1.9.0, mngeology@2.0.3, materialneeds@1.1.16, mosswigs@1.2.0, noticeboard@1.3.0, opineuponpine@1.0.8, optitime@1.5.6, particlesplus@2.5.8, playerlistrevived@2.3.8, playermodellib@1.18.4, regalia@1.6.0, rivers@5.0.0, rpcharacterinfo@1.2.1, rpvoicechat@2.5.3, seamlessrapids@1.0.1, shipwright@1.3.3, slowtox@5.0.0, smtclient@1.2.0, soundofconfession@1.1.0, stonebakeoven@1.2.3, substratereflush@1.0.1, terratagrooms@0.1.1, improvedmetallurgy@1.1.5, uraniumexpanded@1.1.7, valksfuzzyclouds@2.21.1, vrterratagsounds@0.1.0, creative@1.22.2, vsserverpanel@0.5.3, survival@1.22.2, warmweathereffects@1.0.2, watersheds@6.3.2, windchimes@1.5.0, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, xlibfork@1.0.4, antlershorns@1.3.6, vintagearachnoid@5.1.1, bdcrop@1.0.3, bdorchard@1.0.4, bdtree@1.1.0-pre.1, blushandbins@1.1.9, comfybeds@0.4.2, em@3.5.3, featherborn@0.9.85, fseraph@0.4.8, frogemod@1.0.4, heraldry@2.0.0, kcsdragons@0.9.10, koboldrdx@1.4.4, lupines@0.2.2, mnflowers@0.0.0, medievalarchitecture@1.1.1, nprpeditor@0.6.0, orrukin@1.1.0, playercorpseforked@1.14.1, insectoid@0.0.48, skeletons@0.6.2, stonequarryforked@3.5.3, tailorsdelight@2.2.0, wildcraftfruit@1.4.61, wildcrafttree@1.3.3, wwaymarkers@1.0.4, xskillsfork@1.0.27, aldiclasses@2.0.0-rc.5, bricklayers@3.2.2, dressmakers@1.8.0, heraldrybanners@2.0.0, capes@2.0.0, xskillsgilded@1.3.24
Involved Harmony IDs: com.zaldaryon.optitime
CoriaenderShaders.CoriaenderShaders.InvalidPatchException: Patching failed attempting to apply patch cloudvolumetric_fsh_depth. Pattern '^[ \t]*float far = min\([ \t\r]*$' matched 0 times, must be exactly 1.
#version 330 core
#extension GL_ARB_explicit_attrib_location: enable
// ============================================================
// DEBUG TOGGLES ? flip any of these to 0 to disable a feature
// ============================================================
#define DBG_ENABLE_SURFACE_TURBULENCE 1 // Warps cloud top/base with time-animated noise
#define DBG_ENABLE_EDGE_EROSION 1 // Erodes cloud edges with noise (coverage mask) Does it do anything ?
#define DBG_ENABLE_CLOUD_SHADOW 1 // Vertical self-shadow raycast upward through cloud
#define DBG_ENABLE_TOP_BRIGHTENING 1 // Bright rim at cloud tops
#define DBG_ENABLE_BASE_DARKENING 1 // Dark underside shading
#define DBG_ENABLE_RIM_HIGHLIGHT 1 // Thin bright rim at very top when unoccluded
#define DBG_ENABLE_DIRECTION_CURVE 1 // Barrel-curve applied to ray direction
#define DBG_ENABLE_DIRECTION_WARP 1 // Perception-effect warp on ray direction
#define DBG_ENABLE_SMOOTH_SAMPLE_MAP 1 // clouds dont tower anymore
#define DBG_ENABLE_SMOOTH_SAMPLE_COL 1 // Better k gradient
#define DBG_ENABLE_STEP_SKIP 0 // Adaptive step-size multiplier in empty space
// Visualisation modes (pick at most one ? set others to 0)
#define DBG_VIS_NONE 1 // Normal render
#define DBG_VIS_DENSITY 0 // Greyscale raw density
#define DBG_VIS_HEIGHT 0 // Red = bottom, green = top (h value)
#define DBG_VIS_SHADOW 0 // White = fully occluded from above
#define DBG_VIS_COVERAGE 0 // Coverage mask only (no vertical profile)
#define DBG_VIS_NORMALS 0 // World-space normal approximated from density gradient
#define DBG_OVERRIDE_DENSITY_VALUE 4.0 // Density multiplier when enabled
#define DBG_CLOUD_HEIGHT_VALUE 50
// ============================================================
uniform mat4 iMvpMatrix;
uniform sampler2D depthTex;
uniform sampler2D cloudMap;
uniform sampler2D cloudCol;
uniform float cloudMapWidth;
uniform vec3 cloudOffset;
uniform int frame;
uniform float time;
uniform int FrameWidth;
uniform float PerceptionEffectIntensity;
in vec2 uv;
in vec2 ndc;
layout(location = 0) out vec4 outAccu;
layout(location = 1) out vec4 outReveal;
layout(location = 2) out vec4 outGlow;
#if USEOIT > 0
#define OIT_BINS 3
#define OIT_BIN_SCALE 30.0
layout(location = 0) out vec4 OITreveal;
layout(location = 1) out vec4 outReveal;
layout(location = 2) out vec4 outGlow;
layout(location = 3) out vec4 OITaccumulation0;
layout(location = 4) out vec4 OITaccumulation1;
layout(location = 5) out vec4 OITaccumulation2;
void OITaccumulate(int bin, vec4 x){
switch(bin){
case 0: OITaccumulation0 = x; return;
case 1: OITaccumulation1 = x; return;
default: OITaccumulation2 = x;
}
}
float OITbellcurve(float t){
float n = t / 0.832;
return exp(-n * n);
}
float OITweight(float t, float a){
return exp(-t / 100.0);
}
void OIT(vec4 colour, float glow, float depth){
depth /= OIT_BIN_SCALE;
float bin = log(depth + 1.0);
float w = OITweight(depth, colour.a);
colour.rgb *= colour.a;
for(int i = 0; i < OIT_BINS; i++){
float b = OITbellcurve(bin - float(i));
if(i == (OIT_BINS-1) && bin > float(OIT_BINS-1)) b = 1.0;
OITaccumulate(i, colour * w * b);
OITreveal[i] = 1.0 - colour.a * b;
}
outReveal = vec4(1.0 - colour.a);
outGlow = vec4(glow, 0.0, 0.0, colour.a);
}
void OIT(vec4 colour, float glow){
float depth = (gl_FragCoord.z * 2.0 - 1.0) / gl_FragCoord.w;
OIT(colour, glow, depth);
}
#endif
const float cloudTileSize = 50.0;
vec3 hash(vec3 p){
const uint k = 1103515245U;
uvec3 x = floatBitsToUint(p);
x = ((x>>8U)^x.yzx)*k;
x = ((x>>8U)^x.yzx)*k;
x = ((x>>8U)^x.yzx)*k;
return vec3(x)/float(0xffffffffU);
}
float noise(vec3 p){
vec3 f = smoothstep(0.0, 1.0, fract(p));
vec3 x = floor(p);
return mix(mix(mix(hash(x + vec3(0, 0, 0)).x,
hash(x + vec3(1, 0, 0)).x, f.x),
mix(hash(x + vec3(0, 1, 0)).x,
hash(x + vec3(1, 1, 0)).x, f.x), f.y),
mix(mix(hash(x + vec3(0, 0, 1)).x,
hash(x + vec3(1, 0, 1)).x, f.x),
mix(hash(x + vec3(0, 1, 1)).x,
hash(x + vec3(1, 1, 1)).x, f.x), f.y), f.z);
}
float octave(vec3 p){
return (noise(p * 2.0) * 0.66 + noise(p * 6.0) * 0.33) * 2.0 - 1.0;
}
mat2 rot(float n){
return mat2(cos(n), -sin(n), sin(n), cos(n));
}
vec3 warp(vec3 d, float f){
if(f < 0.0001) return d;
d.xz *= rot(octave(d * 2.0 + time * 0.05) * f);
d.xy *= rot(octave(d * 1.5 + time * 0.04) * f);
d.zy *= rot(octave(d * 1.5 - time * 0.04) * f);
return normalize(d);
}
vec3 curve(vec3 d, float f){
d.xy *= rot(d.x * f);
d.zy *= rot(d.z * f);
return normalize(d);
}
float luma(vec3 c){
return dot(c, vec3(0.3, 0.6, 0.1));
}
// Excellent dither method by Krishty
// http://old.zfx.info/DisplayThread.php?TID=24491
vec4 NoiseFromPixelPosition(ivec2 PixelsPosition, int ditherSeed, int horizontalResolution) {
int PixelsIndex = horizontalResolution * PixelsPosition.y + PixelsPosition.x;
int PixelsArea = PixelsPosition.x * PixelsPosition.y;
ivec4 vPixelsIndex = ditherSeed + PixelsIndex * ivec4(41, 29, 53, 43);
ivec4 vPixelsArea = ditherSeed + PixelsArea * ivec4(23, 59, 47, 37);
return (vec4((vPixelsIndex ^ vPixelsArea) % 661) / 330.5 - 1.0) / 128;
}
vec4 dither(vec4 colour, float depth){
vec4 noise = NoiseFromPixelPosition(ivec2(gl_FragCoord.xy), frame, FrameWidth) * 128.0 * 0.5 + 0.5;
return floor(colour * depth + noise * 0.5) / depth;
}
float gentleNoise(){
float n = NoiseFromPixelPosition(ivec2(gl_FragCoord.xy), frame + 256, FrameWidth).r;
float s = FrameWidth / 240.0;
return n * s;
}
void drawPixel(vec4 color){
float weight = luma(color.rgb / color.a);
weight = weight * weight * 6000.0; // was 6000.0
weight = clamp(weight, 0.01, 300.0); // hard ceiling
outAccu = color * weight;
outReveal.r = color.a;
outGlow = vec4(0.0, 0.0, 0.0, color.a);
}
vec3 unproject(vec4 x){
return x.xyz / x.w;
}
vec2 intersect(float o, float d, vec2 m){
m = (m - o) / d;
float near = min(m.x, m.y);
float far = max(m.x, m.y);
if(near > far || far < 0.0) return vec2(-1.0);
return vec2(max(0.0, near), max(0.0, far - max(0.0, near)));
}
float halfsmooth(float x, float t){
return x > t ? (x - t / 2.0) : (x * x * x * (1.0 - x * 0.5 / t) / t / t);
}
// -------------------------------------------------------
// Smooth sampling: 3x3 Gaussian over hardware bilinear taps
// -------------------------------------------------------
vec4 sampleSmooth(vec2 pos) {
#if DBG_ENABLE_SMOOTH_SAMPLE_MAP
vec2 texSize = vec2(textureSize(cloudMap, 0));
vec2 uv = pos / texSize;
vec2 texel = 1.0 / texSize;
vec4 center = texture(cloudMap, uv);
vec4 a = texture(cloudMap, uv + texel * vec2( 1.0, 1.0));
vec4 b = texture(cloudMap, uv + texel * vec2(-1.0, -1.0));
return mix(center, (a + b) * 0.5, 0.35);
#else
vec2 texSize = vec2(textureSize(cloudMap, 0));
return texture(cloudMap, pos / texSize);
#endif
}
vec4 sampleColSmooth(vec2 pos) {
#if DBG_ENABLE_SMOOTH_SAMPLE_COL
vec2 texSize = vec2(textureSize(cloudCol, 0));
vec2 uv = pos / texSize;
vec2 texel = 1.0 / texSize;
vec4 center = texture(cloudCol, uv);
vec4 a = texture(cloudCol, uv + texel * vec2( 1.0, 1.0));
vec4 b = texture(cloudCol, uv + texel * vec2(-1.0, -1.0));
return mix(center, (a + b) * 0.5, 0.15);
#else
vec2 texSize = vec2(textureSize(cloudCol, 0));
return texture(cloudCol, pos / texSize);
#endif
}
// -------------------------------------------------------
// Density at a continuous 3D position
// -------------------------------------------------------
vec2 sampleDensity(vec3 pos, vec4 map) {
if(map.r <= 0.0) return vec2(0.0);
float base = map.b;
float top = map.a * 0.5;
float thickness = max(top - base, 1.0);
vec3 worldPos;
worldPos.xz = (pos.xz - cloudMapWidth * 0.5) * cloudTileSize + cloudOffset.xz;
worldPos.y = pos.y * cloudTileSize * 1.2;
vec3 noisePos = worldPos/ 120.0;
float turbulenceOut = 0.0;
#if DBG_ENABLE_SURFACE_TURBULENCE
float hRaw = clamp((pos.y - base) / max(top - base, 1.0), 0.0, 1.0);
vec3 tp = noisePos + vec3(time * 0.018);
float surfaceTurb = (noise(tp * 2.0)* 2.0 - 1.0) * 1.5 + (noise(tp * 4.5)* 2.0 - 1.0) * 0.78;
float heightInfluence = mix(0.0, 1.0, pow(hRaw, 1.2));
float turbDisplace = (surfaceTurb - 0.4 * thickness) * thickness * 0.5 * heightInfluence;
float surfaceTurbBottom = (noise(tp * 2.2)- 1.0)* 1.70 * thickness * 0.3;
float curvedTurb =sign(surfaceTurbBottom)
* mix(abs(surfaceTurbBottom),
surfaceTurbBottom * surfaceTurbBottom,
0.4);
float turbDisplaceBottom = max((curvedTurb - min(pow(thickness,0.8), 2.6) * 0.3),-4.11);
float effectiveTop = top + turbDisplace;
float effectiveBase = base + turbDisplaceBottom;
float topTurbNorm = clamp(surfaceTurb / 2.28, 0.0, 1.0);
float bottomTurbNorm = surfaceTurbBottom;
turbulenceOut = mix(bottomTurbNorm, topTurbNorm, heightInfluence);
#else
float effectiveTop = top;
float effectiveBase = base;
#endif
float h = clamp((pos.y - effectiveBase * 0.3) / max(effectiveTop - effectiveBase, 0.3), 0.0, 1.0);
float vertProfile = smoothstep(0.0, 0.08, h)
* (1.0 - smoothstep(0.08, 1.0, h));
vertProfile = pow(vertProfile, 3.0);
float edgeDist = map.r;
#if DBG_ENABLE_EDGE_EROSION
vec3 ep = noisePos + vec3(time * 0.01);
float erosion = noise(ep * 4.0) * 0.50;
const float erosionStrength = 0.45;
const float edgeBand = 1.1;
float coverage = smoothstep(0.0, edgeBand, edgeDist - (1.0 - erosion) * erosionStrength);
#else
float coverage = smoothstep(0.0, 0.5, edgeDist);
#endif
return vec2(coverage * vertProfile, turbulenceOut);
}
vec4 shadedCloudColour(vec3 pos, float h, float thickness, float turbulence) {
vec4 baseCol = sampleColSmooth(pos.xz);
vec3 src = baseCol.rgb;
float dayBrightness = clamp(luma(src) * 1.5, 0.0, 1.0);
float brightness = 0.9;
brightness += (h < 0.2
? mix(0.3, 0.6, smoothstep(0.0, 0.2, h))
: mix(0.6, 3.0, smoothstep(0.2, 1.0, h))
) * dayBrightness;
float bottomness = pow(1.0 - h, 2.0);
vec3 blueTint = vec3(0.5, 0.8, 1.0);
vec3 greyTint = vec3(0.82, 0.9, 1.0);
float blueStrength = min((h < 0.2
? mix(0.3, 0.5, smoothstep(0.0, 0.2, h))
: 0.2
),0.5);
src = mix(src, src * blueTint, blueStrength);
float greyColourMask = 1.0 - smoothstep(0.0, 0.35, src.x);
float greyStrength = greyColourMask * bottomness * 5.35;
if(src.x + src.y + src.z < 0.5){
src = mix(src, src * greyTint, min(greyStrength, 0.5));
}
vec3 yellowTint = vec3(0.9, 1.0, 0.8);
vec3 turbColourLower = vec3(0.18, 0.19, 0.11);
float turbStrength = smoothstep(0.0, 0.85, turbulence);
if(h > 0.2){
src = mix(src, src * yellowTint, turbStrength * 0.2);
}
if(h < 0.2){
src = mix(src, src * turbColourLower, turbStrength * 0.7 );
}
return vec4(src * brightness, baseCol.a);
}
float igNoise(vec2 co) {
return fract(52.9829189 * fract(dot(co, vec2(0.06711056, 0.00583715))));
}
vec4 traverse(vec3 o, vec3 d, float far, float T) {
float verticalBias = 1 + 1.0 * abs(d.y);
float distanceFactor = clamp(far / 8.0, 0.0, 1.0);
int STEPS = clamp(int(far * verticalBias), 4, 64);
float DENSITY = DBG_OVERRIDE_DENSITY_VALUE;
float stepSize = far / float(STEPS);
vec4 k = vec4(0.0);
float tOffset = igNoise(gl_FragCoord.xy + float(frame & 14) * 0.61803);
float t = stepSize * (0.5 + tOffset);
float stepMult = 1.0;
for(int i = 0; i < STEPS; i++){
if(t >= far || k.a > 0.99) break;
vec3 pos = o + d * t;
float cheapDensity = texture(cloudMap, pos.xz / cloudMapWidth).r;
if(cheapDensity > 0.0){
stepMult = 1.0;
vec4 map = sampleSmooth(pos.xz);
vec2 densityResult = sampleDensity(pos, map);
float density = densityResult.x;
float turbulence = densityResult.y;
if(density > 0.0){
float base = map.b;
float top = map.a * 0.5;
float h = clamp((pos.y - base) / max(top - base, 1.0), 0.0, 1.0);
vec4 col = shadedCloudColour(pos, h, map.r,turbulence);
float densityBoost = mix(2.5, 1.0, clamp(far / 4.0, 0.0, 1.0));
float tmpDENSITY = DENSITY;
if((col.r + col.g + col.b )/3.0 < 0.5){
tmpDENSITY += (col.r + col.g + col.b );
}
float alpha = 1.0 - exp(-density * tmpDENSITY);
k.rgb += (1.0 - k.a) * col.rgb * alpha;
k.a += (1.0 - k.a) * alpha;
}
}else{
#if DBG_ENABLE_STEP_SKIP
stepMult = min(stepMult * 1.2, 4);
#else
stepMult = 1.0;
#endif
}
t += stepSize * stepMult;
}
return k;
}
// CoriaenderShaders
uniform int drawToSkyBox = 0;
uniform float cameraUnderwater;
void main(){
vec3 origin = unproject(iMvpMatrix * vec4(ndc, -1.0, 1.0));
vec3 direction = normalize(unproject(iMvpMatrix * vec4(ndc, 1.0, 1.0)) - origin);
vec3 world = unproject(iMvpMatrix * vec4(ndc, texture(depthTex, uv).r * 2.0 - 1.0, 1.0));
float far = distance(origin, world);
#if DBG_ENABLE_DIRECTION_CURVE
direction = curve(direction, 0.11);
#endif
#if DBG_ENABLE_DIRECTION_WARP
direction = warp(direction, PerceptionEffectIntensity * 0.03);
#endif
origin.y -= cloudOffset.y + DBG_CLOUD_HEIGHT_VALUE;
vec2 plane = intersect(
origin.y,
direction.y,
vec2(-12.5 - 500.0 * 0.1-15.0, 12.5 + 500.0)
);
float near = plane.x;
if(near < 0.0 || far < near) discard;
origin += direction * near;
origin.xz -= cloudOffset.xz;
origin /= cloudTileSize;
origin.xz += cloudMapWidth / 2.0;
far -= near;
far = min(far, plane.y);
far = min(far, cloudMapWidth * cloudTileSize / 2.0 - near);
far /= cloudTileSize;
vec4 k = traverse(origin, direction, far, plane.x / cloudTileSize);
if(k.a <= 0.0) discard;
float s = FrameWidth / 240.0 / 11.0;
float n = NoiseFromPixelPosition(ivec2(gl_FragCoord.xy), frame + 256, FrameWidth).r * s;
k = exp(log(k + 1.0) + n) - 1.0;
if(k.a <= 0.0) discard;
#if DBG_ENABLE_GENTLE_NOISE
k += gentleNoise() * k.a * 0.1;
#endif
#if DBG_ENABLE_DITHER
k = dither(k, 255.0);
#endif
drawPixel(k);
}
//CSPATCHGROUPAPPLIED WATER_CLOUDVOLUMETRIC
//CSPATCHAPPLIED cloudvolumetric_fsh_functionShader program: cloudvolumetric
at CoriaenderShaders.Patches.ShaderPatcher.PatchShaderProgram(IShaderProgram program, ShaderPatch[] patches, String groupWatermark) in Src:\Patches\ShaderPatcher.cs:line 99
at CoriaenderShaders.Patches.CloudVolumetricPatches.Apply(ShaderProgram program) in Src:\Patches\WaterEffectsShaderPatches.cs:line 139
at CoriaenderShaders.Patches.ShaderPatchRegistry.OnShaderProgramLoaded(ShaderProgram program) in Src:\Patches\ShaderPatchRegistry.cs:line 53
at CoriaenderShaders.CoriaenderShaders.CSEvents.EmitShaderProgramLoaded(ShaderProgram p) in Src:\CoriaenderShaders\CSEvents.cs:line 19
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 162
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.OnRenderFrame(FrameEventArgs args)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 5/10/2026 9:48:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x327c
Faulting application start time: 0x1dce0e84827a4a0
Faulting application path: C:\Users\kcode\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kcode\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: cc6a3a1e-db9e-4e95-87af-a2060797b5bf
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/10/2026 9:46:37 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6618
Faulting application start time: 0x1dce0e7dfae8714
Faulting application path: C:\Users\kcode\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kcode\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 4bebacce-bb0f-4b20-8ba7-19e5c92e52ed
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/10/2026 9:45:35 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0xb674
Faulting application start time: 0x1dce0e7cea6e4d2
Faulting application path: C:\Users\kcode\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\kcode\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 59c7a1d8-39f9-4f76-98e0-9fe97adc1d0c
Faulting package full name:
Faulting package-relative application ID: }
Running on 64 bit Windows 10.0.22631.0 with 32657 MB RAM
Game Version: v1.22.2 (Stable)
10/05/2026 22:19:59: Critical error occurred in the following mod: coriaendershaders@1.2.1
Loaded Mods: biggerpockets@1.0.6, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, moldsexpanded@1.2.0, propersticks@0.2.0, game@1.22.2, carryon@1.14.0, coriaendershaders@1.2.1, extrainfo@2.2.0, fastmap@122.4.0, juicyores@1.0.2, statushudcont@4.3.1, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2
System.AggregateException: One or more errors occurred. (Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.)
---> CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.
--- End of inner exception stack trace ---
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.<SetupException>b__60_0() in Src:\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 192
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
CoriaenderShaders.CoriaenderShaders.PatchedShaderCompileException: Base game shader failed to compile after WaterEffects patching:
Failed opening savegame.
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/05/2026 21:40:00, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x6110
Hora de início do aplicativo com falha: 0x0x1dce0dddaedddd1
Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: 8aeba09e-4858-4434-b0b7-da322295cc27
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 10/05/2026 21:33:26, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x6cd8
Hora de início do aplicativo com falha: 0x0x1dce0dda848be62
Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: 795e8ce7-6085-4a52-8ebc-f6b068ff3bec
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 10/05/2026 21:32:12, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.22.2.0, carimbo de data/hora: 0x693c0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x0x6730
Hora de início do aplicativo com falha: 0x0x1dce0dd58913698
Caminho do aplicativo com falha: F:\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: F:\Vintagestory\Lib\openal32.dll
ID do Relatório: 29c791d4-9c07-486f-9499-9dc54195a88e
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
10.5.2026 14:06:05 [Notification] Server logger started.
10.5.2026 14:06:05 [Notification] Game Version: v1.22.2 (Stable)
10.5.2026 14:06:06 [Event] Comienza...
10.5.2026 14:06:06 [Event] Launching server...
10.5.2026 14:06:06 [Event] Siente...
10.5.2026 14:06:06 [Event] Server v1.22.2, network v1.22.6, api v1.21.0
10.5.2026 14:06:06 [Notification] Entering runphase Initialization
10.5.2026 14:06:06 [Event] Loading configuration...
10.5.2026 14:06:06 [Notification] Entering runphase Configuration
10.5.2026 14:06:06 [Notification] Loading savegame
10.5.2026 14:06:06 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: standard
10.5.2026 14:06:06 [Notification] Savegame %appdata%\VintagestoryData\Saves\overworld.vcdbs loaded
10.5.2026 14:06:06 [Notification] World size = 1024000 256 1024000
10.5.2026 14:06:06 [Notification] Start discovering assets
10.5.2026 14:06:06 [Notification] Found 2 base assets in category blocktypes
10.5.2026 14:06:06 [Notification] Found 0 base assets in category itemtypes
10.5.2026 14:06:06 [Notification] Found 34 base assets in category lang
10.5.2026 14:06:06 [Notification] Found 0 base assets in category patches
10.5.2026 14:06:06 [Notification] Found 24 base assets in category config
10.5.2026 14:06:06 [Notification] Found 0 base assets in category worldproperties
10.5.2026 14:06:06 [Notification] Found 49 base assets in category sounds
10.5.2026 14:06:06 [Notification] Found 230 base assets in category shapes
10.5.2026 14:06:06 [Notification] Found 182 base assets in category textures
10.5.2026 14:06:06 [Notification] Found 0 base assets in category recipes
10.5.2026 14:06:06 [Notification] Found 0 base assets in category worldgen
10.5.2026 14:06:06 [Notification] Found 3 base assets in category entities
10.5.2026 14:06:06 [Notification] Found 524 base assets in total
10.5.2026 14:06:06 [Event] Building assets...
10.5.2026 14:06:06 [Notification] Entering runphase LoadAssets
10.5.2026 14:06:06 [Notification] Will search the following paths for mods:
10.5.2026 14:06:06 [Notification] D:\Vintagestory\Mods
10.5.2026 14:06:06 [Notification] %appdata%\VintagestoryData\Mods
10.5.2026 14:06:06 [Notification] Found 26 mods (0 disabled)
10.5.2026 14:06:06 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, overhaullib, stonequarryrepckfipil, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, coriaendershaders, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, vintagestorysurroundsound, visibleoresandminerals, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
10.5.2026 14:06:06 [Notification] Instantiated 174 mod systems from 22 enabled mods
10.5.2026 14:06:06 [Notification] Loaded mods (22):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.1 Creature Footsteps creaturefootstepsV1.2.1.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
carryon 1.14.0 Carry On CarryOn-1.22.0_v1.14.0.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
attributerenderinglibrary 3.1.3 Attribute Rendering Library AttributeRenderingLibrary-v3.1.3.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.4 BetterEr Prospecting bettererprospecting_3.2.4.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.4 Player Model Library playermodellib_1.18.4.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
visibleoresandminerals 1.0.2 Visible Ores and Minerals visible-ores-and-minerals-v1.0.2.zip game@1.22.2 Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.0.1 Electrical Progressive: Core electricalprogressivecore_3.0.1.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.0.3 Electrical Progressive: Basics electricalprogressivebasics_3.0.3.zip game@1.22.0, electricalprogressivecore@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.6.2 Electrical Progressive: Industry electricalprogressiveindustry_0.6.2.zip game@1.22.0, electricalprogressivecore@3.0.0, electricalprogressivebasics@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.0.0 Electrical Progressive: QoL electricalprogressiveqol_3.0.0.zip game@1.22.0, electricalprogressivecore@3.0.0, electricalprogressivebasics@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
10.5.2026 14:06:06 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
10.5.2026 14:06:11 [Notification] CarryOn: Disabled AutoConfigLib patches.
10.5.2026 14:06:11 [Notification] CarryOn: Harmony patches enabled.
10.5.2026 14:06:11 [Event] started 'CarryOn' mod
10.5.2026 14:06:11 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.1.zip, mod@jsonpatcheslib_1.5.2.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.4.zip, mod@CarryOn-1.22.0_v1.14.0.zip, mod@electricalprogressivecore_3.0.1.zip, mod@playermodellib_1.18.4.zip, mod@visible-ores-and-minerals-v1.0.2.zip, mod@electricalprogressivebasics_3.0.3.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.6.2.zip, mod@electricalprogressiveqol_3.0.0.zip
10.5.2026 14:06:11 [Notification] Found 625 external assets in category blocktypes
10.5.2026 14:06:11 [Notification] Found 330 external assets in category itemtypes
10.5.2026 14:06:11 [Notification] Found 99 external assets in category lang
10.5.2026 14:06:11 [Notification] Found 111 external assets in category patches
10.5.2026 14:06:11 [Notification] Found 152 external assets in category config
10.5.2026 14:06:11 [Notification] Found 25 external assets in category worldproperties
10.5.2026 14:06:11 [Notification] Found 726 external assets in category sounds
10.5.2026 14:06:11 [Notification] Found 7146 external assets in category shapes
10.5.2026 14:06:11 [Notification] Found 9878 external assets in category textures
10.5.2026 14:06:11 [Notification] Found 493 external assets in category recipes
10.5.2026 14:06:11 [Notification] Found 1455 external assets in category worldgen
10.5.2026 14:06:11 [Notification] Found 74 external assets in category entities
10.5.2026 14:06:11 [Notification] Found 0 external assets in category compatibility
10.5.2026 14:06:11 [Notification] Found 4 external assets in category jsonpatches
10.5.2026 14:06:12 [Notification] Reloaded lang file with mod assets
10.5.2026 14:06:12 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
10.5.2026 14:06:12 [Notification] [MedievalArchitecture] Config loaded successfully.
10.5.2026 14:06:12 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
10.5.2026 14:06:12 [Notification] JsonPatch Loader: 293 patches total, successfully applied 296 patches, unmet conditions on 105 patches, no errors
10.5.2026 14:06:14 [Event] Recuerda...
10.5.2026 14:06:14 [Notification] Loaded 4541 unique items
10.5.2026 14:06:14 [Event] Todo lo que vino antes...
10.5.2026 14:06:17 [Notification] Loaded 15476 unique blocks
10.5.2026 14:06:17 [Notification] Loaded 820 unique entitiess
10.5.2026 14:06:17 [Notification] BlockLoader: Entities, Blocks and Items loaded
10.5.2026 14:06:17 [Notification] Remapper: No applicable remappings found for this save game, all seems good for now
10.5.2026 14:06:17 [Event] Remapping blocks and items...
10.5.2026 14:06:17 [Event] 15 cooking recipes loaded
10.5.2026 14:06:17 [Event] Sabor y olor...
10.5.2026 14:06:17 [Event] 9 metal alloys loaded
10.5.2026 14:06:17 [Event] Destellos en el suelo...
10.5.2026 14:06:19 [Event] 1339 grid recipes loaded from 326 files
10.5.2026 14:06:19 [Event] Grandes inventos...
10.5.2026 14:06:19 [Event] 63 smithing recipes loaded from 53 files
10.5.2026 14:06:19 [Event] Chispas ardientes...
10.5.2026 14:06:19 [Event] 33 clay forming recipes loaded from 33 files
10.5.2026 14:06:19 [Event] Formas moldeadas...
10.5.2026 14:06:19 [Event] 12 knapping recipes loaded from 12 files
10.5.2026 14:06:19 [Event] Herramientas simples...
10.5.2026 14:06:19 [Event] 90 barrel recipe recipes loaded from 41 files
10.5.2026 14:06:19 [Notification] Tags registry was locked.
10.5.2026 14:06:19 [Notification] Entering runphase AssetsFinalize
10.5.2026 14:06:20 [Event] Server assets loaded, parsed, registered and finalized
10.5.2026 14:06:20 [Event] Initialising systems...
10.5.2026 14:06:20 [Notification] Entering runphase LoadGamePre
10.5.2026 14:06:20 [Notification] [HoR-PerfOpt] Initializing on Server side (VS 1.22)...
10.5.2026 14:06:20 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
10.5.2026 14:06:20 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
10.5.2026 14:06:20 [Notification] Mod is configured to always use the default config. Falling back to default settings
10.5.2026 14:06:20 [Notification] Started 150 systems on Server:
10.5.2026 14:06:20 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
10.5.2026 14:06:20 [Notification] OverhaulLib.OverhaulLibSystem
10.5.2026 14:06:20 [Notification] Mod 'VSEssentials.dll' (game):
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.Core
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenTerra
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenSnowLayer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.EntityPartitioning
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ErrorReporter
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
10.5.2026 14:06:20 [Notification] FluffyClouds.FluffyCloudsModSystem
10.5.2026 14:06:20 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
10.5.2026 14:06:20 [Notification] Vintagestory.Essentials.PathfindSystem
10.5.2026 14:06:20 [Notification] Vintagestory.Essentials.PathFindDebug
10.5.2026 14:06:20 [Notification] Vintagestory.Essentials.PathfindingAsync
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.JsonExport
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenMaps
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenRockStrataNew
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenHotSprings
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenCreatures
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.AiRuntimeConfig
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemEmotes
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.LeafBlockDecay
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.POIRegistry
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.RoomRegistry
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.WeatherSystemCommands
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.WeatherSystemServer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.WorldMapManager
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenDeposits
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.LoadColorMaps
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenCaves
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenStructures
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.WgenCommands
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenBlockLayers
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenPonds
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ClothManager
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenRivulets
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenLightSurvival
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.CollectibleBuffDebug
10.5.2026 14:06:20 [Notification] Mod 'VSSurvivalMod.dll' (survival):
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemControlPoints
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
10.5.2026 14:06:20 [Notification] Vintagestory.Systems.StoryLockableDoor
10.5.2026 14:06:20 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.UpgradeTasks
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.NpcControl
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.MyceliumSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemFishInstaFlee
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.FishingSupportModSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemGliding
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.Timeswitch
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemAuction
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.Core
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.CharacterSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.CustomSpawnConditions
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.VariablesModSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModsystemElevator
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ActivityModSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ActivityEditorSystem
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemFarming
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemTutorial
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemNightVision
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.TobiasTeleporter
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModJournal
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModLootRandomizer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemRifts
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSleeping
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.TeleporterManager
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModTemperature
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.SystemTemporalStability
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemClimateSpecificTraderTypes
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemWearableStats
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemEditableBook
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.Mechanics.ModSystemWindTurbulence
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenDungeons
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.GenStoryStructures
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.WgenCommandsExt
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenDevastationLayer
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.RecipeLoader
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemFishDepletion
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemWormGrunting
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemOreMap
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemSnowballs
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.HumanoidOutfits
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
10.5.2026 14:06:20 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
10.5.2026 14:06:20 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
10.5.2026 14:06:20 [Notification] StoneQuarry.Lib.Config.ConfigManager
10.5.2026 14:06:20 [Notification] StoneQuarry.Core
10.5.2026 14:06:20 [Notification] StoneQuarry.RockManager
10.5.2026 14:06:20 [Notification] Mod 'VSCreativeMod.dll' (creative):
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.Core
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
10.5.2026 14:06:20 [Notification] Vintagestory.ServerMods.GenLightCreative
10.5.2026 14:06:20 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
10.5.2026 14:06:20 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
10.5.2026 14:06:20 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
10.5.2026 14:06:20 [Notification] JsonPatchLib.JsonPatchLibSystem
10.5.2026 14:06:20 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
10.5.2026 14:06:20 [Notification] Animalcages.Animalcages
10.5.2026 14:06:20 [Notification] Mod 'AttributeRenderingLibrary-v3.1.3.zip' (attributerenderinglibrary):
10.5.2026 14:06:20 [Notification] AttributeRenderingLibrary.Core
10.5.2026 14:06:20 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
10.5.2026 14:06:20 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
10.5.2026 14:06:20 [Notification] AttributeRenderingLibrary.Systems.Creativestacks.VariantLoader
10.5.2026 14:06:20 [Notification] Mod 'bettererprospecting_3.2.4.zip' (bettererprospecting):
10.5.2026 14:06:20 [Notification] BetterErProspecting.BetterErProspect
10.5.2026 14:06:20 [Notification] BetterErProspecting.Tracking.PptTracker
10.5.2026 14:06:20 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
10.5.2026 14:06:20 [Notification] Mod 'CarryOn-1.22.0_v1.14.0.zip' (carryon):
10.5.2026 14:06:20 [Notification] CarryOn.CarrySystem
10.5.2026 14:06:20 [Notification] Mod 'electricalprogressivecore_3.0.1.zip' (electricalprogressivecore):
10.5.2026 14:06:20 [Notification] ElectricalProgressive.ElectricalProgressive
10.5.2026 14:06:20 [Notification] Mod 'playermodellib_1.18.4.zip' (playermodellib):
10.5.2026 14:06:20 [Notification] PlayerModelLib.PlayerModelModSystem
10.5.2026 14:06:20 [Notification] PlayerModelLib.CustomModelsSystem
10.5.2026 14:06:20 [Notification] PlayerModelLib.LatePlayerModelModSystem
10.5.2026 14:06:20 [Notification] Mod 'electricalprogressivebasics_3.0.3.zip' (electricalprogressivebasics):
10.5.2026 14:06:20 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
10.5.2026 14:06:20 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
10.5.2026 14:06:20 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
10.5.2026 14:06:20 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
10.5.2026 14:06:20 [Notification] Mod 'electricalprogressiveindustry_0.6.2.zip' (electricalprogressiveindustry):
10.5.2026 14:06:20 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
10.5.2026 14:06:20 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
10.5.2026 14:06:20 [Notification] Mod 'electricalprogressiveqol_3.0.0.zip' (electricalprogressiveqol):
10.5.2026 14:06:20 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
10.5.2026 14:06:20 [Event] 26 traits loaded from 1 files
10.5.2026 14:06:20 [Event] 6 classes loaded from 1 files
10.5.2026 14:06:22 [Event] 105 Centrifuge Recipes loaded
10.5.2026 14:06:22 [Event] 20 Hammer Recipes loaded
10.5.2026 14:06:22 [Event] 140 Press Recipes loaded
10.5.2026 14:06:22 [Event] 18 Drawing Recipes loaded
10.5.2026 14:06:23 [Notification] Server map set
10.5.2026 14:06:23 [Event] Un mundo intacto...
10.5.2026 14:06:23 [Notification] Entering runphase GameReady
10.5.2026 14:06:23 [Notification] [HoR-PerfOpt] Shared index built: 2506 output entries, 1669 ingredient entries, 13852 recipes with metadata
10.5.2026 14:06:23 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 13852 recipes
10.5.2026 14:06:23 [Notification] [HoR-PerfOpt] Crafting event filter indexed 13782 recipes with concrete ingredients
10.5.2026 14:06:23 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 63ms. 13852 grid recipes indexed. Output index: 2506 entries. Ingredient index: 1669 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
10.5.2026 14:06:23 [Notification] Entering runphase WorldReady
10.5.2026 14:06:23 [Event] El centro se despliega...
10.5.2026 14:06:23 [Event] Starting world generators...
10.5.2026 14:06:24 [Notification] Sending server identification. Server control privilege is True
10.5.2026 14:06:30 [Notification] Reloaded 35 tree generators
10.5.2026 14:06:30 [Event] Loading 7x7x8 spawn chunks...
10.5.2026 14:06:30 [Event] 0% (49 in queue)
10.5.2026 14:06:30 [Event] Las montañas talladas...
10.5.2026 14:06:31 [Event] Begin game ticking...
10.5.2026 14:06:31 [Event] ... te llama
10.5.2026 14:06:31 [Notification] Entering runphase RunGame
10.5.2026 14:06:31 [Notification] Successfully loaded 46 waypoints
10.5.2026 14:06:31 [Notification] [bettererprospecting] Backfilling 0 ore codes:
10.5.2026 14:06:31 [Notification] Starting server threads
10.5.2026 14:06:31 [Event] Servidor de un solo jugador now running!
10.5.2026 14:06:31 [Event] Vuelve de nuevo.
10.5.2026 14:06:31 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
10.5.2026 14:06:34 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
10.5.2026 14:06:35 [Notification] Client 1 uid 04Yk5Y07vCxpq7jBWuIEj9SN attempting identification. Name: ShadowAn77
10.5.2026 14:06:35 [Notification] Upped server view distance to: 224, because player is in singleplayer
10.5.2026 14:06:35 [Notification] Delayed join, need to load one spawn chunk first.
10.5.2026 14:06:35 [Notification] Placing ShadowAn77 at 511778,61029052734 117 512183,4954223633
10.5.2026 14:06:38 [Event] ShadowAn77 127.0.0.1:0 joins.
10.5.2026 14:06:39 [Notification] A client reconnected, resuming game calendar.
10.5.2026 14:06:46 [Notification] Server ticking has been suspended
10.5.2026 14:06:48 [Notification] A client reconnected, resuming game calendar.
10.5.2026 14:06:48 [Notification] Server ticking has been resumed
10.5.2026 14:06:54 [Notification] Server ticking has been suspended
10.5.2026 14:06:56 [Notification] A client reconnected, resuming game calendar.
10.5.2026 14:06:56 [Notification] Server ticking has been resumed
10.5.2026 14:07:06 [Notification] Server ticking has been suspended
10.5.2026 14:07:19 [Notification] A client reconnected, resuming game calendar.
10.5.2026 14:07:19 [Notification] Server ticking has been resumed
10.5.2026 14:07:21 [Warning] Server overloaded. A tick took 751ms to complete.
10.5.2026 14:07:21 [Notification] Server ticking has been suspended
10.5.2026 14:07:22 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
10.5.2026 14:07:22 [Notification] Last player disconnected, compacting large object heap...
10.5.2026 14:07:25 [Event] El jugador ShadowAn77 fue expulsado. Motivo: Server shutting down - Exit request by client
10.5.2026 14:07:25 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
10.5.2026 14:07:25 [Notification] Entering runphase Shutdown
10.5.2026 14:07:25 [Notification] [HoR-PerfOpt] Disposed and all patches removed
10.5.2026 14:07:27 [Event] Mods and systems notified, now saving everything...
10.5.2026 14:07:27 [Event] Se detiene.
10.5.2026 14:07:27 [Event] Una última mirada...
10.5.2026 14:07:27 [Event] Saved player world data...
10.5.2026 14:07:27 [Event] Saved map regions...
10.5.2026 14:07:27 [Event] Luego todo se silencia...
10.5.2026 14:07:27 [Event] Saved map chunks...
10.5.2026 14:07:27 [Event] Las aguas retroceden...
10.5.2026 14:07:27 [Event] Saved loaded chunks...
10.5.2026 14:07:27 [Event] Las montañas se desvanecen...
10.5.2026 14:07:27 [Event] La oscuridad se asienta.
10.5.2026 14:07:27 [Event] Saved generating chunks...
10.5.2026 14:07:27 [Event] Saved savegamedata...2
10.5.2026 14:07:27 [Event] World saved! Saved 40 chunks, 0 mapchunks, 16 mapregions.
10.5.2026 14:07:27 [Event] Suspira...
10.5.2026 14:07:27 [Event] Shutting down 10 server threads...
10.5.2026 14:07:27 [Event] Killed console thread
10.5.2026 14:07:27 [Event] Solo de nuevo...
10.5.2026 14:07:28 [Event] All threads gracefully shut down
10.5.2026 14:07:28 [Event] Tiempo de descansar.
10.5.2026 14:07:28 [Event] Doing last tick...
10.5.2026 14:07:28 [Event] Stopped the server!
I ran some tests... I checked the client configuration and SSBO is enabled. At first it started loading fine, but after a few seconds the memory usage increased to almost 100%. Con mucho gusto te puedo brindar algún otro dato si se requiere. Estaré al pendiente
Puedes pruebar la version nuevo? No se si cambie esa problema, pero modifique cosas que puede causarlo.
The water beneath the ice surface has ripples, which is strange.
Also, the reflections in water are deformed when using the zoom mod.
Reflections under ice is a deliberate tradeoff, the mod doesn't modify mesh data and the game doesn't track 'water surface' data in the mesh. I decided ice being a little weird was the least egregious of the options. Would be nice to have a solution for it though.
I can take a look at the zoom mod, but the reflections should already be using the camera FoV, so it might be an implementation quirk of that mod.
1.2.1-pre.4 is working fine, 1.2.1 proper crashes as soon as the player is loaded into the world:
Thanks for the report, this is sort of a false positive caused by optimistic/lazy error checking, should be fixed in 1.2.2-pre.1.
No crashes in new pre-release, thank you!
It seems to work in a single-player world, but when trying to load onto a server, the game simply closes; there doesn't seem to be anything out of the ordinary in the logs.
I'm not sure why it would be different single player vs server, but the log shows that your 'allowSSBOs' setting is disabled. If your card supports OpenGL 4.6 then it definitely supports SSBOs, but if the setting is ever turned off the game won't turn it back on. Do you mind checking if it's set to true in clientsettings.json?
Enabling this setting helped.
So, good news and bad news. The new update fixed all the issues I was having with invisible terrain and crashing on startup. The shaders load and display correctly now.
However, now I'm getting massive stuttering the whole time that makes the game completely unplayable. This didn't happen to me in previous releases where the mod worked.
I tried looking in the logs, but the client log isn't printing anything at all, and no obvious issues printed anywhere else.
I added a check that 'allowSSBOs' is enabled which like glContextVersion the game can turn off but won't turn it back on. Do you mind checking that it's enabled in clientsettings.json?
That fixes it, thanks!
No se que fue lo que sucedió. Actualicé el mod a la nueva versión y practicamente se volvió injugable. Mis FPS Bajaron casi a 0 y se hacía complicado moverse ya que se trababa todo. Tuve que volver a la versión 1.2.1 Pre alpha 4... No se si pueda dar algo útil sobre eso...
Lo siento, mi espanol no es bueno, pero eso es lo que pasa quando el juego hace demasiado logging, como cuando un patch es malo. Por favor puedes compartir sus client-main.log? Problamente tiene "OpenGL Error" muchos veses, pero solomente nesecito antes de eso.
Running on 64 bit Windows 10.0.26200.0 with 24368 MB RAM
9.5.2026 12:25:42 [Notification] Client logger started.
9.5.2026 12:25:42 [Notification] Game Version: v1.22.2 (Stable)
9.5.2026 12:25:42 [Notification] Process path: D:\Vintagestory\VintageStory.exe
9.5.2026 12:25:42 [Notification] Operating System: Windows 10.0.26200.0
9.5.2026 12:25:42 [Notification] CPU Cores: 16
9.5.2026 12:25:42 [Notification] CPU: AMD Ryzen 7 5700G with Radeon Graphics
9.5.2026 12:25:42 [Notification] Available RAM: 24368 MB
9.5.2026 12:25:44 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
9.5.2026 12:25:44 [Notification] Graphics Card Vendor: ATI Technologies Inc.
9.5.2026 12:25:44 [Notification] Graphics Card Version: 4.3.0 Core Profile Context 26.5.1.260407
9.5.2026 12:25:44 [Notification] Graphics Card Renderer: AMD Radeon RX 6600
9.5.2026 12:25:44 [Notification] Graphics Card ShadingLanguageVersion: 4.60
9.5.2026 12:25:44 [Notification] GL.MaxVertexUniformComponents: 8000
9.5.2026 12:25:44 [Notification] GL.MaxUniformBlockSize: 4194304
9.5.2026 12:25:44 [Notification] C# Framework: .net 10.0.7
9.5.2026 12:25:44 [Notification] Cairo Graphics Version: 1.17.3
9.5.2026 12:25:44 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
9.5.2026 12:25:44 [Notification] Zstd Version: 1.5.7
9.5.2026 12:25:44 [Notification] Start discovering assets
9.5.2026 12:25:44 [Notification] Found 34 base assets in category lang
9.5.2026 12:25:44 [Notification] Found 0 base assets in category patches
9.5.2026 12:25:44 [Notification] Found 24 base assets in category config
9.5.2026 12:25:44 [Notification] Found 0 base assets in category worldproperties
9.5.2026 12:25:44 [Notification] Found 49 base assets in category sounds
9.5.2026 12:25:44 [Notification] (Re-)loaded frame buffers
9.5.2026 12:25:44 [Notification] Found 230 base assets in category shapes
9.5.2026 12:25:44 [Notification] Found 84 base assets in category shaders
9.5.2026 12:25:44 [Notification] Found 19 base assets in category shaderincludes
9.5.2026 12:25:44 [Notification] Found 182 base assets in category textures
9.5.2026 12:25:44 [Notification] Found 4 base assets in category music
9.5.2026 12:25:44 [Notification] Found 0 base assets in category dialog
9.5.2026 12:25:44 [Notification] Found 626 base assets in total
9.5.2026 12:25:44 [Notification] Loading sounds
9.5.2026 12:25:44 [Notification] Loaded Shaderprogramm for render pass .
9.5.2026 12:25:44 [Notification] Waiting for async sound loading...
9.5.2026 12:25:44 [Notification] Sounds loaded
9.5.2026 12:25:44 [Notification] Begin loading shaders
9.5.2026 12:25:44 [Notification] Load shaders now
9.5.2026 12:25:44 [Notification] Loading shaders...
9.5.2026 12:25:44 [Notification] Loaded Shaderprogramm for render pass standard.
9.5.2026 12:25:44 [Notification] Loaded Shaderprogramm for render pass particlescube.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass particlesquad.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass sky.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass nightsky.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass woittest.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass helditem.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass decals.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass final.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass gui.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass blur.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass findbright.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass godrays.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass autocamera.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass wireframe.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass luma.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass blit.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass texture2texture.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass celestialobject.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass colorgrade.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass guigear.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass ssao.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass aurora.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass cloudmap.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass instanced.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass lines.
9.5.2026 12:25:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
9.5.2026 12:25:45 [Notification] Cached session key is valid, validating with server
9.5.2026 12:25:45 [Notification] Server validation response: Good
9.5.2026 12:25:45 [Notification] Will search the following paths for mods:
9.5.2026 12:25:45 [Notification] D:\Vintagestory\Mods
9.5.2026 12:25:45 [Notification] %appdata%\VintagestoryData\Mods
9.5.2026 12:25:46 [Notification] Send request: v2/mods/install-information?gv=1.22.2&ids=visibleoresandminerals@1.0.1
9.5.2026 12:25:48 [Notification] Will search the following paths for mods:
9.5.2026 12:25:48 [Notification] D:\Vintagestory\Mods
9.5.2026 12:25:48 [Notification] %appdata%\VintagestoryData\Mods
9.5.2026 12:25:50 [Notification] Will search the following paths for mods:
9.5.2026 12:25:50 [Notification] D:\Vintagestory\Mods
9.5.2026 12:25:50 [Notification] %appdata%\VintagestoryData\Mods
9.5.2026 12:25:51 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
9.5.2026 23:18:58 [Notification] Server logger started.
9.5.2026 23:18:58 [Notification] Game Version: v1.22.2 (Stable)
9.5.2026 23:18:58 [Event] Comienza...
9.5.2026 23:18:58 [Event] Launching server...
9.5.2026 23:18:58 [Event] Siente...
9.5.2026 23:18:58 [Event] Server v1.22.2, network v1.22.6, api v1.21.0
9.5.2026 23:18:58 [Notification] Entering runphase Initialization
9.5.2026 23:18:58 [Event] Loading configuration...
9.5.2026 23:18:58 [Notification] Entering runphase Configuration
9.5.2026 23:18:58 [Notification] Loading savegame
9.5.2026 23:18:58 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: standard
9.5.2026 23:18:58 [Notification] Savegame %appdata%\VintagestoryData\Saves\overworld.vcdbs loaded
9.5.2026 23:18:58 [Notification] World size = 1024000 256 1024000
9.5.2026 23:18:58 [Notification] Start discovering assets
9.5.2026 23:18:58 [Notification] Found 2 base assets in category blocktypes
9.5.2026 23:18:58 [Notification] Found 0 base assets in category itemtypes
9.5.2026 23:18:58 [Notification] Found 34 base assets in category lang
9.5.2026 23:18:58 [Notification] Found 0 base assets in category patches
9.5.2026 23:18:58 [Notification] Found 24 base assets in category config
9.5.2026 23:18:58 [Notification] Found 0 base assets in category worldproperties
9.5.2026 23:18:58 [Notification] Found 49 base assets in category sounds
9.5.2026 23:18:58 [Notification] Found 230 base assets in category shapes
9.5.2026 23:18:58 [Notification] Found 182 base assets in category textures
9.5.2026 23:18:58 [Notification] Found 0 base assets in category recipes
9.5.2026 23:18:58 [Notification] Found 0 base assets in category worldgen
9.5.2026 23:18:58 [Notification] Found 3 base assets in category entities
9.5.2026 23:18:58 [Notification] Found 0 base assets in category compatibility
9.5.2026 23:18:58 [Notification] Found 0 base assets in category jsonpatches
9.5.2026 23:18:58 [Notification] Found 524 base assets in total
9.5.2026 23:18:58 [Event] Building assets...
9.5.2026 23:18:58 [Notification] Entering runphase LoadAssets
9.5.2026 23:18:58 [Notification] Will search the following paths for mods:
9.5.2026 23:18:58 [Notification] D:\Vintagestory\Mods
9.5.2026 23:18:58 [Notification] %appdata%\VintagestoryData\Mods
9.5.2026 23:18:58 [Notification] Found 25 mods (0 disabled)
9.5.2026 23:18:58 [Notification] Mods, sorted by dependency: betterarrows, craftingjonas, creaturefootsteps, horperfopt, jsonpatcheslib, overhaullib, stonequarryrepckfipil, game, animalcages, attributerenderinglibrary, bettererprospecting, carryon, electricalprogressivecore, hudclockpatch, playermodellib, statushudcont, vintagestorysurroundsound, visibleoresandminerals, creative, survival, electricalprogressivebasics, kcsdragons, medievalarchitecture, electricalprogressiveindustry, electricalprogressiveqol
9.5.2026 23:18:59 [Notification] Instantiated 174 mod systems from 22 enabled mods
9.5.2026 23:18:59 [Notification] Loaded mods (22):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
creaturefootsteps 1.2.1 Creature Footsteps creaturefootstepsV1.2.1.zip - Aceolu https://mods.vintagestory.at/creaturefootsteps
craftingjonas 1.0.6 Craftable Jonas Parts Craftable Jonas Parts.zip - BetaCentari https://mods.vintagestory.at/craftingjonas
carryon 1.14.0 Carry On CarryOn-1.22.0_v1.14.0.zip game@1.22.0 copygirl, NerdScurvy https://mods.vintagestory.at/carryon
attributerenderinglibrary 3.1.3 Attribute Rendering Library AttributeRenderingLibrary-v3.1.3.zip game@1.22.0 Craluminum2413 (Dana), Nanotect, BowlSoldier https://mods.vintagestory.at/attributerenderinglibrary
stonequarryrepckfipil 3.6.2 Stone Quarry StoneQuarryRepacked.3.6.2.zip - DArkHekRoMaNT https://mods.vintagestory.at/stonequarryrepckfipil
animalcages 5.0.0 Animal cages animalcages_v5.0.0.zip game@1.22.0-rc.5 G3rste https://mods.vintagestory.at/animalcages
kcsdragons 0.9.10 KCs DragonFolk KCsDragons-v0.9.10.zip playermodellib@1.18.3 kestrelcrow https://mods.vintagestory.at/kcsdragons
bettererprospecting 3.2.4 BetterEr Prospecting bettererprospecting_3.2.4.zip game@1.22.0 KnewOne https://mods.vintagestory.at/bettererprospecting
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
playermodellib 1.18.4 Player Model Library playermodellib_1.18.4.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
horperfopt 1.0.3 HoR Performance Optimizer HoR-PerformanceOptimizer.zip - Panduh https://mods.vintagestory.at/horperfopt
medievalarchitecture 1.1.1 MedievalArchitecture medievalarchitecture_1.1.1.zip game@1.22.0, attributerenderinglibrary@3.0.1 Roteroktober, 12Port, Craluminum2413 (Dana) https://mods.vintagestory.at/medievalarchitecture
betterarrows 1.0.1 Better Arrows betterarrows-1.0.1.zip - Sadi https://mods.vintagestory.at/betterarrows
visibleoresandminerals 1.0.2 Visible Ores and Minerals visible-ores-and-minerals-v1.0.2.zip game@1.22.2 Skyforger https://mods.vintagestory.at/visibleoresandminerals
electricalprogressivecore 3.0.1 Electrical Progressive: Core electricalprogressivecore_3.0.1.zip game@1.22.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivecore
electricalprogressivebasics 3.0.3 Electrical Progressive: Basics electricalprogressivebasics_3.0.3.zip game@1.22.0, electricalprogressivecore@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressivebasics
electricalprogressiveindustry 0.6.2 Electrical Progressive: Industry electricalprogressiveindustry_0.6.2.zip game@1.22.0, electricalprogressivecore@3.0.0, electricalprogressivebasics@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveindustry
electricalprogressiveqol 3.0.0 Electrical Progressive: QoL electricalprogressiveqol_3.0.0.zip game@1.22.0, electricalprogressivecore@3.0.0, electricalprogressivebasics@3.0.0 Tehtelev, Kotl https://mods.vintagestory.at/electricalprogressiveqol
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
9.5.2026 23:18:59 [Notification] [stonequarryrepckfipil] Config StoneQuarry.Config from StoneQuarry v1.0.0.0 loaded successfully
9.5.2026 23:19:01 [Notification] CarryOn: Disabled AutoConfigLib patches.
9.5.2026 23:19:01 [Notification] CarryOn: Harmony patches enabled.
9.5.2026 23:19:01 [Event] started 'CarryOn' mod
9.5.2026 23:19:01 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@betterarrows-1.0.1.zip, mod@Craftable Jonas Parts.zip, mod@creaturefootstepsV1.2.1.zip, mod@jsonpatcheslib_1.5.2.zip, mod@overhaullib_2.0.8.zip, mod@StoneQuarryRepacked.3.6.2.zip, mod@animalcages_v5.0.0.zip, mod@bettererprospecting_3.2.4.zip, mod@CarryOn-1.22.0_v1.14.0.zip, mod@electricalprogressivecore_3.0.1.zip, mod@playermodellib_1.18.4.zip, mod@visible-ores-and-minerals-v1.0.2.zip, mod@electricalprogressivebasics_3.0.3.zip, mod@KCsDragons-v0.9.10.zip, mod@medievalarchitecture_1.1.1.zip, mod@electricalprogressiveindustry_0.6.2.zip, mod@electricalprogressiveqol_3.0.0.zip
9.5.2026 23:19:01 [Notification] Found 625 external assets in category blocktypes
9.5.2026 23:19:01 [Notification] Found 330 external assets in category itemtypes
9.5.2026 23:19:01 [Notification] Found 99 external assets in category lang
9.5.2026 23:19:01 [Notification] Found 111 external assets in category patches
9.5.2026 23:19:01 [Notification] Found 152 external assets in category config
9.5.2026 23:19:01 [Notification] Found 25 external assets in category worldproperties
9.5.2026 23:19:01 [Notification] Found 726 external assets in category sounds
9.5.2026 23:19:01 [Notification] Found 7146 external assets in category shapes
9.5.2026 23:19:01 [Notification] Found 9878 external assets in category textures
9.5.2026 23:19:02 [Notification] Found 493 external assets in category recipes
9.5.2026 23:19:02 [Notification] Found 1455 external assets in category worldgen
9.5.2026 23:19:02 [Notification] Found 74 external assets in category entities
9.5.2026 23:19:02 [Notification] Found 0 external assets in category compatibility
9.5.2026 23:19:02 [Notification] Found 4 external assets in category jsonpatches
9.5.2026 23:19:02 [Notification] Reloaded lang file with mod assets
9.5.2026 23:19:02 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
9.5.2026 23:19:02 [Notification] [MedievalArchitecture] Config loaded successfully.
9.5.2026 23:19:02 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
9.5.2026 23:19:02 [Notification] JsonPatch Loader: 293 patches total, successfully applied 296 patches, unmet conditions on 105 patches, no errors
9.5.2026 23:19:03 [Event] Recuerda...
9.5.2026 23:19:03 [Notification] Loaded 4541 unique items
9.5.2026 23:19:03 [Event] Todo lo que vino antes...
9.5.2026 23:19:05 [Notification] Loaded 15476 unique blocks
9.5.2026 23:19:05 [Notification] Loaded 820 unique entitiess
9.5.2026 23:19:05 [Notification] BlockLoader: Entities, Blocks and Items loaded
9.5.2026 23:19:05 [Notification] Remapper: No applicable remappings found for this save game, all seems good for now
9.5.2026 23:19:05 [Event] Remapping blocks and items...
9.5.2026 23:19:05 [Event] 15 cooking recipes loaded
9.5.2026 23:19:05 [Event] Sabor y olor...
9.5.2026 23:19:05 [Event] 9 metal alloys loaded
9.5.2026 23:19:05 [Event] Destellos en el suelo...
9.5.2026 23:19:06 [Event] 1339 grid recipes loaded from 326 files
9.5.2026 23:19:06 [Event] Grandes inventos...
9.5.2026 23:19:06 [Event] 63 smithing recipes loaded from 53 files
9.5.2026 23:19:06 [Event] Chispas ardientes...
9.5.2026 23:19:06 [Event] 33 clay forming recipes loaded from 33 files
9.5.2026 23:19:06 [Event] Formas moldeadas...
9.5.2026 23:19:06 [Event] 12 knapping recipes loaded from 12 files
9.5.2026 23:19:06 [Event] Herramientas simples...
9.5.2026 23:19:06 [Event] 90 barrel recipe recipes loaded from 41 files
9.5.2026 23:19:06 [Notification] Tags registry was locked.
9.5.2026 23:19:06 [Notification] Entering runphase AssetsFinalize
9.5.2026 23:19:06 [Event] Server assets loaded, parsed, registered and finalized
9.5.2026 23:19:06 [Event] Initialising systems...
9.5.2026 23:19:06 [Notification] Entering runphase LoadGamePre
9.5.2026 23:19:06 [Notification] [HoR-PerfOpt] Initializing on Server side (VS 1.22)...
9.5.2026 23:19:06 [Notification] [HoR-PerfOpt] Harmony patches applied: 4 methods patched
9.5.2026 23:19:06 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
9.5.2026 23:19:06 [Notification] Mod is configured to always use the default config. Falling back to default settings
9.5.2026 23:19:06 [Notification] Started 150 systems on Server:
9.5.2026 23:19:06 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
9.5.2026 23:19:06 [Notification] OverhaulLib.OverhaulLibSystem
9.5.2026 23:19:06 [Notification] Mod 'VSEssentials.dll' (game):
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.Core
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenTerra
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenSnowLayer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.EntityPartitioning
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ErrorReporter
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
9.5.2026 23:19:06 [Notification] FluffyClouds.FluffyCloudsModSystem
9.5.2026 23:19:06 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
9.5.2026 23:19:06 [Notification] Vintagestory.Essentials.PathfindSystem
9.5.2026 23:19:06 [Notification] Vintagestory.Essentials.PathFindDebug
9.5.2026 23:19:06 [Notification] Vintagestory.Essentials.PathfindingAsync
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.JsonExport
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenMaps
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenRockStrataNew
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenHotSprings
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenCreatures
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.AiRuntimeConfig
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemEmotes
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.LeafBlockDecay
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.POIRegistry
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.RoomRegistry
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.WeatherSystemCommands
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.WeatherSystemServer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.WorldMapManager
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenDeposits
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.LoadColorMaps
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenCaves
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenStructures
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.WgenCommands
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenBlockLayers
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenPonds
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ClothManager
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenRivulets
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenLightSurvival
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.CollectibleBuffDebug
9.5.2026 23:19:06 [Notification] Mod 'VSSurvivalMod.dll' (survival):
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemControlPoints
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
9.5.2026 23:19:06 [Notification] Vintagestory.Systems.StoryLockableDoor
9.5.2026 23:19:06 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.UpgradeTasks
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.NpcControl
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.MyceliumSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemFishInstaFlee
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.FishingSupportModSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemGliding
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.Timeswitch
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemAuction
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.Core
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.CharacterSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.CustomSpawnConditions
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.VariablesModSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModsystemElevator
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ActivityModSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ActivityEditorSystem
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemFarming
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemTutorial
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemNightVision
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.TobiasTeleporter
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModJournal
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModLootRandomizer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemRifts
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSleeping
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.TeleporterManager
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModTemperature
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.SystemTemporalStability
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemClimateSpecificTraderTypes
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemWearableStats
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemEditableBook
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.Mechanics.ModSystemWindTurbulence
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenDungeons
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.GenStoryStructures
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.WgenCommandsExt
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenDevastationLayer
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.RecipeLoader
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemFishDepletion
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemWormGrunting
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemOreMap
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemSnowballs
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.HumanoidOutfits
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
9.5.2026 23:19:06 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
9.5.2026 23:19:06 [Notification] Mod 'StoneQuarryRepacked.3.6.2.zip' (stonequarryrepckfipil):
9.5.2026 23:19:06 [Notification] StoneQuarry.Lib.Config.ConfigManager
9.5.2026 23:19:06 [Notification] StoneQuarry.Core
9.5.2026 23:19:06 [Notification] StoneQuarry.RockManager
9.5.2026 23:19:06 [Notification] Mod 'VSCreativeMod.dll' (creative):
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.Core
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
9.5.2026 23:19:06 [Notification] Vintagestory.ServerMods.GenLightCreative
9.5.2026 23:19:06 [Notification] Mod 'HoR-PerformanceOptimizer.zip' (horperfopt):
9.5.2026 23:19:06 [Notification] HoRPerformanceOptimizer.PerformanceOptimizerModSystem
9.5.2026 23:19:06 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
9.5.2026 23:19:06 [Notification] JsonPatchLib.JsonPatchLibSystem
9.5.2026 23:19:06 [Notification] Mod 'animalcages_v5.0.0.zip' (animalcages):
9.5.2026 23:19:06 [Notification] Animalcages.Animalcages
9.5.2026 23:19:06 [Notification] Mod 'AttributeRenderingLibrary-v3.1.3.zip' (attributerenderinglibrary):
9.5.2026 23:19:06 [Notification] AttributeRenderingLibrary.Core
9.5.2026 23:19:06 [Notification] AttributeRenderingLibrary.Systems.BehaviorPrioritySystem
9.5.2026 23:19:06 [Notification] AttributeRenderingLibrary.Systems.CollectibleAttributeCache
9.5.2026 23:19:06 [Notification] AttributeRenderingLibrary.Systems.Creativestacks.VariantLoader
9.5.2026 23:19:06 [Notification] Mod 'bettererprospecting_3.2.4.zip' (bettererprospecting):
9.5.2026 23:19:06 [Notification] BetterErProspecting.BetterErProspect
9.5.2026 23:19:06 [Notification] BetterErProspecting.Tracking.PptTracker
9.5.2026 23:19:06 [Notification] BetterErProspecting.Prospecting.ProspectingSystem
9.5.2026 23:19:06 [Notification] Mod 'CarryOn-1.22.0_v1.14.0.zip' (carryon):
9.5.2026 23:19:06 [Notification] CarryOn.CarrySystem
9.5.2026 23:19:06 [Notification] Mod 'electricalprogressivecore_3.0.1.zip' (electricalprogressivecore):
9.5.2026 23:19:06 [Notification] ElectricalProgressive.ElectricalProgressive
9.5.2026 23:19:06 [Notification] Mod 'playermodellib_1.18.4.zip' (playermodellib):
9.5.2026 23:19:06 [Notification] PlayerModelLib.PlayerModelModSystem
9.5.2026 23:19:06 [Notification] PlayerModelLib.CustomModelsSystem
9.5.2026 23:19:06 [Notification] PlayerModelLib.LatePlayerModelModSystem
9.5.2026 23:19:06 [Notification] Mod 'electricalprogressivebasics_3.0.3.zip' (electricalprogressivebasics):
9.5.2026 23:19:06 [Notification] ElectricalProgressive.ElectricalProgressiveBasics
9.5.2026 23:19:06 [Notification] ElectricalProgressive.ElectricalProgressiveImmersive
9.5.2026 23:19:06 [Notification] Mod 'medievalarchitecture_1.1.1.zip' (medievalarchitecture):
9.5.2026 23:19:06 [Notification] MedievalArchitecture.MedievalArchitectureModSystem
9.5.2026 23:19:06 [Notification] Mod 'electricalprogressiveindustry_0.6.2.zip' (electricalprogressiveindustry):
9.5.2026 23:19:06 [Notification] ElectricalProgressive.ElectricalProgressiveIndustry
9.5.2026 23:19:06 [Notification] ElectricalProgressive.RecipeSystem.ElectricalProgressiveRecipeManager
9.5.2026 23:19:06 [Notification] Mod 'electricalprogressiveqol_3.0.0.zip' (electricalprogressiveqol):
9.5.2026 23:19:06 [Notification] ElectricalProgressive.ElectricalProgressiveQOL
9.5.2026 23:19:06 [Event] 26 traits loaded from 1 files
9.5.2026 23:19:06 [Event] 6 classes loaded from 1 files
9.5.2026 23:19:07 [Event] 105 Centrifuge Recipes loaded
9.5.2026 23:19:07 [Event] 20 Hammer Recipes loaded
9.5.2026 23:19:07 [Event] 140 Press Recipes loaded
9.5.2026 23:19:07 [Event] 18 Drawing Recipes loaded
9.5.2026 23:19:08 [Notification] Server map set
9.5.2026 23:19:08 [Event] Un mundo intacto...
9.5.2026 23:19:08 [Notification] Entering runphase GameReady
9.5.2026 23:19:08 [Notification] [HoR-PerfOpt] Shared index built: 2506 output entries, 1669 ingredient entries, 13852 recipes with metadata
9.5.2026 23:19:08 [Notification] [HoR-PerfOpt] Crafting prefix metadata built for 13852 recipes
9.5.2026 23:19:08 [Notification] [HoR-PerfOpt] Crafting event filter indexed 13782 recipes with concrete ingredients
9.5.2026 23:19:08 [Notification] [HoR-PerfOpt] v1.1.0 initialized in 29ms. 13852 grid recipes indexed. Output index: 2506 entries. Ingredient index: 1669 entries. Handbook transpiler: active (addCreatedByInfo O(22000+) → O(1..50) lookup). Crafting filter: ALL-required logic (rejects on first missing ingredient).
9.5.2026 23:19:08 [Notification] Entering runphase WorldReady
9.5.2026 23:19:08 [Event] El centro se despliega...
9.5.2026 23:19:08 [Event] Starting world generators...
9.5.2026 23:19:08 [Notification] Sending server identification. Server control privilege is True
9.5.2026 23:19:14 [Notification] Reloaded 35 tree generators
9.5.2026 23:19:14 [Event] Loading 7x7x8 spawn chunks...
9.5.2026 23:19:14 [Event] 0% (49 in queue)
9.5.2026 23:19:14 [Event] Las montañas talladas...
9.5.2026 23:19:14 [Event] Begin game ticking...
9.5.2026 23:19:14 [Event] ... te llama
9.5.2026 23:19:14 [Notification] Entering runphase RunGame
9.5.2026 23:19:14 [Notification] Successfully loaded 46 waypoints
9.5.2026 23:19:14 [Notification] [bettererprospecting] Backfilling 0 ore codes:
9.5.2026 23:19:14 [Notification] Starting server threads
9.5.2026 23:19:14 [Event] Servidor de un solo jugador now running!
9.5.2026 23:19:14 [Event] Vuelve de nuevo.
9.5.2026 23:19:14 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
9.5.2026 23:19:17 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
9.5.2026 23:19:17 [Notification] Client 1 uid 04Yk5Y07vCxpq7jBWuIEj9SN attempting identification. Name: ShadowAn77
9.5.2026 23:19:17 [Notification] Upped server view distance to: 224, because player is in singleplayer
9.5.2026 23:19:17 [Notification] Delayed join, need to load one spawn chunk first.
9.5.2026 23:19:17 [Notification] Placing ShadowAn77 at 511784,5883178711 116,125 512118,59326171875
9.5.2026 23:19:25 [Event] ShadowAn77 127.0.0.1:0 joins.
9.5.2026 23:19:25 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:19:28 [Notification] Server ticking has been suspended
9.5.2026 23:20:47 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:20:47 [Notification] Server ticking has been resumed
9.5.2026 23:21:08 [Warning] Server overloaded. A tick took 5474ms to complete.
9.5.2026 23:21:14 [Notification] Server ticking has been suspended
9.5.2026 23:21:14 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:21:14 [Notification] Server ticking has been resumed
9.5.2026 23:22:04 [Notification] Send request: gameversions
9.5.2026 23:22:04 [Notification] Will search the following paths for mods:
9.5.2026 23:22:04 [Notification] D:\Vintagestory\Mods
9.5.2026 23:22:04 [Notification] %appdata%\VintagestoryData\Mods
9.5.2026 23:22:05 [Notification] Newtonsoft.Json.JsonReaderException: JSON integer -281492156858370 is too large or small for an Int32. Path 'gameversions[0].tagid', line 1, position 61.
at Newtonsoft.Json.JsonTextReader.ParseReadNumber(ReadType readType, Char firstChar, Int32 initialPosition)
at Newtonsoft.Json.JsonTextReader.ReadNumberValue(ReadType readType)
at Newtonsoft.Json.JsonReader.ReadForType(JsonContract contract, Boolean hasConverter)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateList(IList list, JsonReader reader, JsonArrayContract contract, JsonProperty containerProperty, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateList(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, Object existingValue, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value)
at Vintagestory.ModDb.ModDbUtil.parseResponse[T](String text, String& errorText) in C:\Users\office-desktop2\Documents\game\VintagestoryLib\Common\FileIO\ModDbUtil.cs:line 580
9.5.2026 23:23:55 [Notification] Server ticking has been suspended
9.5.2026 23:24:09 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:24:09 [Notification] Server ticking has been resumed
9.5.2026 23:25:35 [Notification] Server ticking has been suspended
9.5.2026 23:25:35 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:25:35 [Notification] Defragmented listener lists
9.5.2026 23:25:35 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:25:35 [Event] Se detiene.
9.5.2026 23:25:35 [Event] Will do offthread savegamedata saving...
9.5.2026 23:25:35 [Event] Una última mirada...
9.5.2026 23:25:35 [Event] Saved player world data...
9.5.2026 23:25:35 [Event] Saved map regions...
9.5.2026 23:25:35 [Event] Luego todo se silencia...
9.5.2026 23:25:35 [Event] Saved map chunks...
9.5.2026 23:25:35 [Event] Las aguas retroceden...
9.5.2026 23:25:35 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:25:35 [Event] Suspira...
9.5.2026 23:25:35 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:25:35 [Notification] Server ticking has been resumed
9.5.2026 23:25:35 [Event] Offthread save of 125 chunks done.
9.5.2026 23:25:35 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:25:35 [Event] Offthread save of 201 map chunks done.
9.5.2026 23:25:35 [Event] Offthread save of savegame done.
9.5.2026 23:30:37 [Notification] Server ticking has been suspended
9.5.2026 23:30:37 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:30:37 [Notification] Defragmented listener lists
9.5.2026 23:30:37 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:30:37 [Event] Se detiene.
9.5.2026 23:30:37 [Event] Will do offthread savegamedata saving...
9.5.2026 23:30:37 [Event] Una última mirada...
9.5.2026 23:30:37 [Event] Saved player world data...
9.5.2026 23:30:37 [Event] Saved map regions...
9.5.2026 23:30:37 [Event] Luego todo se silencia...
9.5.2026 23:30:37 [Event] Saved map chunks...
9.5.2026 23:30:37 [Event] Las aguas retroceden...
9.5.2026 23:30:37 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:30:37 [Event] Suspira...
9.5.2026 23:30:37 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:30:37 [Notification] Server ticking has been resumed
9.5.2026 23:30:37 [Event] Offthread save of 116 chunks done.
9.5.2026 23:30:37 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:30:37 [Event] Offthread save of 201 map chunks done.
9.5.2026 23:30:37 [Event] Offthread save of savegame done.
9.5.2026 23:35:38 [Notification] Server ticking has been suspended
9.5.2026 23:35:38 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:35:38 [Notification] Defragmented listener lists
9.5.2026 23:35:38 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:35:38 [Event] Se detiene.
9.5.2026 23:35:38 [Event] Will do offthread savegamedata saving...
9.5.2026 23:35:38 [Event] Una última mirada...
9.5.2026 23:35:38 [Event] Saved player world data...
9.5.2026 23:35:38 [Event] Saved map regions...
9.5.2026 23:35:38 [Event] Luego todo se silencia...
9.5.2026 23:35:38 [Event] Saved map chunks...
9.5.2026 23:35:38 [Event] Las aguas retroceden...
9.5.2026 23:35:38 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:35:38 [Event] Suspira...
9.5.2026 23:35:38 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:35:38 [Notification] Server ticking has been resumed
9.5.2026 23:35:38 [Event] Offthread save of 165 chunks done.
9.5.2026 23:35:38 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:35:38 [Event] Offthread save of 201 map chunks done.
9.5.2026 23:35:38 [Event] Offthread save of savegame done.
9.5.2026 23:40:39 [Notification] Server ticking has been suspended
9.5.2026 23:40:39 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:40:39 [Notification] Defragmented listener lists
9.5.2026 23:40:39 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:40:39 [Event] Se detiene.
9.5.2026 23:40:39 [Event] Will do offthread savegamedata saving...
9.5.2026 23:40:39 [Event] Una última mirada...
9.5.2026 23:40:39 [Event] Saved player world data...
9.5.2026 23:40:39 [Event] Saved map regions...
9.5.2026 23:40:39 [Event] Luego todo se silencia...
9.5.2026 23:40:39 [Event] Saved map chunks...
9.5.2026 23:40:39 [Event] Las aguas retroceden...
9.5.2026 23:40:39 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:40:39 [Event] Suspira...
9.5.2026 23:40:39 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:40:39 [Notification] Server ticking has been resumed
9.5.2026 23:40:39 [Event] Offthread save of 130 chunks done.
9.5.2026 23:40:39 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:40:39 [Event] Offthread save of 202 map chunks done.
9.5.2026 23:40:39 [Event] Offthread save of savegame done.
9.5.2026 23:42:26 [Notification] Server ticking has been suspended
9.5.2026 23:42:41 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:42:41 [Notification] Server ticking has been resumed
9.5.2026 23:45:56 [Notification] Server ticking has been suspended
9.5.2026 23:45:56 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:45:56 [Notification] Defragmented listener lists
9.5.2026 23:45:56 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:45:56 [Event] Se detiene.
9.5.2026 23:45:56 [Event] Will do offthread savegamedata saving...
9.5.2026 23:45:56 [Event] Una última mirada...
9.5.2026 23:45:56 [Event] Saved player world data...
9.5.2026 23:45:56 [Event] Saved map regions...
9.5.2026 23:45:56 [Event] Luego todo se silencia...
9.5.2026 23:45:56 [Event] Saved map chunks...
9.5.2026 23:45:56 [Event] Las aguas retroceden...
9.5.2026 23:45:56 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:45:56 [Event] Suspira...
9.5.2026 23:45:56 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:45:56 [Notification] Server ticking has been resumed
9.5.2026 23:45:56 [Event] Offthread save of 121 chunks done.
9.5.2026 23:45:56 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:45:56 [Event] Offthread save of 202 map chunks done.
9.5.2026 23:45:56 [Event] Offthread save of savegame done.
9.5.2026 23:50:58 [Notification] Server ticking has been suspended
9.5.2026 23:50:58 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:50:58 [Notification] Defragmented listener lists
9.5.2026 23:50:58 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:50:58 [Event] Se detiene.
9.5.2026 23:50:58 [Event] Will do offthread savegamedata saving...
9.5.2026 23:50:58 [Event] Una última mirada...
9.5.2026 23:50:58 [Event] Saved player world data...
9.5.2026 23:50:58 [Event] Saved map regions...
9.5.2026 23:50:58 [Event] Luego todo se silencia...
9.5.2026 23:50:58 [Event] Saved map chunks...
9.5.2026 23:50:58 [Event] Las aguas retroceden...
9.5.2026 23:50:58 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:50:58 [Event] Suspira...
9.5.2026 23:50:58 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:50:58 [Notification] Server ticking has been resumed
9.5.2026 23:50:58 [Event] Offthread save of 120 chunks done.
9.5.2026 23:50:58 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:50:58 [Event] Offthread save of 202 map chunks done.
9.5.2026 23:50:58 [Event] Offthread save of savegame done.
9.5.2026 23:56:00 [Notification] Server ticking has been suspended
9.5.2026 23:56:00 [Notification] Autosaving game world. Notifying mods, then systems of save...
9.5.2026 23:56:00 [Notification] Defragmented listener lists
9.5.2026 23:56:00 [Event] Mods and systems notified, now saving everything...
9.5.2026 23:56:00 [Event] Se detiene.
9.5.2026 23:56:00 [Event] Will do offthread savegamedata saving...
9.5.2026 23:56:00 [Event] Una última mirada...
9.5.2026 23:56:00 [Event] Saved player world data...
9.5.2026 23:56:00 [Event] Saved map regions...
9.5.2026 23:56:00 [Event] Luego todo se silencia...
9.5.2026 23:56:00 [Event] Saved map chunks...
9.5.2026 23:56:00 [Event] Las aguas retroceden...
9.5.2026 23:56:00 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
9.5.2026 23:56:00 [Event] Suspira...
9.5.2026 23:56:00 [Notification] A client reconnected, resuming game calendar.
9.5.2026 23:56:00 [Notification] Server ticking has been resumed
9.5.2026 23:56:00 [Event] Offthread save of 102 chunks done.
9.5.2026 23:56:00 [Notification] Offthread save of 0 generating chunks done.
9.5.2026 23:56:00 [Event] Offthread save of 202 map chunks done.
9.5.2026 23:56:00 [Event] Offthread save of savegame done.
10.5.2026 00:01:02 [Notification] Server ticking has been suspended
10.5.2026 00:01:02 [Notification] Autosaving game world. Notifying mods, then systems of save...
10.5.2026 00:01:02 [Notification] Defragmented listener lists
10.5.2026 00:01:02 [Event] Mods and systems notified, now saving everything...
10.5.2026 00:01:02 [Event] Se detiene.
10.5.2026 00:01:02 [Event] Will do offthread savegamedata saving...
10.5.2026 00:01:02 [Event] Una última mirada...
10.5.2026 00:01:02 [Event] Saved player world data...
10.5.2026 00:01:02 [Event] Saved map regions...
10.5.2026 00:01:02 [Event] Luego todo se silencia...
10.5.2026 00:01:02 [Event] Saved map chunks...
10.5.2026 00:01:02 [Event] Las aguas retroceden...
10.5.2026 00:01:02 [Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
10.5.2026 00:01:02 [Event] Suspira...
10.5.2026 00:01:02 [Notification] A client reconnected, resuming game calendar.
10.5.2026 00:01:02 [Notification] Server ticking has been resumed
10.5.2026 00:01:02 [Event] Offthread save of 105 chunks done.
10.5.2026 00:01:02 [Notification] Offthread save of 0 generating chunks done.
10.5.2026 00:01:02 [Event] Offthread save of 202 map chunks done.
10.5.2026 00:01:02 [Event] Offthread save of savegame done.
10.5.2026 00:02:59 [Notification] Server ticking has been suspended
10.5.2026 00:03:04 [Notification] A client reconnected, resuming game calendar.
10.5.2026 00:03:04 [Notification] Server ticking has been resumed
10.5.2026 00:04:21 [Notification] Server ticking has been suspended
10.5.2026 00:04:22 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
10.5.2026 00:04:22 [Notification] Last player disconnected, compacting large object heap...
10.5.2026 00:04:28 [Event] El jugador ShadowAn77 fue expulsado. Motivo: Server shutting down - Exit request by client
10.5.2026 00:04:28 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
10.5.2026 00:04:28 [Notification] Entering runphase Shutdown
10.5.2026 00:04:28 [Notification] [HoR-PerfOpt] Disposed and all patches removed
10.5.2026 00:04:31 [Event] Mods and systems notified, now saving everything...
10.5.2026 00:04:31 [Event] Se detiene.
10.5.2026 00:04:31 [Event] Una última mirada...
10.5.2026 00:04:31 [Event] Saved player world data...
10.5.2026 00:04:31 [Event] Saved map regions...
10.5.2026 00:04:31 [Event] Luego todo se silencia...
10.5.2026 00:04:31 [Event] Saved map chunks...
10.5.2026 00:04:31 [Event] Las aguas retroceden...
10.5.2026 00:04:31 [Event] Saved loaded chunks...
10.5.2026 00:04:31 [Event] Las montañas se desvanecen...
10.5.2026 00:04:31 [Event] La oscuridad se asienta.
10.5.2026 00:04:31 [Event] Saved generating chunks...
10.5.2026 00:04:31 [Event] Saved savegamedata...2
10.5.2026 00:04:31 [Event] World saved! Saved 124 chunks, 202 mapchunks, 4 mapregions.
10.5.2026 00:04:31 [Event] Suspira...
10.5.2026 00:04:31 [Event] Shutting down 10 server threads...
10.5.2026 00:04:31 [Event] Killed console thread
10.5.2026 00:04:31 [Event] Solo de nuevo...
10.5.2026 00:04:32 [Event] All threads gracefully shut down
10.5.2026 00:04:32 [Event] Tiempo de descansar.
10.5.2026 00:04:32 [Event] Doing last tick...
10.5.2026 00:04:32 [Event] Stopped the server!
Tambien necesitas el setting 'allowSSBOs' en clientsettings.json ser 'true', eso no es nuevo a 1.2.1 pero no lo comprobe antes.
He verificado y el SSBO está en true
Tried both versions on 1.22.2 It goes up to 40GB ram usage and freezes my pc :L
Sorry, a couple people have reported this but I haven't been able to reproduce it. Do you mind trying version 1.2.1 that I just posted and if it still freezes sharing your client-main.log?
I would say that pretty close to 50% of the time this mod will cause a hardware crash and force my GPU to shut down upon initializing a save. Sometimes it recovers without the whole computer having to be turned off, other times not. Tested with and without mod. Other than that it ruins quite well. It's not your fault, my hardware is ancient. Open to even the vaguest advice about how to reduce the frequency of these crashes. It's an AMD GPU that supports OpenGL 4.3 & 4.6.
Sorry but what do you mean initializing a save, like when you Save & Leave world? The mod doesn't do any saving besides the config, but it does rely on the game to dispose of everything on exit so it's possible I set that up wrong somewhere. Is this specific to terrain shadows? That does some threading cleanup but should timeout pretty quick.
If you don't mind sharing your client-main.log from after a crash it might give some hints to what's happening.
Yes, sorry, loading a save or creating a new world. Typically the crash happens after the loading screen has finished and just as the game begins rendering stuff. If I start a new game, for instance, it'll show the character creation menu and freeze instantly.
https://pastebin.com/T0yFxHm8
Nothing jumped out at me. Honestly I think it's probably just aging hardware or something really esoteric. Just thought I'd ask.
Ah, yeah, on startup it kind of tags along with the game's terrain loading system, I wouldn't be surprised if it's something silly like how many caves you're near when loading. There's some optimization work I've started on but don't have a timeline on or anything, unfortunately I don't think there's much you can do on your end for now, sorry.
I´ve been playing with "Coriaendershaders-v1.2.1-pre.1_v1.22.0" up until today, then i upgraded to "Coriaendershaders-v1.2.1-pre.3_v1.22.2".
Everything works perfectly fine, however it appears that the newer version lacks the distinct reddish color during sunrise and sunset. The sun itself is as bright as at midday/noon, now this wouldnt exactly be a problem, but it appears that the sky also doenst have any red in it.
Is that an intentional change, or a bug?
Not intended, I'm not even sure what causes the sunset color 😅 Do you mind sharing your startup summary section from client-main.log?
Sure, no problem.
Here´s my log:
8.5.2026 00:05:10 [Notification] Client logger started.
8.5.2026 00:05:10 [Notification] Game Version: v1.22.2 (Stable)
8.5.2026 00:05:10 [Notification] Process path: C:\Games\Vintagestory\Vintagestory.exe
8.5.2026 00:05:10 [Notification] Operating System: Windows 10.0.26200.0
8.5.2026 00:05:10 [Notification] CPU Cores: 24
8.5.2026 00:05:10 [Notification] CPU: 13th Gen Intel(R) Core(TM) i7-13700KF
8.5.2026 00:05:10 [Notification] Available RAM: 48941 MB
8.5.2026 00:05:10 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
8.5.2026 00:05:10 [Notification] Graphics Card Vendor: NVIDIA Corporation
8.5.2026 00:05:10 [Notification] Graphics Card Version: 4.3.0 NVIDIA 596.21
8.5.2026 00:05:10 [Notification] Graphics Card Renderer: NVIDIA GeForce RTX 5090/PCIe/SSE2
8.5.2026 00:05:10 [Notification] Graphics Card ShadingLanguageVersion: 4.30 NVIDIA via Cg compiler
8.5.2026 00:05:10 [Notification] GL.MaxVertexUniformComponents: 4096
8.5.2026 00:05:10 [Notification] GL.MaxUniformBlockSize: 65536
8.5.2026 00:05:10 [Notification] C# Framework: .net 10.0.0
8.5.2026 00:05:10 [Notification] Cairo Graphics Version: 1.17.3
8.5.2026 00:05:10 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
8.5.2026 00:05:10 [Notification] Zstd Version: 1.5.7
8.5.2026 00:05:10 [Notification] Start discovering assets
8.5.2026 00:05:10 [Notification] Found 34 base assets in category lang
8.5.2026 00:05:10 [Notification] Found 0 base assets in category patches
8.5.2026 00:05:10 [Notification] Found 24 base assets in category config
8.5.2026 00:05:10 [Notification] Found 0 base assets in category worldproperties
8.5.2026 00:05:10 [Notification] Found 49 base assets in category sounds
8.5.2026 00:05:10 [Notification] Found 230 base assets in category shapes
8.5.2026 00:05:10 [Notification] Found 84 base assets in category shaders
8.5.2026 00:05:10 [Notification] Found 19 base assets in category shaderincludes
8.5.2026 00:05:10 [Notification] Found 182 base assets in category textures
8.5.2026 00:05:10 [Notification] Found 4 base assets in category music
8.5.2026 00:05:10 [Notification] Found 0 base assets in category dialog
8.5.2026 00:05:10 [Notification] Found 626 base assets in total
8.5.2026 00:05:10 [Notification] Loading sounds
8.5.2026 00:05:10 [Notification] (Re-)loaded frame buffers
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass .
8.5.2026 00:05:10 [Notification] Sounds loaded
8.5.2026 00:05:10 [Notification] Begin loading shaders
8.5.2026 00:05:10 [Notification] Load shaders now
8.5.2026 00:05:10 [Notification] Loading shaders...
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlesquad.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass sky.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass nightsky.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass woittest.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass helditem.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass decals.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass final.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass gui.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blur.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass findbright.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass godrays.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass autocamera.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass wireframe.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass luma.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass blit.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass texture2texture.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass celestialobject.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass colorgrade.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass guigear.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass ssao.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass aurora.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass instanced.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass lines.
8.5.2026 00:05:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:10 [Notification] Cached session key is valid, validating with server
8.5.2026 00:05:11 [Notification] Server validation response: Good
8.5.2026 00:05:11 [Notification] Will search the following paths for mods:
8.5.2026 00:05:11 [Notification] C:\Games\Vintagestory\Mods
8.5.2026 00:05:11 [Notification] %appdata%\VintagestoryData\Mods
8.5.2026 00:05:21 [Notification] Initialized GUI Manager
8.5.2026 00:05:21 [Notification] Initialized Server Connection
8.5.2026 00:05:21 [Notification] Server args parsed
8.5.2026 00:05:21 [Notification] Server main instantiated
8.5.2026 00:05:37 [Notification] Processed server identification
8.5.2026 00:05:37 [Notification] Map initialized
8.5.2026 00:05:37 [Notification] Received server assets
8.5.2026 00:05:37 [Notification] Loading and pre-starting client side mods...
8.5.2026 00:05:37 [Notification] Will search the following paths for mods:
8.5.2026 00:05:37 [Notification] C:\Games\Vintagestory\Mods
8.5.2026 00:05:37 [Notification] %appdata%\VintagestoryData\Mods
8.5.2026 00:05:37 [Notification] Found 45 mods (0 disabled)
8.5.2026 00:05:37 [Notification] Mods, sorted by dependency: woodlogstack64, cbr, doublebackpackcapacity, DrystoneParity, fieldsandplateaus, jsonpatcheslib, kyattonostickybranches, lightrifts, miningdropsmorestone, moretorchholders, overhaullib, plainsandvalleys, plumpkins, primitivesurvival, temporalstormgear, tulesedgefix, unnerfedflowers, game, vsimgui, wetlandharvest, wlts, zoombuttonreborn, betterruins, bloodtrail, configlib, coriaendershaders, geologymap, herbarium, lakulsenhancedtrees1, mightywalnut, opineuponpine, oreveintracers, playermodellib, realsmoke, statushudcont, valksfuzzyclouds, creative, vsroofing, survival, weaponpackalphaunoff, castaway, em, wildcraftfruit, wildcrafttree, aldiclasses
8.5.2026 00:05:37 [Notification] Instantiated 169 mod systems from 45 enabled mods
8.5.2026 00:05:37 [Notification] Loaded mods (45):
ModID Version Name FileName Dependencies Authors ModDB (if alias set by author)
aldiclasses 2.0.0-rc.3 Aldi's Classes aldiclasses2.0.0-rc.3.zip em@* Aldi, Krima https://mods.vintagestory.at/aldiclasses
lightrifts 1.1.1 Light Rifts LightRifts_1.1.1.zip - animatiV https://mods.vintagestory.at/lightrifts
unnerfedflowers 1.0.0 unnerfed flowers unnerfedflowers auto.zip - appo47 https://mods.vintagestory.at/unnerfedflowers
bloodtrail 1.2.0 BloodTrail BloodTrail-v1.2.0.zip game@1.22.0-pre.1 Aylor222 https://mods.vintagestory.at/bloodtrail
plumpkins 1.1.3 Plumpkins PlumpkinsV1.1.3.zip - Brun https://mods.vintagestory.at/plumpkins
geologymap 1.1.0 Geology Map geologymap_1.1.0.zip game@1.22.0-pre.1 cooli2 https://mods.vintagestory.at/geologymap
coriaendershaders 1.2.1-pre.4 CoriaenderShaders coriaendershaders-v1.2.1-pre.4_v1.22.2.zip game@1.22.2 Coriaender https://mods.vintagestory.at/coriaendershaders
temporalstormgear 1.0.1 TemporalStormGear TemporalStormGear.zip - Fulgen https://mods.vintagestory.at/temporalstormgear
wildcrafttree 1.3.3 Wildcraft: Trees and Shrubs wildcrafttree_1.3.3.zip herbarium@1.4.0 gabb (code), Ледяная Соня (textures, models), CATASTEROID (some assets) https://mods.vintagestory.at/wildcrafttree
wildcraftfruit 1.4.61 Wildcraft: Fruits and Nuts wildcraftfruit_1.4.61.zip herbarium@1.4.2-rc.1 gabb (code), Ледяная Соня (textures, models), CATASTEROID (some assets), L33tmaan (meal fixes) https://mods.vintagestory.at/wildcraftfruit
herbarium 1.4.2-rc.1 Herbarium herbarium_1.4.2-rc.1.zip game gabb, pizza2004, CATASTEROID https://mods.vintagestory.at/herbarium
zoombuttonreborn 2.0.2 ZoomButton zoombuttonreborn_2.0.2.zip - goxmeor, SpearAndFang https://mods.vintagestory.at/zoombuttonreborn
statushudcont 4.3.1 Status HUD statushudcont_4.3.1.zip game@1.22.0 Gravydigger, Rangelost https://mods.vintagestory.at/statushudcont
miningdropsmorestone 1.0.0 Mining Drops More Stone MiningDropsMoreStone.zip - GreyIsTired https://mods.vintagestory.at/miningdropsmorestone
castaway 1.0.2 Castaway castaway-1.02.zip game@1.22.0, survival@1.22.0 Krougal https://mods.vintagestory.at/castaway
kyattonostickybranches 1.1.3 Kyatto's Sticky Branches kyattonostickybranches_1.1.3.zip - Kyattono https://mods.vintagestory.at/kyattonostickybranches
lakulsenhancedtrees1 0.0.1 lakulsenhancedtrees1 lakulsenhancedvanillatrees.zip game@1.21.6 Lakul https://mods.vintagestory.at/lakulsenhancedtrees1
DrystoneParity 1.0.0 Drystone Parity DrystoneParity.zip - Lodeclaw https://mods.vintagestory.at/DrystoneParity
moretorchholders 1.0.1 More Torch Holders MoreTorchHolders_1.0.1.zip - Lodeclaw https://mods.vintagestory.at/moretorchholders
jsonpatcheslib 1.5.2 JSON Patches lib jsonpatcheslib_1.5.2.zip - Maltiez https://mods.vintagestory.at/jsonpatcheslib
overhaullib 2.0.8 Overhaul lib overhaullib_2.0.8.zip - Maltiez https://mods.vintagestory.at/overhaullib
vsimgui 1.2.4 Dear ImGui vsimgui_1.2.4.zip - Maltiez https://mods.vintagestory.at/vsimgui
playermodellib 1.18.2 Player Model Library playermodellib_1.18.2.zip jsonpatcheslib@1.5.2, overhaullib@2.0.8 Maltiez, Caliber https://mods.vintagestory.at/playermodellib
configlib 1.12.0 Config lib configlib_1.12.0.zip vsimgui@1.2.0 Maltiez, The Insanity God https://mods.vintagestory.at/configlib
weaponpackalphaunoff 1.8.2 Alpha Weapon Pack unofficial WeaponPackAlphaUnofficial_1.8.2.zip game@1.22.0 Mr1k3, fipil https://mods.vintagestory.at/weaponpackalphaunoff
betterruins 0.6.1 BetterRuins BetterRuinsv0.6.1.zip game@1.22.0 NiclAss https://mods.vintagestory.at/betterruins
doublebackpackcapacity 0.0.2 DoubleBackpackCapacity DoubleBackpackCapacityV0.0.2.zip - NomadicPirate https://mods.vintagestory.at/doublebackpackcapacity
wetlandharvest 0.0.3 WetlandHarvest WetlandHarvestV0.0.3.zip - NomadicPirate https://mods.vintagestory.at/wetlandharvest
oreveintracers 1.2.0 Ore Vein Traces oreveintracers-v1.2.0.zip game PurplePi https://mods.vintagestory.at/oreveintracers
cbr 2.0.1 Chiseled Block Retention ChiseledBlockRetention-2.0.1.zip - Rythillian https://mods.vintagestory.at/cbr
wlts 1.0.1 Whole Lotta Tree Seeds WholeLottaTreeSeeds-1.0.1.zip - Rythillian https://mods.vintagestory.at/wlts
woodlogstack64 1.2.1 Bigger Wood Log Stacks (x64) Bigger Wood Log Stacks (x64)-1.2.1.zip - Sadi https://mods.vintagestory.at/woodlogstack64
valksfuzzyclouds 2.0.7 ValksFuzzyClouds valksfuzzyclouds_2.0.7.zip game@1.22.0 SilverValkyrie https://mods.vintagestory.at/valksfuzzyclouds
primitivesurvival 5.0.5 Primitive Survival primitivesurvival_5.0.5.zip - SpearAndFang https://mods.vintagestory.at/primitivesurvival
em 3.5.1 Expanded Matter expanded_matter-3.5.1.zip game@1.22.0, survival@1.22.0 Tels, Phiwa https://mods.vintagestory.at/em
fieldsandplateaus 1.0.10 Fields and Plateaus Fieldsandplateaus-v1.0.10.zip - Tenth Architect https://mods.vintagestory.at/fieldsandplateaus
plainsandvalleys 1.0.13 Plains and Valleys Plainsandvalleys-v1.0.13.zip - Tenth Architect https://mods.vintagestory.at/plainsandvalleys
game 1.22.2 Essentials VSEssentials.dll - Tyron https://mods.vintagestory.at/game
creative 1.22.2 Creative Mode VSCreativeMod.dll game Tyron https://mods.vintagestory.at/creative
survival 1.22.2 Survival Mode VSSurvivalMod.dll game Tyron https://mods.vintagestory.at/survival
vsroofing 1.5.3 VS Roofing Mod vsroofing_1.5.3.zip game@1.22.0 vsroofing@proton.me https://mods.vintagestory.at/vsroofing
mightywalnut 1.1.3 The Mighty Walnut mightywalnut-1.1.3.zip game@1.21.5 Whiskey Sunshine https://mods.vintagestory.at/mightywalnut
opineuponpine 1.0.8 Opine Upon Pine (Retexture) Opine_Upon_Pine_v1.0.8.zip game whomp https://mods.vintagestory.at/opineuponpine
realsmoke 1.2.0 Real Smoke realsmoke_1.2.0.zip game@1.22.0 XyrVexus https://mods.vintagestory.at/realsmoke
tulesedgefix 1.0.1 Wildcraft: Tule and Sedge FIX tulesedgefix_1.0.1.zip - Ледяная Соня https://mods.vintagestory.at/tulesedgefix
8.5.2026 00:05:37 [Notification] Done loading and pre-starting client side mods.
8.5.2026 00:05:37 [Event] started 'Primitive Survival' mod
8.5.2026 00:05:37 [Notification] modconfigload
8.5.2026 00:05:37 [Notification] External Origins in load order: modorigin@C:\Games\Vintagestory\assets\creative\, modorigin@C:\Games\Vintagestory\assets\survival\, mod@Bigger Wood Log Stacks (x64)-1.2.1.zip, mod@ChiseledBlockRetention-2.0.1.zip, mod@DoubleBackpackCapacityV0.0.2.zip, mod@DrystoneParity.zip, mod@Fieldsandplateaus-v1.0.10.zip, mod@jsonpatcheslib_1.5.2.zip, mod@kyattonostickybranches_1.1.3.zip, mod@LightRifts_1.1.1.zip, mod@MiningDropsMoreStone.zip, mod@MoreTorchHolders_1.0.1.zip, mod@overhaullib_2.0.8.zip, mod@Plainsandvalleys-v1.0.13.zip, mod@primitivesurvival_5.0.5.zip, mod@TemporalStormGear.zip, mod@tulesedgefix_1.0.1.zip, mod@unnerfedflowers auto.zip, mod@vsimgui_1.2.4.zip, mod@WetlandHarvestV0.0.3.zip, mod@WholeLottaTreeSeeds-1.0.1.zip, mod@zoombuttonreborn_2.0.2.zip, mod@BetterRuinsv0.6.1.zip, mod@BloodTrail-v1.2.0.zip, mod@coriaendershaders-v1.2.1-pre.4_v1.22.2.zip, mod@geologymap_1.1.0.zip, mod@herbarium_1.4.2-rc.1.zip, mod@lakulsenhancedvanillatrees.zip, mod@mightywalnut-1.1.3.zip, mod@oreveintracers-v1.2.0.zip, mod@playermodellib_1.18.2.zip, mod@realsmoke_1.2.0.zip, mod@statushudcont_4.3.1.zip, mod@valksfuzzyclouds_2.0.7.zip, mod@vsroofing_1.5.3.zip, mod@WeaponPackAlphaUnofficial_1.8.2.zip, mod@castaway-1.02.zip, mod@expanded_matter-3.5.1.zip, mod@wildcraftfruit_1.4.61.zip, mod@wildcrafttree_1.3.3.zip, mod@aldiclasses2.0.0-rc.3.zip, themepack@PlumpkinsV1.1.3.zip, themepack@Opine_Upon_Pine_v1.0.8.zip
8.5.2026 00:05:37 [Notification] Tags registries now locked.
8.5.2026 00:05:37 [Notification] Found 138 external assets in category lang
8.5.2026 00:05:37 [Notification] Found 346 external assets in category patches
8.5.2026 00:05:37 [Notification] Found 205 external assets in category config
8.5.2026 00:05:37 [Notification] Found 28 external assets in category worldproperties
8.5.2026 00:05:37 [Notification] Found 705 external assets in category sounds
8.5.2026 00:05:37 [Notification] Found 8762 external assets in category shapes
8.5.2026 00:05:37 [Notification] Found 37 external assets in category shaders
8.5.2026 00:05:37 [Notification] Found 5 external assets in category shaderincludes
8.5.2026 00:05:38 [Notification] Found 14246 external assets in category textures
8.5.2026 00:05:38 [Notification] Found 83 external assets in category music
8.5.2026 00:05:38 [Notification] Found 18 external assets in category dialog
8.5.2026 00:05:38 [Notification] Found 198 external assets in category compatibility
8.5.2026 00:05:38 [Notification] Found 4 external assets in category jsonpatches
8.5.2026 00:05:38 [Notification] Reloaded lang file now with mod assets
8.5.2026 00:05:40 [Notification] [Config lib] Configs loaded: 5
8.5.2026 00:05:40 [Notification] Compatibility lib: 9 assets added, 0 assets replaced.
8.5.2026 00:05:40 [Notification] JsonPatch Loader: 950 patches total, successfully applied 53 patches, missing files on 897 patches, unmet conditions on 111 patches, no errors
8.5.2026 00:05:40 [Notification] Received 6954 item types from server
8.5.2026 00:05:40 [Notification] Loaded 39816 block types from server
8.5.2026 00:05:41 [Notification] Server launched
8.5.2026 00:05:41 [Notification] Reloaded sounds, now with mod assets
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/copper.png' not found (defined in Entity type weaponpacka:throwingspear-copper).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/tinbronze.png' not found (defined in Entity type weaponpacka:throwingspear-tinbronze).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/bismuthbronze.png' not found (defined in Entity type weaponpacka:throwingspear-bismuthbronze).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/blackbronze.png' not found (defined in Entity type weaponpacka:throwingspear-blackbronze).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Entity type weaponpacka:throwingspear-iron).
8.5.2026 00:05:42 [Notification] Composed 1 4096x4096 entities texture atlases from 970 textures
8.5.2026 00:05:42 [Notification] Collected 4328 shapes to tesselate.
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Item weaponpacka:javelinfletching).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Item weaponpacka:javelinfletching).
8.5.2026 00:05:42 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Item weaponpacka:macu-flint).
8.5.2026 00:05:42 [Notification] Composed 1 4096x4096 items texture atlases from 4149 textures
8.5.2026 00:05:43 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Shape code weaponpacka:item/matchfli).
8.5.2026 00:05:44 [Notification] Composed 1 4096x4096 blocks texture atlases from 10572 textures
8.5.2026 00:05:45 [Notification] [Config lib] Configs received from server: 5
8.5.2026 00:05:45 [Notification] Server assets loaded
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora.
8.5.2026 00:05:45 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass squintoverlay.
8.5.2026 00:05:45 [Warning] [CoriaenderShaders] The active OpenGL context is version 4.30 NVIDIA via Cg compiler , but version 460 is required for terrain shadows. Effect will not be loaded.
8.5.2026 00:05:45 [Notification] [coriaendershaders] [CoriaendersShaders] Initializing WaterEffects.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass watercompose.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cameradepth.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass waternormals.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
8.5.2026 00:05:45 [Notification] [coriaendershaders] [CoriaendersShaders] Initializing CloudShadows.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
8.5.2026 00:05:45 [Notification] [ValksFuzzyClouds] Harmony patches applied.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass machinegear.
8.5.2026 00:05:45 [Notification] Started 118 systems on Client:
8.5.2026 00:05:45 [Notification] Mod 'overhaullib_2.0.8.zip' (overhaullib):
8.5.2026 00:05:45 [Notification] OverhaulLib.OverhaulLibSystem
8.5.2026 00:05:45 [Notification] Mod 'VSEssentials.dll' (game):
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.Core
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityPartitioning
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ErrorReporter
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
8.5.2026 00:05:45 [Notification] FluffyClouds.FluffyCloudsModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.GenMaps
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemFpHands
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityParticleSpawner
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.EntityParticleSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.POIRegistry
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemProgressBar
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.RoomRegistry
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WeatherSystemCommands
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WeatherSystemClient
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.WorldMapManager
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.LoadColorMaps
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ClothManager
8.5.2026 00:05:45 [Notification] Mod 'vsimgui_1.2.4.zip' (vsimgui):
8.5.2026 00:05:45 [Notification] VSImGui.ImGuiModSystem
8.5.2026 00:05:45 [Notification] Mod 'VSSurvivalMod.dll' (survival):
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemControlPoints
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
8.5.2026 00:05:45 [Notification] Vintagestory.Systems.StoryLockableDoor
8.5.2026 00:05:45 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
8.5.2026 00:05:45 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.UpgradeTasks
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MyceliumSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.FishingSupportModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemGliding
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Timeswitch
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemAuction
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Core
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.CharacterSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MealMeshCache
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.VariablesModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModsystemElevator
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ActivityModSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ActivityEditorSystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemFarming
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemTutorial
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemNightVision
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TobiasTeleporter
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModJournal
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModLootRandomizer
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.MicroBlockModelCache
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRifts
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSleeping
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TeleporterManager
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModTemperature
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.SystemTemporalStability
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemWearableStats
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemEditableBook
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.TradeHandbookInfo
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.GenDevastationLayer
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemOreMap
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemSnowballs
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.HumanoidOutfits
8.5.2026 00:05:45 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
8.5.2026 00:05:45 [Notification] Mod 'VSCreativeMod.dll' (creative):
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.Core
8.5.2026 00:05:45 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
8.5.2026 00:05:45 [Notification] Mod 'configlib_1.12.0.zip' (configlib):
8.5.2026 00:05:45 [Notification] ConfigLib.ConfigLibModSystem
8.5.2026 00:05:45 [Notification] Mod 'jsonpatcheslib_1.5.2.zip' (jsonpatcheslib):
8.5.2026 00:05:45 [Notification] JsonPatchLib.JsonPatchLibSystem
8.5.2026 00:05:45 [Notification] Mod 'primitivesurvival_5.0.5.zip' (primitivesurvival):
8.5.2026 00:05:45 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem
8.5.2026 00:05:45 [Notification] Mod 'TemporalStormGear.zip' (temporalstormgear):
8.5.2026 00:05:45 [Notification] VSMods.TemporalStormGear.SystemTemporalStormGear
8.5.2026 00:05:45 [Notification] Mod 'zoombuttonreborn_2.0.2.zip' (zoombuttonreborn):
8.5.2026 00:05:45 [Notification] ZoomButton.ZoomButton
8.5.2026 00:05:45 [Notification] Mod 'BloodTrail-v1.2.0.zip' (bloodtrail):
8.5.2026 00:05:45 [Notification] BloodTrail.Core
8.5.2026 00:05:45 [Notification] Mod 'coriaendershaders-v1.2.1-pre.4_v1.22.2.zip' (coriaendershaders):
8.5.2026 00:05:45 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
8.5.2026 00:05:45 [Notification] Mod 'geologymap_1.1.0.zip' (geologymap):
8.5.2026 00:05:45 [Notification] CustomMapRegions.GeologyMapModSystem
8.5.2026 00:05:45 [Notification] Mod 'herbarium_1.4.2-rc.1.zip' (herbarium):
8.5.2026 00:05:45 [Notification] herbarium.Herbarium
8.5.2026 00:05:45 [Notification] Mod 'oreveintracers-v1.2.0.zip' (oreveintracers):
8.5.2026 00:05:45 [Notification] OreVeinTracers.OreVeinTracersModSystem
8.5.2026 00:05:45 [Notification] Mod 'playermodellib_1.18.2.zip' (playermodellib):
8.5.2026 00:05:45 [Notification] PlayerModelLib.PlayerModelModSystem
8.5.2026 00:05:45 [Notification] PlayerModelLib.CustomModelsSystem
8.5.2026 00:05:45 [Notification] PlayerModelLib.LatePlayerModelModSystem
8.5.2026 00:05:45 [Notification] Mod 'realsmoke_1.2.0.zip' (realsmoke):
8.5.2026 00:05:45 [Notification] RealSmoke.ModSystem
8.5.2026 00:05:45 [Notification] Mod 'statushudcont_4.3.1.zip' (statushudcont):
8.5.2026 00:05:45 [Notification] StatusHud.StatusHudSystem
8.5.2026 00:05:45 [Notification] Mod 'valksfuzzyclouds_2.0.7.zip' (valksfuzzyclouds):
8.5.2026 00:05:45 [Notification] ValksFuzzyClouds.ValksFuzzyCloudsModSystem
8.5.2026 00:05:45 [Notification] Mod 'vsroofing_1.5.3.zip' (vsroofing):
8.5.2026 00:05:45 [Notification] VSRoofing.VSRoofingModSystem
8.5.2026 00:05:45 [Notification] Mod 'WeaponPackAlphaUnofficial_1.8.2.zip' (weaponpackalphaunoff):
8.5.2026 00:05:45 [Notification] CustomWeaponSpeed.WeaponPackAlphaMod
8.5.2026 00:05:45 [Notification] Loading shaders...
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlesquad.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sky.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass nightsky.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass woittest.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass helditem.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass decals.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass final.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass gui.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blur.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass findbright.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass godrays.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass autocamera.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass wireframe.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass luma.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass blit.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass texture2texture.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass celestialobject.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass colorgrade.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass guigear.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass ssao.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass instanced.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass poison.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass standard.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass entityanimated.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass particlescube.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass lines.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass aurora.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass squintoverlay.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass watercompose.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cameradepth.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass waternormals.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
8.5.2026 00:05:45 [Notification] Loaded Shaderprogramm for render pass machinegear.
8.5.2026 00:05:45 [Notification] Reloaded shaders now with mod assets
8.5.2026 00:05:46 [Notification] Received level init
8.5.2026 00:05:46 [Notification] Loaded Shaderprogramm for render pass instanced.
8.5.2026 00:05:46 [Event] 125 traits loaded from 2 files
8.5.2026 00:05:46 [Warning] Failed to find vanilla classes: hunter, malefactor, clockmaker, blackguard, tailor, dont remove vanilla classes (set 'enabled' attribute to 'false' instead), it will cause incompatibility with other mods that change classes, that can result in crashes.
8.5.2026 00:05:46 [Event] 15 classes loaded from 2 files
8.5.2026 00:05:46 [Notification] Initialized Music Engine
8.5.2026 00:05:46 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
8.5.2026 00:05:46 [Notification] Blocks tesselated
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-bearnut-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-wiliwili-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-tujaseed-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-kauricone-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-douglas-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-fircone-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-sprucecone-amulet instead
8.5.2026 00:05:48 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-cedarcone-amulet instead
8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallBaitStolenPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxAnimalHeight of 0,7 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxDamageSet of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallMaxDamageBaited of 20 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received DeadfallTrippedPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FallDamageMultiplierWoodSpikes of 25 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FallDamageMultiplierMetalSpikes of 80 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketCatchPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketBaitedCatchPercent of 15 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketBaitStolenPercent of 5 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketEscapePercent of 15 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketUpdateMinutes of 2,2 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishBasketRotRemovedPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChanceOfEggsPercent of 20 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkDepletionRate of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkRepletionRate of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkRepletionMinutes of 20 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishEggsChunkRepletionRate of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FishChunkMaxDepletionPercent of 95 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandUpdateFrequency of 120 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandBlockageChancePercent of 0,05 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandMinMoistureClose of 0,85 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received FurrowedLandMinMoistureFar of 0,6 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineCatchPercent of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitedCatchPercent of 3 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineLuredCatchPercent of 3 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitedLuredCatchPercent of 6 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineBaitStolenPercent of 5 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineUpdateMinutes of 2,4 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received LimbTrotlineRotRemovedPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received MonkeyBridgeMaxLength of 120 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received RaftWaterSpeedModifier of 0,1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received RaftFlotationModifier of 0,025 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareBaitStolenPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxAnimalHeight of 0,8 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxDamageSet of 12 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareMaxDamageBaited of 24 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SnareTrippedPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentGlobe of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentJelly of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentOrangeJelly of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierBioluminescentWorm of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierCrabBairdi of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierCrabLand of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierLivingDead of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeBlackRat of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeChainViper of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakeCoachWhip of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierSnakePitViper of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispGreen of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispWhite of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received SpawnMultiplierWillowispYellow of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsMaxItems of 8 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsEnableDeveloperTools of False from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsMaxPerChunk of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsSpawnProbability of 0,15 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received TreeHollowsUpdateMinutes of 360 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapCatchPercent of 2 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapEscapePercent of 15 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapUpdateMinutes of 5 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WeirTrapRotRemovedPercent of 10 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WormFoundPercentRock of 1 from server
8.5.2026 00:05:48 [Event] [primitivesurvival] Received WormFoundPercentStickFlint of 10 from server
8.5.2026 00:05:49 [Notification] Received level finalize
8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass cloudmap.
8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass clouds.
8.5.2026 00:05:49 [Warning] weatherSim for region 102/100 is null. No idea what to do here
8.5.2026 00:05:49 [Notification] Loading world map cache db...
8.5.2026 00:05:49 [Notification] Loading world map cache db...
8.5.2026 00:05:49 [Warning] ===============================================================
8.5.2026 00:05:49 [Warning] (x_x) Captured 859 issues during startup:
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Shape file weaponpacka:item/tool/throwingspear-copper).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/copper.png' not found (defined in Entity type weaponpacka:throwingspear-copper).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/tinbronze.png' not found (defined in Entity type weaponpacka:throwingspear-tinbronze).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/bismuthbronze.png' not found (defined in Entity type weaponpacka:throwingspear-bismuthbronze).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/blackbronze.png' not found (defined in Entity type weaponpacka:throwingspear-blackbronze).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/iron.png' not found (defined in Entity type weaponpacka:throwingspear-iron).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Item weaponpacka:javelinfletching).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/tool/material/feather1.png' not found (defined in Item weaponpacka:javelinfletching).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Item weaponpacka:macu-flint).
8.5.2026 00:05:49 [Warning] Texture asset 'game:textures/item/bag/basket/basket.png' not found (defined in Shape code weaponpacka:item/matchfli).
8.5.2026 00:05:49 [Warning] [CoriaenderShaders] The active OpenGL context is version 4.30 NVIDIA via Cg compiler , but version 460 is required for terrain shadows. Effect will not be loaded.
8.5.2026 00:05:49 [Warning] Failed to find vanilla classes: hunter, malefactor, clockmaker, blackguard, tailor, dont remove vanilla classes (set 'enabled' attribute to 'false' instead), it will cause incompatibility with other mods that change classes, that can result in crashes.
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-bearnut-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-wiliwili-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-tujaseed-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-kauricone-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-douglas-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-fircone-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-sprucecone-amulet instead
8.5.2026 00:05:49 [Warning] 'ItemWearable' class is obsolete. Please, replace it with 'Wearable' behavior for wildcrafttree:clothes-neck-cedarcone-amulet instead
8.5.2026 00:05:49 [Warning] weatherSim for region 102/100 is null. No idea what to do here
8.5.2026 00:05:49 [Warning] ===============================================================
8.5.2026 00:05:49 [Notification] Loaded Shaderprogramm for render pass rift.
8.5.2026 00:06:04 [Notification] Finished fully loading sounds (async)
8.5.2026 00:08:25 [Notification] Client pause state is now on
8.5.2026 00:08:45 [Notification] Client pause state is now off
8.5.2026 00:08:57 [Notification] Client pause state is now on
8.5.2026 00:09:12 [Notification] Client pause state is now off
8.5.2026 00:09:22 [Notification] Client pause state is now on
8.5.2026 00:09:29 [Notification] Client pause state is now off
8.5.2026 00:15:35 [Notification] Client pause state is now on
8.5.2026 00:15:36 [Notification] Client pause state is now off
8.5.2026 00:31:46 [Notification] Client pause state is now on
8.5.2026 00:47:03 [Notification] Client pause state is now off
8.5.2026 00:49:49 [Error] The dialog GuiDialogBlockEntityRecipeSelector requested focus, but was not added yet. Missing call to api.Gui.RegisterDialog()
8.5.2026 00:51:32 [Notification] Client pause state is now on
8.5.2026 01:13:12 [Notification] Client pause state is now off
8.5.2026 01:16:04 [Warning] Audio File not found: game:block/dirt.ogg
8.5.2026 01:16:05 [Warning] Audio File not found: game:block/dirt.ogg
8.5.2026 01:18:07 [Warning] Audio File not found: game:block/planks.ogg
8.5.2026 01:19:38 [Notification] Client pause state is now on
8.5.2026 01:19:38 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
8.5.2026 01:20:12 [Notification] Client pause state is now off
8.5.2026 01:20:15 [Notification] Client pause state is now on
8.5.2026 01:20:15 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
8.5.2026 01:20:23 [Notification] Client pause state is now off
8.5.2026 01:22:56 [Notification] Client pause state is now on
8.5.2026 01:22:57 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
8.5.2026 01:23:16 [Notification] Client pause state is now off
8.5.2026 01:23:57 [Notification] Client pause state is now on
8.5.2026 01:23:59 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
8.5.2026 01:23:59 [Notification] Stopping single player server
8.5.2026 01:24:02 [Notification] Exiting current game to main menu, reason: leave world button pressed
8.5.2026 01:24:24 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Also, here are two imgur links, that show exactly what i mean, just in case.
Coriaendershaders-v1.2.1-pre.1_v1.22.0:
https://imgur.com/a/coriaendershaders-v1-2-1-pre-1-v1-22-0-Rty5RqO
Coriaendershaders-v1.2.1-pre.3_v1.22.2:
https://imgur.com/a/coriaendershaders-v1-2-1-pre-3-v1-22-2-mBdCmdc
Nevermind, I realized that OpenGL was set to 4.3 in the client.settings.json, when I was looking through them. I changed that to 4.6 just in case. Anyway that didnt change the sky even a bit.
So I restarted my computer, started the game again and now I had the same problem even with the earlier 1.2.1-pre.1 version. Then I looked through my mods and saw that for whatever reason "Biomes" was enabled. Even though I definitely disabled it.
After disableing "Biomes" I started the game again, loaded my world and this time it worked like a charm, and with the newest (coriaendershaders-v1.2.1-pre.4_v1.22.2) version aswell.
Whatever it was, its working fine now. But thank you for taking your time and looking into it, I really didnt mean bother you with this nonsense, that hast appearently nothing to do with Coriaender Shaders.
No worries! It can be fun just to have a reason to dig around in game systems I'm not familiar with. It also shows that issues are still being hidden away in logs, even if it might not have been directly related here.
These are the crash logs from the pre4 version while on linux.
Do you mind sharing your client-main.log's startup summary? That error suggests something went wrong with patching.
I did re-install my game and now it seems to work. Potentially some leftover files causing an issue in this case. Thank you
I'm still having the same issue, and my client-main.log is showing the same thing as Akiae. I tried setting debug mode to true in the clientsettings.json but that didn't appear to change anything, same error still. Also, I'm not on Linux like apparently most people that have this issue in the comments, I'm on Windows 11.
Do you mind searching for your graphics card/drivers here? Just whether it shows up in the list when you filter by renderer.
I assumed that the 4.2 extension pack I used would be more widely available than OpenGL 4.2, but if not then I should change how I'm patching things.
Edit: Nervermind, feel free to ignore this.
Hi Coriander still the same issue.
Terrain is invisible after enabling Terrain Shadows
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
6.5.2026 19:31:06 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
Click to collapse
Ok, so one more step then: to get the OpenGL error you have to turn on extra logging in settings, on the Interface tab there's a check box for 'Developer Mode', if you check it it'll make you confirm and then the Dev tab will appear. On that tab if you enable 'OpenGL Error Checking' and 'OpenGL Debug Mode', then when you launch the game instead of that warning it will crash the game and generate a report with what's triggering that error.
TerrainShadows initialized - "Loaded Shaderprogramm for render pass terrainshadowmap"
2. Shader error: "Shader compile error in chunkopaque.vsh 0(1156) : error C1503: undefined variable "vdata"
This is a shader compilation error in chunkopaque.vsh - the variable vdata is undefined. This is happening because our patch is modifying the shader incorrectly.
Is your allowSSBOs setting set to false?
Edit: Actually it probably isn't, it looks like the game does a culling pass for which it disables SSBOs temporarily. The 'shader being recompiled' warnings can happen if the openGL state at first draw is different than when it was linked. The vdata referenced is within a precompile directive on SSBOs enabled, meaning if the shader recompile is triggered by the culling pass then it will remove the SSBO code, then crash on the regular pass when it goes looking for it.
That is to say, this is really helpful, thanks, I think I understand what's happening but will need to figure out what's causing the recompile to fix it.
Hi, im glad i can help with developed is some way. Thanks for your hard work.
Sorry but do you mind checking your allowSSBO setting after all? I cleaned up the debug warnings and they don't seem related, but in the process I discovered that the game can turn allowSSBOs off, but has no mechanism for turning it back on, meaning if it ever got disabled for you then you do need to manually reenable it in the settings json. Worth checking, at least.
Hi its working SSBO was diseabled and i dont know why. sorry for your wasted time. Now game look beautifull :D
Not a waste at all! I'm glad to have figured it out, if you're having this issue someone else must be and I wouldn't have known to look into it without your help. So thanks!
Swedneck HeavenArt Alatyr vluka96 JediGibbles Akiae Sorry! Turns out glslangValidator is also lenient with some out-of-spec things, specifically a thing I added in pre.3. Posted pre.4, which is the same as pre.3 except without breaking terrain block shaders for Linux drivers.
I'm experiencing crashes when loading into a world (that I have already played on with the shaders and it was working) I ran the crash log through gemini and it's saying there seems to be an issue with my graphics drivers conflicting with the shaders. I have the 7900 GRE with the lastest drivers update. I don't know if anyone else is getting this but advice would be nice.
Do you mind sharing the crash log here? If you're on Linux you might want to try pre.4 that I just added, though it doesn't sound like the same issue.
Running on 64 bit Windows 10.0.26200.0 with 64626 MB RAM
Game Version: v1.22.2 (Stable)
5/5/2026 2:41:08 PM: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.3
Loaded Mods: betterforest@0.1.2, BetterGrass@0.0.3, bluesky@1.1.1, cbr@2.0.1, chiseltools@1.17.1, fieldsandplateaus@1.0.10, fruittreetweaks@1.0.0, geoaddons@1.4.4, immersivelanterns@0.3.2, jsonpatcheslib@1.5.2, m00ngrass@1.0.7, millwright@1.3.3, NoNegativeTraits@1.0.1, overhaullib@2.0.6, p1nkstacksizes@1.1.6, plainsandvalleys@1.0.13, primitivesurvival@5.0.5, prospecttogether@2.1.1, shelfobsessed@2.1.1, snowcaps@0.0.0, spinningwheel@1.2.0, stackables@2.0.5, stonequarryrepckfipil@3.6.2, swifttime@1.1.2, terratag@0.4.5, tseasonedfirewood@1.2.9, game@1.22.2, vsimgui@1.2.4, vstylizedmilkyway@1.0.1, aculinaryartillery@2.0.0-dev.12, egocaribautomapmarkers@5.0.3, betterloot@2.0.1, betterprospecting@22.0.0-rc.1, betterruins@0.6.0, bettertraders@0.2.0, biodiversity@1.1.4, bloodtrail@1.2.1, brazilpiratefoods@1.2.3, butchering@1.12.0, carryon@1.14.0, commonlib@2.8.0, configlib@1.10.14, configureeverything@3.0.0, coriaendershaders@1.2.1-pre.3, crushablelime@1.0.0, easyprospect@1.1.0, extrainfo@2.1.0, farseer@1.4.0, fastmap@0.1.1, firepitsshowfuel@1.3.0, floatingfish@1.1.7, foodshelves@3.0.1, footprints@1.2.1, freedomunits@1.1.4, geologymap@1.1.0, gimap@1.7.0, herbarium@1.4.2-rc.1, hudclockpatch@4.2.3, hydrateordiedrate@2.4.5, knapster@4.0.0, lhenhancedtrees@0.0.1, mngeology@2.0.3, materialneeds@1.1.15, medievalexpansionpatch@1.3.7, morepiles@3.0.0, naturalfoliage@0.0.4, ndltreegrowth@2.0.1, placeonslabs@1.0.5, rivers@5.0.0, statushudcont@4.3.1, substratereflush@1.0.1, valksfuzzyclouds@2.0.6, creative@1.22.2, vsquest@3.0.0, vsroofing@1.5.2, survival@1.22.2, watersheds@6.1.0, windchimes@1.4.1, zinkmodautoclayupdate@1.0.4, autoconfiglib@2.0.10, bdcrop@1.0.2, bdorchard@1.0.3, bdtree@1.0.4, em@3.5.1, mnflowers@0.0.0, moreblueclay@1.0.1, playercorpse@1.12.0, seraphleveling@1.15.2, shearlib@1.3.0, tailorsdelight@2.2.0, terrainslabs@1.0.13, wildcraftfruit@1.4.61, wildcrafttree@1.3.3, bdcroppatch@1.0.0, bdorchardpatch@1.0.0, wildcrafttreenerf@1.0.2, wool@1.9.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.VoxelSpriteRenderer.ChunkMemoryManager.ProcessFeedbackBuffer() in Src:\VoxelSpriteRenderer\ChunkMemoryManager.cs:line 389
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass27_0.<SetRenderMethod>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 51
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
sorry for the late reply, i had to work night shift
here is my lastest crash log for pre.4
Thanks! Sorry to keep asking for stuff but do you mind checking your client-main.log for any startup issues? It'll be in the summary between two bars of ========.
The crash is in an odd spot that I was kind of wanting to simplify anyway, so maybe I'll just do that regardless in case it helps.
JediGibbles , got the same issue with newest version. 3060, arch linux(btw i use arch hehe). Same glitch occurs when enabling Terrain Shadows.
Update on my previous tests - the newest version (1.2.1 pre3) does work for me (5090). I'm also seeing the same issue as the below users though, but only if "Terrain Shadows" are enabled (I have my game set to glContextVersion 4.6). If I disable Terrain Shadows, all other settings work fine. When it's enabled, the entire world is invisible, besides clouds, water, and mobs it seems. Also, turning the screen produces many artifacts, some large black blocks that turn red when facing different directions.
The crashing on startup is fixed! But like the comments below say, terrain is now invisible :D
1.2.1pre3
Insivible terrain and blocks, exept water and windmils, and some artifacts
Same issue as Swedneck, most terrain insivible.
Arch Linux @AMD GPU
1.2.1-pre.3 makes almost all terrain invisible, even if i turn off all effects.
Linux, fedora workstation 42, AMD gpu
I just posted 1.2.1-pre.3, and while I don't have a way to reproduce the crashes folks have been having I did find a pretty major issue with how I was using the game's UBOs that would definitely cause the kinds of errors that have been getting reported. I'd appreciate anyone who has been having issues giving it a try and letting me know how it goes.
Not sure it needs a whole SEV but in case anyone who's considering similar work sees this - only a few shader programs use ShaderProgram.ubos, and they override Compile to add a post-base.Compile step initUbos() which iterates the dict calling Dispose. Since I'd added my UBOs during shader patching attached to LoadShaderProgram, they'd dutifully delete their buffer, just to have their handles immediately reassigned to the new UBO. So then they just shared buffers I guess, kind of surprised it ran at all tbh. If you still want to have Use call UBORef.Bind for you, make sure to add them after Compile is done. I just chose to use the patches I already had and now add GL_ARB_shading_language_420pack so I can use layout binding in the shader and then bind (probably redundantly) when setting uniforms.
Its making my game crash when i load into my server but doesnt give a crash log for it
JediGibbles vluka96 Akiae marfmarfalot CrispyMuffin Thanks for the reports, sorry it's taking a while to figure out. Version pre-2 should be ruling out shader compile issues, and today I implemented validation for the shader run time patches which seem to be passing fine, so it seems what it's narrowed down to is a problem with how I implemented UBOs. I'll dig into it, and at least try and get a build posted in the next day or two that gives better logging. Thanks for your patience!
after changing the openGL version to 4.6, im getting pretty much the exact same error as Akiae posted
i also checked, and my GPU does support this openGL version
ty for working on the update
1.22.1 crash
Running on 64 bit Windows 10.0.26200.0 with 64997 MB RAM
Game Version: v1.22.1 (Stable)
02.05.2026 16:56:23: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.2
Loaded Mods: walkingstick@3.0.0, alatyrstorcholders@1.0.0, awearablelight@1.1.6, catchlivestock@0.2.4, chandeliercraft@2.1.1, chiseltools@1.17.1, darkvision@1.3.2, jsonpatcheslib@1.5.2, molds@0.3.0, primitivesurvival@5.0.5, prospecttogether@2.2.1, sortablestorage@3.0.0, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.2, meapineapplefatcandle@1.0.1, translocatorengineeringredux@1.6.5, game@1.22.1, vsimgui@1.2.2, zoombuttonreborn@2.0.2, airthermomod@0.5.0, animalcages@5.0.0, attributerenderinglibrary@3.1.0, betterruins@0.6.0, biodiversity@1.1.4, butchering@1.13.2, carryon@1.14.0-rc.1, cmimpact@1.1.0, configlib@1.12.0, coriaendershaders@1.2.1-pre.2, danatweaks@4.0.0, extrainfo@2.0.0, foodshelves@3.0.1, footprints@1.2.1, hudclockpatch@4.2.3, mngeology@2.0.3, materialneeds@1.1.15, optitime@1.5.4, realsmoke@1.2.0, rivers@5.0.0, stickemup@1.3.1, stonebakeoven@1.2.2, synergy@1.1.3, 1111@1.0.0, creative@1.22.1, vsroofing@1.5.2, survival@1.22.1, 118hair@0.1.4, bdcrop@1.0.2, bdorchard@1.0.3, bdtree@1.0.4, em@3.5.1, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, mnflowers@0.0.0, shearlib@1.3.0, tailorsdelight@2.2.0, windowstoragelib@1.1.3, bricklayers@3.2.1, dressmakers@1.7.5, windowstorage@1.7.2, wool@1.9.1
Involved Harmony IDs: coriaendershaders, com.zaldaryon.optitime
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque!
at CoriaenderShaders.Helpers.NamedUBO.BindToProgram(IShaderProgram program) in Src:\Helpers\NamedUBO.cs:line 84
at CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile(ShaderProgram __instance) in Src:\Patches\HarmonyPatches.cs:line 282
at Vintagestory.Client.NoObf.ShaderProgram.Compile_Patch1(ShaderProgram this)
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 164
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 02.05.2026 15:25:45, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x64d0
Время запуска сбойного приложения: 0x1dcda2ec278158d
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: a526adbe-ff07-4055-86cc-b447b04a5d15
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 02.05.2026 15:22:32, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x54bc
Время запуска сбойного приложения: 0x1dcda2e439aa50b
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: b6f19ca9-db8f-4268-9778-9392bdd9f7d9
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 02.05.2026 15:19:42, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.1.0, метка времени: 0x691d0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x4e18
Время запуска сбойного приложения: 0x1dcda2dea7c1925
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: ee42a7f3-011a-4a10-a01c-adee6eec1e15
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
Hi! I'm testing the shaders and with large screenshot the terrain shadow looks beautiful. The problem is with normal objects at "gameplay" distance. Mixing with game shadows make it obvious, but even withou it, the less resolution makes it -on my machine at least- basically a boiling mass of large pixels.
Is there a way to have a fade from terrain shadows in the vicinity of the player, to have game shadow near you like a first high quality LOD?
EDIT: i do not know why, but after some "activating-deactivating" now the terrain correctly doenst mix anymore with the near objects, so I guess this was what should have done right along. This was really strange.
Hello,
I got after enabling terrain shadows:
Crash Summary
Game Version: v1.22.1 (Stable)
Crashing Mod: coriaendershaders@1.2.1-pre.2
Error Type: ShaderCompileException
Error Message:
[NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque!
Stack Trace:
- CoriaenderShaders.Helpers.NamedUBO.BindToProgram() line 84
- CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile() line 282
- ShaderProgram.Compile → ShaderRegistry.loadRegisteredShaderPrograms → ShaderAPI.ReloadShaders
Harmony IDs Involved: coriaendershaders, com.zaldaryon.optitime
i also have mods optitime, blockoverla, realisticwater
Unfortunately for the past 3 updates I'm still getting this same crash on startup (looks to be the same one JediGibbles posted).
With VintageStory 1.22.1 and coriaendershaders-v1.2.1-pre.2_v1.22.1.zip and having set glContextVersion to 4.6 the game crashes (runs out of RAM) on loading a new clean world with no other mods. I've included a zip the logs, and two screenshots showing the memory usage etc as the game loads. Disabling coriaendershaders makes the game load normally. The game is from flatpak, running on Fedora Kinoite.
https://drive.google.com/file/d/1bxNYRSCaca0ynyeqjEecnmSCvwskSs1W/view?usp=sharing
Hopefully this is useful!
Damn, thanks for sharing. What's the time scale on those charts? Is there any chance you tried it with different effects disabled? Specifically terrain shadows, loading chunks is the only place the mod should be allocating much memory after startup, but that should only be if you're also moving around and it seems like a pretty linear increase. I can add some guard rails on it just in case.
It takes less than 60s total to fully load up the ram when I try to load into a world. The game runs out of RAM before I load into the world propper. As for settings, whatever is default :D I'll give more details when I have some more time available
EDIT: Tried with v1.2.1-pre.3, it now loads into the world! The world is also invisible, besides water surface, lava surface, and creatures. I saw bunnies, bears, bowtorn, boars, chickens, drifters, and more.
Coriander thank you soooo much for all the help, never would have guessed its better jonas devices
LuckyWithaGun Nice, thanks, that's good news, it means there aren't any big surprises. My guess is that you have a mod which overwrites that file which is based on an older version of the shader. Does it still crash if you don't have any other mods enabled? It could also be some kind of locality or ordering issue with the patching, though I'd expect more people to be having the same issue if that were the case. I can take a look though.
Coriander Thank you so much for your continued help and as you requested:
LuckyWithaGun I found it, the mod Better Jonas Devices overwrites the nightsky shader, looks like to add their nightvision code. Having '0' instead of '0.0' is the only other change 😂 I left a comment there asking if they wouldn't mind updating it, if they don't want to then I'll just add an exception for you.
Also either the respond option is new or sheesh it just really took me this long to notice it.
JimbroJammigans The mod definitely needs more optimizing, especially the water shader since there's a lot I didn't know when I made it. That said, something you could check is if your main log is showing a lot of logging, which might happen with a weird mod interaction and would tank framerate. Other than that, does toggling any of the effects off help? What's your view distance?
TheRedCreeper29 Akiae DireTheRed JediGibbles Thanks for the reports, these all looks similar to the other startup issues coming up so if you haven't tried the pre build it might help, but I'm taking another pass over how the mod handles startup and will have another test build posted soon that hopefully fixes it or at least clears up what's happening.
LuckyWithaGun This is pretty strange, for some reason the nightsky shader I have from the game has a '0.0' where apparently yours has just '0'. It won't be hard to add a little fix for that, but it's really unexpected that there'd be different versions. Sorry, do you mind doing me a favor and checking the shader file you have to confirm that? It's in the non-Data files, VintageStory/assets/game/shaders/nightsky.fsh, line 34: skyCol.a = max(0.0, 1 - 2*(dayLight - 0.05)); and I just want to know if the file you have has "...max(0,..." instead of "...max(0.0,..." Hopefully you just have a mod replacing it or something, but if there can be multiple versions then that would be really handy for me to know about.
SilverValkyrie Glad it works! Those clouds look fantasic, very nice work!
privet_so_dna Thanks, it turns out the overflow warning was counting wrong, it'll be fixed in the next build posted. That said, I sure hope that's the problem cause it's weird that the crash happened during entity loading.
Shaman26 That's interesting, the regex that parses version shouldn't really care, any chance you have the error you got or can get the version you are using? Good to know though, thanks.
Mercar Glad it's working ok! And yeah, there's definitely room for more optimization, I want to get back to some of it once these crashes are taken care of.
Coriander
Getting some pretty major stuttering with this mod. Game freezes for a second or two every 10 seconds or so. My game is pretty heavilly modded, so im unsure if this mod is negativly interacting with another to cause this, but the game runs buttery smooth without this mod, which is a shame because I LOVE these shaders, especially the water. I can provide logs/a mod list if you'd like.
I'm still getting a crash on world load using 1.2.1-pre.1 - tested with all other mods in my list, as well as no other mods besides this one. Same error on crash. I've made sure to change OpenGL version to 4.6. GPU is a 5090.
Running on 64 bit Windows 10.0.26200.0 with 65189 MB RAM
Game Version: v1.22.0 (Stable)
4/30/2026 10:54:09 AM: Critical error occurred in the following mod: coriaendershaders@1.2.1-pre.1
Loaded Mods: game@1.22.0, coriaendershaders@1.2.1-pre.1, creative@1.22.0, survival@1.22.0
Involved Harmony IDs: coriaendershaders
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque!
at CoriaenderShaders.Helpers.NamedUBO.BindToProgram(IShaderProgram program) in Src:\Helpers\NamedUBO.cs:line 79
at CoriaenderShaders.Patches.ShaderProgramPatcher.OnCompile(ShaderProgram __instance) in Src:\Patches\HarmonyPatches.cs:line 282
at Vintagestory.Client.NoObf.ShaderProgram.Compile_Patch1(ShaderProgram this)
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 164
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 119
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 967
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 782
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/30/2026 10:54:10 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3e48
Faulting application start time: 0x1dcd8b1252f43b2
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: faae95e3-8012-42a4-8b9a-a47b943baeb2
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/30/2026 10:50:11 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x65dc
Faulting application start time: 0x1dcd8b096d6fc86
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: c3102928-d457-44a8-b051-64a658344ffa
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/30/2026 10:49:20 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6778
Faulting application start time: 0x1dcd8b0734bf16f
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: 8d0eeedc-04ce-4869-b6a8-f26d9730494b
Faulting package full name:
Faulting package-relative application ID: }
Coriander Unfortunately, I'm still getting the same error with newest version as the previous one (CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [NamedUBO] Uniform block ShadowmapMatrixes not found in chunkopaque!)
Not sure if the newest version was meant to address that or not, just wanted to update in case!
Hello! Crashing trying to join MP server
Thanks!
Running on 64 bit Windows 10.0.19045.0 with 32710 MB RAM
Game Version: v1.22.1 (Stable)
4/30/2026 12:26:16 AM: Critical error occurred in the following mod: coriaendershaders@1.2.0
Loaded Mods: tallheightwatershedslandforms@2.1.1, chiseltools@1.17.1, jsonpatcheslib@1.5.1, game@1.22.1, egocaribautomapmarkers@5.0.1, blacksmithname@1.3.0, butchering@1.13.1, carryon@1.14.0-pre.3, commonlib@2.6.1, coriaendershaders@1.2.0, deathcorpses@2.7.1, maketeaforked@0.8.1, noticeboard@1.3.0, playermodellib@1.14.9, realsmoke@1.2.0-rc.9, rpvoicechat@2.5.0, creative@1.22.1, vsimgui@1.1.3, vsroofing@1.5.1, survival@1.22.1, watersheds@6.0.0, configlib@1.3.9, koboldrdx@1.4.0
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.CoriaenderShaders.UniformManager.Initialize() in Src:\CoriaenderShaders\UniformManager.cs:line 78
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/30/2026 12:26:18 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5090
Faulting application start time: 0x01dcd8722da220fb
Faulting application path: S:\Games\Vintagestory\Vintagestory.exe
Faulting module path: S:\Games\Vintagestory\Lib\openal32.dll
Report Id: a66ede4b-3645-470e-b1c3-99e7f6ac5b2f
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/30/2026 12:22:38 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x2c44
Faulting application start time: 0x01dcd8720f3a3a17
Faulting application path: S:\Games\Vintagestory\Vintagestory.exe
Faulting module path: S:\Games\Vintagestory\Lib\openal32.dll
Report Id: 366d064a-b2ea-48be-b2a6-d057c00b670a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/30/2026 12:20:22 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.1.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x26b4
Faulting application start time: 0x01dcd871bd6c303c
Faulting application path: S:\Games\Vintagestory\Vintagestory.exe
Faulting module path: S:\Games\Vintagestory\Lib\openal32.dll
Report Id: 360be8dc-c299-4219-8139-c0b14c7d5175
Faulting package full name:
Faulting package-relative application ID: }
SilverValkyrie The problem has been solved. Great, many thanks.
Your clouds are the best
@coriender no worry mand good job the mod is very nice ... I don't know what I did, but in my tests I changed quite a few things, even uninstalling and reinstalling the game, and it seems to have normalized after that... although the CPU gets quite hot... perhaps in the future it would be interesting to see if everything is running on the GPU or if some of it is being pushed to the CPU...
I wrote 4.6 in glContextVersion and the game crashed. I wrote 4.6.0 and the game worked. Thanks for the mod.P.S. card is 5070
OK, I tried the pre-1 version. It no longer crashes when launching the world, but after flying through it in spectator mode, the game crashed.
29.4.2026 11:46:00 [Notification] Client logger started.
29.4.2026 11:46:00 [Notification] Game Version: v1.22.0 (Stable)
29.4.2026 11:46:00 [Notification] Process path: E:\Games\Vintagestory\Vintagestory.exe
29.4.2026 11:46:00 [Notification] Operating System: Windows 10.0.26200.0
29.4.2026 11:46:00 [Notification] CPU Cores: 12
29.4.2026 11:46:00 [Notification] CPU: AMD Ryzen 5 5600X 6-Core Processor
29.4.2026 11:46:00 [Notification] Available RAM: 16294 MB
29.4.2026 11:46:02 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
29.4.2026 11:46:02 [Notification] Graphics Card Vendor: ATI Technologies Inc.
29.4.2026 11:46:02 [Notification] Graphics Card Version: 4.6.0 Core Profile Context 26.3.1.260309
29.4.2026 11:46:02 [Notification] Graphics Card Renderer: AMD Radeon RX 7600
29.4.2026 11:46:02 [Notification] Graphics Card ShadingLanguageVersion: 4.60
29.4.2026 11:46:02 [Notification] GL.MaxVertexUniformComponents: 8000
29.4.2026 11:46:02 [Notification] GL.MaxUniformBlockSize: 4194304
29.4.2026 11:46:02 [Notification] C# Framework: .net 10.0.3
29.4.2026 11:46:02 [Notification] Cairo Graphics Version: 1.17.3
29.4.2026 11:46:02 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
29.4.2026 11:46:03 [Notification] Zstd Version: 1.5.7
29.4.2026 11:46:04 [Notification] Start discovering assets
29.4.2026 11:46:04 [Notification] Found 34 base assets in category lang
29.4.2026 11:46:04 [Notification] Found 0 base assets in category patches
29.4.2026 11:46:04 [Notification] Found 24 base assets in category config
29.4.2026 11:46:04 [Notification] Found 0 base assets in category worldproperties
29.4.2026 11:46:04 [Notification] Found 49 base assets in category sounds
29.4.2026 11:46:04 [Notification] Found 230 base assets in category shapes
29.4.2026 11:46:04 [Notification] Found 84 base assets in category shaders
29.4.2026 11:46:04 [Notification] Found 19 base assets in category shaderincludes
29.4.2026 11:46:04 [Notification] Found 182 base assets in category textures
29.4.2026 11:46:04 [Notification] Found 4 base assets in category music
29.4.2026 11:46:04 [Notification] Found 0 base assets in category dialog
29.4.2026 11:46:04 [Notification] Found 626 base assets in total
29.4.2026 11:46:04 [Notification] Loading sounds
29.4.2026 11:46:04 [Notification] (Re-)loaded frame buffers
29.4.2026 11:46:05 [Notification] Sounds loaded
29.4.2026 11:46:05 [Notification] Loaded Shaderprogramm for render pass .
29.4.2026 11:46:05 [Notification] Begin loading shaders
29.4.2026 11:46:05 [Notification] Load shaders now
29.4.2026 11:46:05 [Notification] Loading shaders...
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlescube.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlesquad.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass sky.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass nightsky.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass woittest.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass helditem.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass decals.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass final.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass gui.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blur.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass findbright.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass godrays.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass autocamera.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass wireframe.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass luma.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass blit.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass texture2texture.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass celestialobject.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass colorgrade.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass guigear.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass ssao.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass aurora.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass cloudmap.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass instanced.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass lines.
29.4.2026 11:46:07 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:46:08 [Notification] Cached session key is valid, validating with server
29.4.2026 11:46:09 [Notification] Server validation response: Good
29.4.2026 11:46:09 [Notification] Will search the following paths for mods:
29.4.2026 11:46:09 [Notification] E:\Games\Vintagestory\Mods
29.4.2026 11:46:09 [Notification] %appdata%\VintagestoryData\Mods
29.4.2026 11:46:14 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
29.4.2026 11:46:20 [Notification] Send request: v2/mods/install-information?gv=1.22.0&ids=coriaendershaders@1.2.1-pre.1
29.4.2026 11:46:21 [Notification] Will search the following paths for mods:
29.4.2026 11:46:21 [Notification] E:\Games\Vintagestory\Mods
29.4.2026 11:46:21 [Notification] %appdata%\VintagestoryData\Mods
29.4.2026 11:46:23 [Notification] Will search the following paths for mods:
29.4.2026 11:46:23 [Notification] E:\Games\Vintagestory\Mods
29.4.2026 11:46:23 [Notification] %appdata%\VintagestoryData\Mods
29.4.2026 11:46:23 [Warning] Multiple mods share the mod ID 'coriaendershaders' ('coriaendershaders-v1.2.0.zip', 'coriaendershaders-v1.2.1-pre.1_v1.22.0.zip'). Will only load the highest version one - v1.2.1-pre.1.
29.4.2026 11:46:36 [Notification] Initialized GUI Manager
29.4.2026 11:46:36 [Notification] Initialized Server Connection
29.4.2026 11:46:36 [Notification] Server args parsed
29.4.2026 11:46:36 [Notification] Server main instantiated
29.4.2026 11:46:55 [Notification] Processed server identification
29.4.2026 11:46:55 [Notification] Map initialized
29.4.2026 11:46:55 [Notification] Received server assets
29.4.2026 11:46:55 [Notification] Loading and pre-starting client side mods...
29.4.2026 11:46:55 [Notification] Will search the following paths for mods:
29.4.2026 11:46:55 [Notification] E:\Games\Vintagestory\Mods
29.4.2026 11:46:55 [Notification] %appdata%\VintagestoryData\Mods
29.4.2026 11:46:55 [Notification] Found 4 mods (0 disabled)
29.4.2026 11:46:55 [Notification] Mods, sorted by dependency: game, coriaendershaders, creative, survival
29.4.2026 11:46:55 [Notification] Instantiated 149 mod systems from 4 enabled mods
29.4.2026 11:46:55 [Notification] Done loading and pre-starting client side mods.
29.4.2026 11:46:55 [Notification] External Origins in load order: modorigin@E:\Games\Vintagestory\assets\creative\, modorigin@E:\Games\Vintagestory\assets\survival\, mod@coriaendershaders-v1.2.1-pre.1_v1.22.0.zip
29.4.2026 11:46:55 [Notification] Tags registries now locked.
29.4.2026 11:46:55 [Notification] Found 1 external assets in category lang
29.4.2026 11:46:55 [Notification] Found 10 external assets in category patches
29.4.2026 11:46:55 [Notification] Found 127 external assets in category config
29.4.2026 11:46:55 [Notification] Found 25 external assets in category worldproperties
29.4.2026 11:46:55 [Notification] Found 675 external assets in category sounds
29.4.2026 11:46:56 [Notification] Found 6123 external assets in category shapes
29.4.2026 11:46:56 [Notification] Found 29 external assets in category shaders
29.4.2026 11:46:56 [Notification] Found 5 external assets in category shaderincludes
29.4.2026 11:46:56 [Notification] Found 9459 external assets in category textures
29.4.2026 11:46:56 [Notification] Found 83 external assets in category music
29.4.2026 11:46:56 [Notification] Found 18 external assets in category dialog
29.4.2026 11:46:56 [Notification] Found 0 external assets in category compatibility
29.4.2026 11:46:56 [Notification] Reloaded lang file now with mod assets
29.4.2026 11:46:56 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
29.4.2026 11:46:56 [Notification] JsonPatch Loader: 6 patches total, successfully applied 6 patches, no errors
29.4.2026 11:46:57 [Notification] Received 4469 item types from server
29.4.2026 11:46:57 [Notification] Loaded 14091 block types from server
29.4.2026 11:46:58 [Notification] Reloaded sounds, now with mod assets
29.4.2026 11:47:02 [Notification] Composed 1 4096x4096 entities texture atlases from 695 textures
29.4.2026 11:47:06 [Notification] Collected 3096 shapes to tesselate.
29.4.2026 11:47:11 [Notification] Composed 1 4096x4096 items texture atlases from 2329 textures
29.4.2026 11:47:11 [Notification] Server launched
29.4.2026 11:47:34 [Notification] Composed 1 4096x4096 blocks texture atlases from 7430 textures
29.4.2026 11:47:34 [Notification] Server assets loaded
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass particlescube.
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass lines.
29.4.2026 11:47:34 [Notification] Loaded Shaderprogramm for render pass aurora.
29.4.2026 11:47:34 [Notification] Initialised WeatherSystemClient. simLightning is loaded.
29.4.2026 11:47:34 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
29.4.2026 11:47:35 [Notification] Blocks tesselated
29.4.2026 11:47:35 [Notification] [coriaendershaders] [CoriaenderWater] Initializing water effects.
29.4.2026 11:47:35 [Notification] Loaded Shaderprogram for render pass watercompose.
29.4.2026 11:47:35 [Notification] Loaded Shaderprogram for render pass cameradepth.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass waternormals.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
29.4.2026 11:47:36 [Notification] [coriaendershaders] [CoriaendersShadow] Initializing shadow effects.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
29.4.2026 11:47:36 [Notification] [coriaendershaders] [TerrainShadows] Initializing terrain shadow effects.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
29.4.2026 11:47:36 [Notification] Loaded Shaderprogramm for render pass machinegear.
29.4.2026 11:47:36 [Notification] Started 99 systems on Client:
29.4.2026 11:47:36 [Notification] Mod 'VSEssentials.dll' (game):
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.Core
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityPartitioning
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ErrorReporter
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
29.4.2026 11:47:36 [Notification] FluffyClouds.FluffyCloudsModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.GenMaps
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRenderFallingBlocksFast
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemFpHands
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemAmbientParticles
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityParticleSpawner
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.EntityParticleSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.POIRegistry
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemProgressBar
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.RoomRegistry
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WeatherSystemCommands
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WeatherSystemClient
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.WorldMapManager
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.LoadColorMaps
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ClothManager
29.4.2026 11:47:36 [Notification] Mod 'VSSurvivalMod.dll' (survival):
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemControlPoints
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
29.4.2026 11:47:36 [Notification] Vintagestory.Systems.StoryLockableDoor
29.4.2026 11:47:36 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
29.4.2026 11:47:36 [Notification] Vintagestory.Client.NoObf.ModSystemBossHealthBars
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.UpgradeTasks
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MSShapeFromAttrCacheHelper
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MyceliumSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemLabelMeshCache
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemShapeFromAttributesTransform
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.FishingSupportModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemGliding
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemMeasuringRope
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemStopRaiseShieldAnim
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Timeswitch
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemAuction
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Core
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemShipConstructionSitePreview
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.CharacterSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MealMeshCache
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.VariablesModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModsystemElevator
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ActivityModSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ActivityEditorSystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemFarming
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSurvivalHandbook
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemTutorial
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemNightVision
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TobiasTeleporter
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModJournal
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModLootRandomizer
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemChiselCommands
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.MicroBlockModelCache
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRifts
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSleeping
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemUnbreakSupportBeam
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TeleporterManager
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModTemperature
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.SystemTemporalStability
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemWearableStats
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemEditableBook
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.TradeHandbookInfo
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.GenDevastationLayer
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemOreMap
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemSnowballs
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.HumanoidOutfits
29.4.2026 11:47:36 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
29.4.2026 11:47:36 [Notification] Mod 'VSCreativeMod.dll' (creative):
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.Core
29.4.2026 11:47:36 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
29.4.2026 11:47:36 [Notification] Mod 'coriaendershaders-v1.2.1-pre.1_v1.22.0.zip' (coriaendershaders):
29.4.2026 11:47:36 [Notification] CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
29.4.2026 11:47:36 [Notification] Loading shaders...
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass particlescube.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass particlesquad.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass sky.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass nightsky.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass woittest.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
29.4.2026 11:47:37 [Notification] Loaded Shaderprogramm for render pass helditem.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass decals.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass final.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass gui.
29.4.2026 11:47:38 [Notification] Loaded Shaderprogramm for render pass blur.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass findbright.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass godrays.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass autocamera.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
29.4.2026 11:47:39 [Notification] Loaded Shaderprogramm for render pass wireframe.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass luma.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass blit.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass texture2texture.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass celestialobject.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass colorgrade.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass guigear.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass ssao.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass aurora.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass cloudmap.
29.4.2026 11:47:40 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass instanced.
29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass lines.
29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:47:41 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
29.4.2026 11:47:42 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:47:42 [Notification] Loaded Shaderprogramm for render pass standard.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass entityanimated.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass particlescube.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass lines.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass aurora.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass watercompose.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cameradepth.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass waternormals.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass screenspacereflections.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudshadowmap.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudshadowblur.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass cloudmapmip.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogram for render pass terrainshadowmap.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
29.4.2026 11:47:43 [Notification] Loaded Shaderprogramm for render pass machinegear.
29.4.2026 11:47:43 [Notification] Reloaded shaders now with mod assets
29.4.2026 11:47:44 [Notification] Received level init
29.4.2026 11:47:44 [Notification] Loaded Shaderprogramm for render pass instanced.
29.4.2026 11:47:44 [Event] 26 traits loaded from 1 files
29.4.2026 11:47:44 [Event] 6 classes loaded from 1 files
29.4.2026 11:47:44 [Notification] Initialized Music Engine
29.4.2026 11:47:44 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
29.4.2026 11:47:46 [Notification] Received level finalize
29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass cloudmap.
29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
29.4.2026 11:47:46 [Notification] Loaded Shaderprogramm for render pass clouds.
29.4.2026 11:47:46 [Notification] Loading world map cache db...
29.4.2026 11:47:47 [Warning] ===============================================================
29.4.2026 11:47:47 [Warning] (x_x) Captured 3 issues during startup:
29.4.2026 11:47:47 [Warning] [coriaendershaders] [CoriaenderShadersModSystem] Couldn't find VsImGui mod system, GUI will be unavailable.
29.4.2026 11:47:47 [Warning] ===============================================================
29.4.2026 11:47:48 [Notification] Loaded Shaderprogramm for render pass rift.
29.4.2026 11:47:48 [Notification] Client pause state is now on
29.4.2026 11:47:53 [Notification] Call to RegisterCallback while game is paused
29.4.2026 11:47:53 [Notification] Client pause state is now off
29.4.2026 11:48:00 [Notification] Finished fully loading sounds (async)
29.4.2026 11:48:18 [Notification] Client pause state is now on
29.4.2026 11:48:19 [Notification] Client pause state is now off
29.4.2026 11:48:35 [Warning] [ChannelProcessor] ChunkLoading processing threw an System.Func`1[System.Type] exception for item hash 271331223!
[CoriaenderShaders][ChunkMemoryManager] Memory manager uploading data which will overflow the brick buffer.
29.4.2026 11:48:55 [Fatal] Game Version: v1.22.0 (Stable)
29.04.2026 11:48:55: Critical error occurred
Loaded Mods: game@1.22.0, coriaendershaders@1.2.1-pre.1, creative@1.22.0, survival@1.22.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.<Initialize>b__145_0() in VintagestoryApi\Common\Entity\Entity.cs:line 583
at Vintagestory.API.Datastructures.SyncedTreeAttribute.FromBytes(BinaryReader stream) in VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 227
at Vintagestory.API.Common.Entities.Entity.FromBytes(BinaryReader reader, Boolean isSync) in VintagestoryApi\Common\Entity\Entity.cs:line 1966
at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 877
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 214
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "C:\Users\hello\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
29.4.2026 11:48:55 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
29.4.2026 11:48:55 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
29.4.2026 11:48:57 [Notification] Stopping single player server
29.4.2026 11:48:57 [Notification] ChunkIntake threads completed gracefully.
29.4.2026 11:48:57 [Notification] ChunkLoading threads completed gracefully.
HI,
The CoriaEnderShaders mod (version 1.2.1-pre.1) crashes on startup with a NullReferenceException in TerrainShadowEffect.cs line 32. This is a bug in the mod's code, not a conflict with other mods.
What we tried:
- Checked glContextVersion - already set to 4.6 (correct)
- Disabled realisticwater and pomshadercache - still crashes
- The crash persists even with only the base game mods
Thanks for your hardwork.
I dont know if its caused by another mod but i dont things so.
NeoB that was on my end since my old 1.22 patch was a quick fix, im still testing a few things and then they should work
1.22 looks amazing now and the cloud shadows are a feast for the eyes , thank you very much Coriaender
Coriander thank you so much for helping with my issue, unfortunatley it still seems to be crashing
NeoB yee i was updating rn for 1.22 and am fixing it rn , or at least trying.
running my new 1.22 version seemed fine until i tried coriander and currently looking at what could cause this issue
crash in pre version
CoriaenderShaders.CoriaenderShaders.InvalidPatchException: Patching failed attempting to apply patch cloudvolumetric_fsh_depth. Pattern '^[ \t]*float far = min\([ \t\r]*$' matched 0 times, must be exactly 1.
possible issue with ValksFuzzyClouds mod work fine when ValksFuzzyClouds is off
Game keeps crashing. I thought it was other mods but tried it by itself and it still crashed. This is the crash log: https://mclo.gs/5lfuKwC (Used different website cause it automatically hides the user's name in file paths)
EDIT: should say, I can launch the game, its only when I try to get into a world, also specs are:
Ryzen 5 7600x
RX 6800
32 GB Ram
privet_so_dna LuckyWithaGun I just posted v1.2.1-pre.1 which has changes to hopefully fix those crashes. I didn't reproduce them on my system so I can't be sure, if you get a chance to try it I'd appreciate hearing how it goes.
Mercar Is it specific to the terrain shadows? Does it happen if you aren't moving? Given your specs my guess is you have a higher view distance, and tbh my system is kind of old so I haven't tested how the mod scales up. It should be pretty restricted in how much work it can do at once, but it's my first foray into C# threading tasks so I probably missed something. The game does lock up for me while shaders are reloading, that should only happen when changing settings but you could check your logs to see if it's doing something weird like that.
Some time the game is freezing when use this mod u know hot solve that?
That is my machine config is (leptop)
Processor Intel(R) Core(TM) Ultra 9 275HX, 2700 Mhz, 24 Core(s), 24,
Windows 11 Pro Version 10.0.26200 Build 26200,
Installed Physical Memory (RAM) 64.0 GB Total Physical Memory 63.5 GB Available Physical Memory 49.3 GB Total Virtual Memory 67.5 GB Available Virtual Memory 50.7 GB ,
RTX 5070TI laptop
Game was installed in one M.2
Coriander Thank you so much for looking into it, ill see if i cant identify the mod causing this
Coriaender ok, I saw error alerts in the entire log file, and I didn't know which section to drop, so I dropped the entire log file
Coriaender 💕 I love you sm
Thank you for the update, but I hope you didn't push yourself on my account!
For real though, VS looks bland without this shader now.
You spoil us! ^^
LuckyWithaGun Thanks, this is really interesting, it looks like something is causing some shaders to be reloaded which undoes the patching, but not in a way my mod notices so it can reapply them. It's probably triggered by another mod, but is something I should fix on my side, I'll look into a better patching trigger.
oops my bad, here ya go
===============================================================
27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP.
27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP.
27.4.2026 22:12:23 [Warning] Shape file game:entity/humanoid/seraph-faceless: Found duplicated attachment point code 'Eyes' (attached to element buildersofmen-orcwomen-facialexpression-eyesroot), this will result in undefined behavior. Ensure a unique code for each AP.
27.4.2026 22:12:23 [Notification] Loaded Shaderprogramm for render pass rift.
27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass nightsky.
27.4.2026 22:12:24 [Notification] Loaded Shaderprogramm for render pass celestialobject.
27.4.2026 22:12:24 [Error] after final compo - OpenGL threw an error: InvalidOperation. Enable Gl Debug Mode in the settings or clientsettings.json to track this error
27.4.2026 22:12:25 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
27.4.2026 22:12:25 [Fatal] Game Version: v1.22.0 (Stable)
2026/04/27 22:12:25: Critical error occurred in the following mod: coriaendershaders@1.2.0
Loaded Mods: awearablelight@1.1.6, landformoverhaul@1.0.4, crawlanddive@0.2.4, jsonpatcheslib@1.5.1, logicalclothingwarmth@1.5.0, millwright@1.3.3, overhaullib@2.0.4, primitivesurvival@5.0.5, stickstepsounds@1.0.0, game@1.22.0, vsimgui@1.2.2, wilderlandsbehaviors@1.0.8, attributerenderinglibrary@3.1.0, bettererprospecting@3.2.2, betterjonasdevicesfixedagain@2.1.5, betterruins@0.6.0, carryon@1.14.0, chunklod@1.1.0, commonlibforked@2.8.1, configlib@1.11.1, coriaendershaders@1.2.0, foodpreferences@1.4.1, hardcorewaterevolved@1.5.0, moredirslabs@1.0.2, placeonslabs@1.0.5, playermodellib@1.15.1, realsmoke@1.2.0, seamlessrapids@1.0.1, theremnantsreborn@1.1.2, thetruearchimedesscrew@0.1.35, vsairshipmod@1.1.0-pre.2, creative@1.22.0, vsroofing@1.5.1, survival@1.22.0, autoconfiglib@2.0.10, builderssofmen@0.2.0, playercorpseforked@1.14.1, terrainslabs@1.0.13, wlunarbound@1.0.2, wrustbound@3.0.0
System.Collections.Generic.KeyNotFoundException: The given key 'outputToSkybox' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 457
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass0_0.<.ctor>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 17
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "C:\Users\blade\AppData\Roaming\VintagestoryData\Logs\client-crash.log"
27.4.2026 22:12:25 [Notification] Exiting game now. Server running=True. Exit reason: Game crashed
27.4.2026 22:12:25 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
27.4.2026 22:12:29 [Notification] Stopping single player server
27.4.2026 22:12:29 [Notification] Finished fully loading sounds (async)
27.4.2026 22:12:33 [Notification] [chunklod] [ChunkLod] Client disposing, total received was 3647
27.4.2026 22:12:34 [Notification] Exiting current game to main menu, reason: window close event
LuckyWithaGun Your log looks incomplete, is this right after running into the crash without relaunching the game? There should be a section with bars of ====== and a little ascii face that summarizes startup, if not then the crash might be preventing logging which would be pretty surprising. Do you mind causing the crash again and then copying over just that startup section?
Thanks for the follow up, i shouldent have any mods that effect the sun or moon. as far as i can tell my client main log looks fine.
27.4.2026 18:39:44 [Notification] Game Version: v1.22.0 (Stable)
27.4.2026 18:39:44 [Notification] Process path: %appdata%\Vintagestory\Vintagestory.exe
27.4.2026 18:39:44 [Notification] Operating System: Windows 10.0.22621.0
27.4.2026 18:39:44 [Notification] CPU Cores: 6
27.4.2026 18:39:44 [Notification] CPU: Intel(R) Core(TM) i5-9400 CPU @ 2.90GHz
27.4.2026 18:39:44 [Notification] Available RAM: 16326 MB
27.4.2026 18:39:45 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
27.4.2026 18:39:45 [Notification] Graphics Card Vendor: NVIDIA Corporation
27.4.2026 18:39:45 [Notification] Graphics Card Version: 4.3.0 NVIDIA 595.97
27.4.2026 18:39:45 [Notification] Graphics Card Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
27.4.2026 18:39:45 [Notification] Graphics Card ShadingLanguageVersion: 4.30 NVIDIA via Cg compiler
27.4.2026 18:39:45 [Notification] GL.MaxVertexUniformComponents: 4096
27.4.2026 18:39:45 [Notification] GL.MaxUniformBlockSize: 65536
27.4.2026 18:39:45 [Notification] C# Framework: .net 10.0.0
27.4.2026 18:39:45 [Notification] Cairo Graphics Version: 1.17.3
27.4.2026 18:39:45 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
27.4.2026 18:39:45 [Notification] Zstd Version: 1.5.7
27.4.2026 18:39:45 [Notification] Start discovering assets
27.4.2026 18:39:45 [Notification] Found 34 base assets in category lang
27.4.2026 18:39:45 [Notification] Found 0 base assets in category patches
27.4.2026 18:39:45 [Notification] Found 24 base assets in category config
27.4.2026 18:39:45 [Notification] Found 0 base assets in category worldproperties
27.4.2026 18:39:45 [Notification] Found 49 base assets in category sounds
27.4.2026 18:39:45 [Notification] Found 230 base assets in category shapes
27.4.2026 18:39:45 [Notification] Found 84 base assets in category shaders
27.4.2026 18:39:45 [Notification] Found 19 base assets in category shaderincludes
27.4.2026 18:39:45 [Notification] Found 182 base assets in category textures
27.4.2026 18:39:45 [Notification] Found 4 base assets in category music
27.4.2026 18:39:45 [Notification] Found 0 base assets in category dialog
27.4.2026 18:39:45 [Notification] Found 626 base assets in total
27.4.2026 18:39:45 [Notification] Loading sounds
27.4.2026 18:39:46 [Notification] (Re-)loaded frame buffers
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass .
27.4.2026 18:39:46 [Notification] Sounds loaded
27.4.2026 18:39:46 [Notification] Begin loading shaders
27.4.2026 18:39:46 [Notification] Load shaders now
27.4.2026 18:39:46 [Notification] Loading shaders...
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass standard.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass particlescube.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass particlesquad.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass sky.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass nightsky.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass woittest.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass helditem.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass decals.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass final.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass gui.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass blur.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass findbright.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass godrays.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass autocamera.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass wireframe.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass entityanimated.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass luma.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass blit.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass texture2texture.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass celestialobject.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass colorgrade.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass guigear.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass ssao.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass aurora.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass cloudmap.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass cloudvolumetric.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass instanced.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass lines.
27.4.2026 18:39:46 [Notification] Loaded Shaderprogramm for render pass entityanimated.
27.4.2026 18:39:46 [Notification] Cached session key is valid, validating with server
27.4.2026 18:39:47 [Notification] Server validation response: Good
27.4.2026 18:39:47 [Notification] Will search the following paths for mods:
27.4.2026 18:39:47 [Notification] %appdata%\Vintagestory\Mods
27.4.2026 18:39:47 [Notification] %appdata%\VintagestoryData\Mods
27.4.2026 18:39:55 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
27.4.2026 18:40:14 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers
Alatyr privet_so_dna Do you mind checking your client-main.log and sharing any startup issues there? Anything between the section with ===== bars. It looks like maybe one of the shaders didn't compile, but the game eats errors during mod startup so the reported crash is just a symptom.
LuckyWithaGun Do you mind checking your client-main.log also? This looks like it might be a patching issue, do any of your mods change the moon or sun?
Oh, finally, thanks for the update, I couldn't play Vintage without this.
RX 7600, R5 5600X, default max graphic settings, 'glContextVersion' changed to 4.6
Running on 64 bit Windows 10.0.26200.0 with 16294 MB RAM
Game Version: v1.22.0 (Stable)
27.04.2026 12:43:53: Critical error occurred in the following mod: coriaendershaders@1.2.0
Loaded Mods: game@1.22.0, coriaendershaders@1.2.0, creative@1.22.0, survival@1.22.0
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.Effects.CloudShadowEffect.SetupCloudShadowFramebuffers() in Src:\Effects\CloudShadowEffect.cs:line 115
at CoriaenderShaders.Effects.CloudShadowEffect.OnFirstFrameRendered() in Src:\Effects\CloudShadowEffect.cs:line 273
at CoriaenderShaders.Effects.EffectInitializer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectInitializer.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 753
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 27.04.2026 12:40:12, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: unknown, версия: 0.0.0.0, метка времени: 0x00000000
Код исключения: 0xc0000005
Смещение ошибки: 0x00007ffc586cbe17
Идентификатор сбойного процесса: 0xf80
Время запуска сбойного приложения: 0x1dcd629b7a1ceba
Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: unknown
Идентификатор отчета: cba2547a-4389-48e6-8bc7-0a722396b5ec
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 27.04.2026 12:36:59, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x6664
Время запуска сбойного приложения: 0x1dcd62949e8b946
Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: E:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 3419a70c-f4b8-4903-ae72-0bce958c5b16
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 27.04.2026 12:31:58, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: openal32.dll, версия: 1.23.0.0, метка времени: 0x63dd31ad
Код исключения: 0x40000015
Смещение ошибки: 0x00000000000df046
Идентификатор сбойного процесса: 0x2554
Время запуска сбойного приложения: 0x1dcd62839178fe7
Путь сбойного приложения: E:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: E:\Games\Vintagestory\Lib\openal32.dll
Идентификатор отчета: 210ac006-8e87-49f7-aa1f-b5ec14a15b08
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
getting continuous crashes on load because of the mod, hope this helps, 'glContextVersion' changed to 4.6
Running on 64 bit Windows 10.0.22621.0 with 16326 MB RAM
Game Version: v1.22.0 (Stable)
2026/04/27 11:39:33: Critical error occurred in the following mod: coriaendershaders@1.2.0
Loaded Mods: awearablelight@1.1.6, landformoverhaul@1.0.4, crawlanddive@0.2.4, jsonpatcheslib@1.5.1, logicalclothingwarmth@1.5.0, millwright@1.3.3, overhaullib@2.0.4, primitivesurvival@5.0.5, stickstepsounds@1.0.0, game@1.22.0, vsimgui@1.2.2, wilderlandsbehaviors@1.0.8, attributerenderinglibrary@3.1.0, bettererprospecting@3.2.2, betterjonasdevicesfixedagain@2.1.5, betterruins@0.6.0, carryon@1.14.0, chunklod@1.1.0, commonlibforked@2.8.1, configlib@1.11.1, coriaendershaders@1.2.0, foodpreferences@1.4.1, hardcorewaterforked@1.3.6, moredirslabs@1.0.2, placeonslabs@1.0.5, playermodellib@1.15.1, realsmoke@1.2.0, rustyshellfork@0.2.1, seamlessrapids@1.0.1, theremnantsreborn@1.1.2, thetruearchimedesscrew@0.1.35, vsairshipmod@1.1.0-pre.2, creative@1.22.0, vsroofing@1.5.1, survival@1.22.0, autoconfiglib@2.0.10, builderssofmen@0.2.0, playercorpseforked@1.14.1, terrainslabs@1.0.13, wlunarbound@1.0.2, wrustbound@3.0.0
System.Collections.Generic.KeyNotFoundException: The given key 'outputToSkybox' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CoriaenderShaders.Effects.CoriaenderWater.OnAfterTransparentSky() in Src:\Effects\CoriaenderWater.cs:line 457
at CoriaenderShaders.Helpers.CoriaenderRenderer.<>c__DisplayClass0_0.<.ctor>b__0(Single f, EnumRenderStage s) in Src:\Helpers\CoriaenderRenderer.cs:line 17
at CoriaenderShaders.Helpers.CoriaenderRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Helpers\CoriaenderRenderer.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 2026/04/27 11:37:25, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x19cc
Faulting application start time: 0x0x1dcd628fd8f4237
Faulting application path: C:\Users\blade\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\blade\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 254a9a53-d70b-4d87-950c-a39870cee90d
Faulting package full name:
Faulting package-relative application ID: }
'glContextVersion' changed to 4.6, but it's crashing after loading instantly.
Running on 64 bit Windows 10.0.26200.0 with 64997 MB RAM
Game Version: v1.22.0 (Stable)
27.04.2026 11:39:52: Critical error occurred in the following mod: coriaendershaders@1.2.0
Loaded Mods: walkingstick@3.0.0, awearablelight@1.1.6, catchledge@0.7.1, chandeliercraft@2.1.1, chiseltools@1.17.1, darkvision@1.3.1, jsonpatcheslib@1.5.1, primitivesurvival@5.0.5, prospecttogether@2.2.1, stonequarryrepckfipil@3.6.1, translocatorengineeringredux@1.6.5, game@1.22.0, zoombuttonreborn@2.0.2, attributerenderinglibrary@3.1.0, betterruins@0.6.0, biodiversity@1.1.2, butchering@1.13.1, carryon@1.14.0-rc.1, climbmountain@0.2.4, cmimpact@1.0.3, coriaendershaders@1.2.0, danatweaks@4.0.0, extrainfo@2.0.0, footprints@1.2.0, hudclockpatch@4.2.1, mngeology@2.0.3, materialneeds@1.1.14, realsmoke@1.2.0, rivers@5.0.0, stonebakeoven@1.2.2, synergy@1.1.1, 1111@1.0.0, creative@1.22.0, survival@1.22.0, 118hair@0.1.4, bdcrop@1.0.0, bdorchard@1.0.1, bdtree@1.0.2, em@3.5.0, gothicmusic1@1.0.1, gothicmusic2@1.0.0, gothicmusic3@1.0.1, mnflowers@0.0.0, shearlib@1.3.0-pre.2, windowstoragelib@1.1.3, bricklayers@3.2.0, tailorsdelight@2.1.2, windowstorage@1.7.2, wool@1.9.0-pre.1, dressmakers@1.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at CoriaenderShaders.Effects.CloudShadowEffect.SetupCloudShadowFramebuffers() in Src:\Effects\CloudShadowEffect.cs:line 115
at CoriaenderShaders.Effects.CloudShadowEffect.OnFirstFrameRendered() in Src:\Effects\CloudShadowEffect.cs:line 273
at CoriaenderShaders.Effects.EffectInitializer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in Src:\Effects\EffectInitializer.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 249
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1012
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 753
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 27.04.2026 11:37:30, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x7178
Время запуска сбойного приложения: 0x1dcd620fc616f8f
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: e801a1e6-b058-4574-b956-cb837fdcfec5
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 27.04.2026 11:32:39, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x3fec
Время запуска сбойного приложения: 0x1dcd61fde8d8ed2
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: cbf75fd6-7d0e-4b9e-bd66-1b0ebec93b8d
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 27.04.2026 11:27:53, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.22.0.0, метка времени: 0x693c0000
Имя сбойного модуля: coreclr.dll, версия: 10.0.225.61305, метка времени: 0x693c41fe
Код исключения: 0xc0000005
Смещение ошибки: 0x000000000036852a
Идентификатор сбойного процесса: 0x20fc
Время запуска сбойного приложения: 0x1dcd61f939ca601
Путь сбойного приложения: C:\Games\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.2\coreclr.dll
Идентификатор отчета: ff034a12-2b18-4ccb-9c60-a0285c0e49ec
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
Wanderai Hah, I was actually ready to put it off another day after finding an annoying bug while getting screenshots for release, but you got me, I'll figure the screenshots out later but the bug is fixed and the 1.22.0 build is posted.
Coriaender Pleaaaaaaseeeeeeeeeeeeee
Everything looks so much worse now 😭
i just found out about this mod and yea i desperately need this for 1.22 lmao
ClifffordW Nicoy Thanks! I have a build that's running with the new update, I'll have it out in the next few days. There's a couple things I was already cleaning up for a 1.2.0 release and it'll be easier to just get everything out at once.
Crashing on 1.22
Crashes on loading world
Wick It doesn't sound like you're doing anything wrong, you're probably having the same issue as Jacbo and RACERWILSON where the mod is crashing during startup and the game loads otherwise normally without it. If you want to confirm that you can check your client logs, but I won't be able to fix it until I can put another release out that gives more details.
Jacbo Thanks for the log! It's a bit strange what the underlying issue could be though so sorry but I'll need to add more info to the logging with the next release that can shed some light on it.
I don't get what I need to do. Sorry but I'm either stupid or your mod description is not very accessible. I installed it along with ImGui but the hotkey isnt working and the water looks like vanilla.
Are there more steps required to get it working other than just draging both mods' .zip file into the mods folder?
Same here.
RTX 4050 laptop gpu is the main one but I think it's GPU 1. GPU 0 is intel integrated graphics but everything seems to use the 4050 automatically.
RACERWILSON Do you mind sharing some logs? The client.main log should say why it didn't load, it should be in the little launch issue summary bit between two lines of equal signs, ========. And then the crash report probably gives some more clues as well, there should be a button to copy to clipboard or something that you can paste here.
AMD CUSTOM APU/GPU 0405
1.2 doesn't show effects, instead resorts to vanilla graphics. resetting effects crashes game
Venkyz That is more of a jump than I'd expect, but to be honest so far I've focused mostly on gpu and vram usage so maybe it's not that surprising. With having already had some memory leaks I suppose I'm due diving back in and learning cpu side profiling properly. 😅
I don't know exactly what might be doing it, but I noticed that while using the 1.1.4 version my game uses around ~6GB of RAM, when using the 1.2.0 version it now uses around ~10GB of RAM (didn't play long enough with it to see if it increases or not). Might be a combination of all the new Shadow settings, I tried disabling only the Terrain Shadows setting and restarting the game to test but it didn't go down, so it's probably either a different setting using all that RAM, or the combination of all the others.
Coriaender It works! Thank you!
violets Right, sorry, I was lazy about testing other platforms. I took it over to my linux/amd laptop and cleaned up a few issues like this until it was running there, so hopefully pre.4 works for you.
I crashed when launching with the most recent build 1.2.0-pre.3
Arch Linux
GPU: AMD 9070XT
Looks like it failed to compile the shaders.
Let me know if you need anything else from the logs.
I did change the gl context to 4.6 in the client settings.
11.4.2026 13:03:50 [Client Error] Shader compile error in terrainshadowmap 0:79(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:79(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:80(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:80(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:81(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:81(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:153(2): error: no matching function for call to `stochasticCull(float, vec4)'; candidates are:
0:153(2): error: void stochasticCull(int, vec4)
11.4.2026 13:03:50 [Client Error] Couldn't write to log file, failed formatting #version 460
#define USESSBO 1
#define WAVINGSTUFF 1
#define FOAMEFFECT 1
#define SSAOLEVEL 1
#define NORMALVIEW 0
#define SHINYEFFECT 1
#define GODRAYS 1
#define MINBRIGHT 0
#define SHADOWQUALITY 2
#define DYNLIGHTS 50
#define MAXANIMATEDELEMENTS 230
#extension GL_ARB_shader_draw_parameters : enable
#extension GL_ARB_shader_viewport_layer_array : enable
#define POSXBIT 27
#define NEGXBIT 29
#define POSYBIT 30
#define NEGYBIT 31
#define POSZBIT 28
#define NEGZBIT 26
#define CUBETOSPHERE 1.732051
struct ChunkUniformData {
float x;
float y;
float z;
int lod;
};
struct DrawCommandData {
uint count;
uint instanceCount;
uint firstVertex;
uint baseInstance;
uint chunkIndex;
uint layer;
};
const float lodRadii[6] = float[](16.0, 8.0, 4.0, 2.0, 1.0, 0.5);
uniform vec3 rayOrigin;
out vec3 voxelToOrigin;
out vec3 visibleFaces;
out float blockRadius;
out float invBlockRadius;
const uint mask = 0x1Fu;
vec3 getPos(uint pos) {
return vec3(
pos & mask,
pos >> 10 & mask,
pos >> 5 & mask
);
}
// From Majercik et al, who cites "GPU-Based Ray-Casting of Quadratic Surfaces" http://dl.acm.org/citation.cfm?id=2386396
void quadricProj(in vec3 osPosition, in float voxelSize, in mat4 objectToScreenMatrix, in ivec2 screenSize, inout vec4 position, inout float pointSize) {
const vec4 quadricMat = vec4(1.0, 1.0, 1.0, -1.0);
float sphereRadius = voxelSize * CUBETOSPHERE;
vec4 sphereCenter = vec4(osPosition.xyz, 1.0);
mat4 modelViewProj = transpose(objectToScreenMatrix);
mat3x4 matT = mat3x4( mat3(modelViewProj[0].xyz, modelViewProj[1].xyz, modelViewProj[3].xyz) * sphereRadius);
matT[0].w = dot(sphereCenter, modelViewProj[0]);
matT[1].w = dot(sphereCenter, modelViewProj[1]);
matT[2].w = dot(sphereCenter, modelViewProj[3]);
mat3x4 matD = mat3x4(matT[0] * quadricMat, matT[1] * quadricMat, matT[2] * quadricMat);
vec4 eqCoefs = vec4(dot(matD[0], matT[2]), dot(matD[1], matT[2]), dot(matD[0], matT[0]), dot(matD[1], matT[1])) / dot(matD[2], matT[2]);
vec4 outPosition = vec4(eqCoefs.x, eqCoefs.y, 0.0, 1.0);
vec2 AABB = sqrt(eqCoefs.xy*eqCoefs.xy - eqCoefs.zw);
AABB *= screenSize;
position.xy = outPosition.xy * position.w;
pointSize = max(AABB.x, AABB.y);
}
vec3 getVisibleFaces(vec3 cameraToVoxel, uint voxelData) {
return vec3(
cameraToVoxel.x < 0? (voxelData >> POSXBIT) & 1 : -float((voxelData >> NEGXBIT) & 1),
cameraToVoxel.y < 0? (voxelData >> POSYBIT) & 1 : -float((voxelData >> NEGYBIT) & 1),
cameraToVoxel.z < 0? (voxelData >> POSZBIT) & 1 : -float((voxelData >> NEGZBIT) & 1)
);
}
// The paper says to stochastically cull if the voxel projected area is subpixel, and compute AABB if small. But the projected area is pointSize, which
// is calculated with the AABB sphere. Estimate projected area from position maybe?
void stochasticCull(inout int pointSize, inout vec4 position) {
float stochasticCoverage = pointSize * pointSize;
if (stochasticCoverage < 0.8) {
// "Cull" small voxels in a stable, stochastic way by moving past the z = 0 plane.
// Assumes voxels are in randomized order.
position = (gl_VertexID & 0xffff) > stochasticCoverage * (0xffff / 0.8)? vec4(-1,-1,-1,-1) : position;
pointSize = 1;
}
}
layout(std430, binding=3) readonly buffer uniformSSBO {
ChunkUniformData[] chunkUniformData;
};
layout(std430, binding=4) readonly buffer drawSSBO {
DrawCommandData[] drawCommandData;
};
layout(location=0) in uint voxelData;
double DistanceToPlane(vec4 plane, vec3 point) {
return plane.x*point.x + plane.y*point.y + plane.z*point.z + plane.w;
}
uniform mat4 MVPMatrixes[4];
uniform mat4 cullingPlanes[4];
uniform vec4 extraSlicePlane;
uniform ivec2 mapSizes;
out float spriteToWorld;
flat out int mapLayer;
void main() {
vec3 voxelIdx = getPos(voxelData);
DrawCommandData drawData = drawCommandData[gl_BaseInstance];
ChunkUniformData chunkData = chunkUniformData[drawData.chunkIndex];
vec3 chunkOffset = vec3(chunkData.x, chunkData.y, chunkData.z);
blockRadius = lodRadii[chunkData.lod];
voxelToOrigin = voxelIdx + chunkOffset + vec3(blockRadius);
vec4 position;
vec3 cameraToVoxel;
mapLayer = int(drawData.layer);
gl_Layer = mapLayer % 2;
position = MVPMatrixes[mapLayer] * vec4(voxelToOrigin, 1);
cameraToVoxel = rayOrigin;
// Frustum cull
bool inFrustum = true;
inFrustum = inFrustum && DistanceToPlane(cullingPlanes[mapLayer][0], voxelToOrigin) >= -blockRadius;
inFrustum = inFrustum && (mapLayer > 0 || DistanceToPlane(extraSlicePlane, voxelToOrigin) >= -blockRadius);
inFrustum = inFrustum && DistanceToPlane(cullingPlanes[mapLayer][1], voxelToOrigin) >= -blockRadius;
inFrustum = inFrustum && DistanceToPlane(cullingPlanes[mapLayer][2], voxelToOrigin) >= -blockRadius;
inFrustum = inFrustum && DistanceToPlane(cullingPlanes[mapLayer][3], voxelToOrigin) >= -blockRadius;
if (!inFrustum) {
gl_Position = vec4(-1,-1,-1,-1);
gl_PointSize = 1;
return;
}
visibleFaces = getVisibleFaces(cameraToVoxel, voxelData);
if(visibleFaces.x == 0 && visibleFaces.y == 0 && visibleFaces.z == 0) { gl_PointSize = 0; gl_Position = vec4(-1,-1,-1,-1); return; }
float pointSize = 1;
ivec2 mapSize = ivec2(mapSizes[mapLayer / 2]);
quadricProj(voxelToOrigin, blockRadius, MVPMatrixes[mapLayer], mapSize, position, pointSize);
stochasticCull(pointSize, position);
spriteToWorld = blockRadius * CUBETOSPHERE;
// Bias the intersection test. Probably an empirical way to do this based on texel size.
blockRadius += mapLayer > 1? 0.03 : 0.005;
invBlockRadius = 1 / blockRadius;
gl_Position = position;
gl_PointSize = pointSize;
}
(FormatException)
11.4.2026 13:03:50 [Client Error] Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader
11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile:
Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader
at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221
at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73
11.4.2026 13:03:50 [Client Error] [coriaendershaders] An exception was thrown when trying to start the mod:
11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile:
Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader
at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221
at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73
at CoriaenderShaders.Effects.TerrainShadowEffect.LoadEffect() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 55
at CoriaenderShaders.Effects.EffectManager.Load() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\EffectManager.cs:line 47
at CoriaenderShaders.Effects.EffectManager..ctor(CoriaenderShadersModSystem mod) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\EffectManager.cs:line 36
at CoriaenderShaders.Effects.TerrainShadowEffect..ctor(CoriaenderShadersModSystem mod, FeedbackRegion processorFeedbackRegion) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 17
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartEffects(EffectLoadFlags flags) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 99
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI capi) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 70
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675
11.4.2026 13:03:50 [Client Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
11.4.2026 13:03:50 [Client Error] Shader compile error in particlescube.fsh 0:779(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass particlesquad.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass sky.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass nightsky.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass woittest.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass transparentcompose.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass helditem.
11.4.2026 13:03:50 [Client Error] Shader compile error in chunkopaque.fsh 0:795(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Error] Shader compile error in chunkliquid.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass decals.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass final.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass gui.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blur.
11.4.2026 13:03:50 [Client Error] Shader compile error in chunktransparent.fsh 0:782(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass findbright.
11.4.2026 13:03:50 [Client Error] Shader compile error in chunktopsoil.fsh 0:792(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass godrays.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass autocamera.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blockhighlights.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass wireframe.
11.4.2026 13:03:50 [Client Error] Shader compile error in entityanimated.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass luma.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass blit.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass particlesquad2d.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass texture2texture.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass celestialobject.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass guitopsoil.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass colorgrade.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass guigear.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass ssao.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass bilateralblur.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass anvilworkitem.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass customstandard.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass customstandardfirstperson.
11.4.2026 13:03:50 [Client Error] Shader compile error in entityanimated.fsh 0:798(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass poison.
11.4.2026 13:03:50 [Client Error] Shader compile error in standard.fsh 0:810(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Error] Shader compile error in particlescube.fsh 0:779(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass lines.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass aurora.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass watercompose.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cameradepth.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass waternormals.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass screenspacereflections.
11.4.2026 13:03:50 [Client Error] Shader compile error in chunkliquid.fsh 0:799(48): error: variables of type sampler2DArrayShadow cannot be operands of the ?: operator
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass nightsky.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass celestialobject.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudshadowmap.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudshadowblur.
11.4.2026 13:03:50 [Client Notification] Loaded Shaderprogramm for render pass cloudmapmip.
11.4.2026 13:03:50 [Client Error] Shader compile error in terrainshadowmap 0:79(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:79(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:80(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:80(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:81(23): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:81(54): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
0:153(2): error: no matching function for call to `stochasticCull(float, vec4)'; candidates are:
0:153(2): error: void stochasticCull(int, vec4)
11.4.2026 13:03:50 [Client Error] Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader
11.4.2026 13:03:50 [Client Error] [coriaendershaders] Exception: [ShadowmapProgram] Shader failed to compile:
Link error in shader program for pass terrainshadowmap: error: linking with uncompiled/unspecialized shader
at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 221
at CoriaenderShaders.Effects.TerrainShadowEffect.SetupShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\TerrainShadowEffect.cs:line 73
NeoB vluka96 Thanks! v.1.2.0-pre.3 has a fix that should prevent that crash with farseer. Getting it to actually cast shadows on farseer terrain could probably be done but would take some pretty specific knowledge of how it does it's loading and meshing.
I also had the same problem as @NeoB, although the mod never worked for me before until I realized I needed to set glcontextversion to 4.6. Now after I've done that, all of the versions work fine, however, the newest 1.2 versions do not work with Farseer anymore (when glcontextversion is set to 4.6).
So I'm just using 1.1.4 for now, but other than that beautiful mod, thank you!
Coriaender yepI've already fixed it; now it's just an issue with the Farseer mod
NeoB Did you check your glContextVersion setting? I don't think the game ever sets it higher than 4.3, even if your GPU supports it. If that's not it, do you mind sharing your client-main.log? If it's an OpenGL issue there should be logging about it, but otherwise any Exception or Warning logging should help.
Edit: Ah, ok. I'll take a look at the farseer shaders, I can probably make it so it at least doesn't crash. That said, I think it would take a pretty dedicated compatibility pass to render shadowmaps for it since the shadow rendering isn't mesh based. Though maybe it could piggyback whatever loading farseer is doing, it'd be pretty cool to get it working.
For some reason, version 1.2 doesn't work for me; only 1.1.4 does. I have a rtx 3060 according to the website, it is compatible with 4.6
Edit: I changed clientsettings.json to 4.6 in glcontextversion and now is working but is not compatible with farseer
"Patching failed attempting to apply patch fogandlight_vsh_terrainapply. Fetch pattern '[\r\n\s](fragNormal|normal) = ' failed to match.Shader program: region"
Venkyz SmileWolf The fuzzy night reflections is fixed in 1.20-pre.2, thanks for the callouts and screenshots! I rewrote loading/reloading with v1.2 which hopefully takes care of the memory leak as well, though the fuzzy thing was some shader code that should be unrelated.
DarkThoughts It's weird that your getting a mix of blocky and not, it looks like chunks are getting the wrong data but that shouldn't be able to happen to just some of them. If you know what triggers it then you could try checking if the loading changes in v1.2 help.
Regarding to my previous post about the Skybox Reflection looking bad on the water, if you disable the Skybox Reflection to not have the ugly reflections by unchecking the "Enable Skybox Reflections" in the settings, it will cause memory leak.
The Skybox relfection at night is looking weird in the water, also this water is underground, so there would be no skybox to reflect in the water, turning Skybox Reflections off in the shader settings removes it.
Sometimes I seem to be getting weird blocky cloud shadows from invisible clouds.
Anyone know whats the deal with fuzzy water at night time? Its overal reflectio strength from what I can tell
Coriander your shader looks fantastic combined with my "drt agx" mod, give it a go when/if you got the time.
Joegen I really like this idea, and you're right that it's a natural next step, but the way to do it would start with proper deferred rendering for the game to track material properties like you and VaelophisNyx are saying. I didn't want to tackle that as a first project so it would mean mostly redoing the reflections vs just extending them, but that said deferred rendering would be great for performance and open up more lighting options elsewhere so it's definitely something I've been thinking about.
SkepticJoker Thanks for calling this out, I suspect it's because I didn't account for earth curvature doing the cloud shadows, I'd put some bounds on it making it but if it's still being weird I'll take another pass on it. Though I'm trying to get the next feature I'm working on finished, so might not get to it until that's done.
I've noticed that during dusk hours as it get later the lighting will abruptly go from dark to light a few times, I'm pretty sure it's related to cloud shadows. Though it might be technially working as intended, I think it looks pretty bad and I would like to see a smoother transition between day and night.
VaelophisNyx ofcourse, perhaps a low sampled blurred version will look better than the oddness that vanilla currently has. Since you have SSR working well thought it might be a next step. Similarly with glass, (though theres other issues with glass compositing that needs resolving first, like clouds looking as bright as the light thats on the glass block).
Great work on the shader! I forgot to mention. It really adds a lot to the game and is a welcome, undistracting improvement.
Joegen Well, those wouldn't be polished enough usually to reflect like that. Even a solid silver block is no mirror
Any plans on implementing SSR and Skybox onto reflective surfaces like iron, gold, tin bars etc..? Essentially swapping out the games existing glimmer shader.
Kalmorph Nice, glad it worked! Happy to be of help 😄
DigitalHare Moltenhead w0ntonim0 Just put out v1.1.4 which should fix those crashes, thanks for the heads up. Also I didn't know about high res screenshots, but unfortunately I suspect it won't work with cloud shadows, the shadow setup is spread across frames so won't ever be ready the frame after reloading and will probably always make everything look fully in shadow. Maybe if the game gives some indication that's what's happening I can stop the clouds from resetting? I can take a look.
@Moltenhead Same here. Except the game crashes when I try taking a high resolution screenshot which was never an issue before. Hopefully it gets addressed and fixed soon since this shader mod is better than the other ones personally I like how the water reflections and lighting looks compared to the others.
This mod is broken with the previous update, never had this issue before. But when I tried taking a high res screenshot, the game randomly crashed and the error log said it was this mod that caused the crash. It needs to be fixed so that you can take high resolution screenshots with it, other than that I think the water shaders in this mod are the best out of any other shader mod.
DigitalHare having also a persitent crash while using the F11 key to go from windowed to full screen display while playing:
After some brief testing I got to say, for as little as this mod does in terms of quantity, the things it does have it does really well. Water reflections of course are always nice and common with these shader mods, but I really enjoy especially the cloud shadows, which bring so much atmosphere and immersion to the game.
Reporting a crash that I had a few times - Again, probably an interaction with something on my end, but hey if there's something useful, happy to report! I know that the game takes a lot of issue with the dev>Extended Debug Info being on and doing certain things. (Like having that on and streaming to Discord..) Regardless; I have that on to try and trace a game lockup I'm having randomly so it could be related to that.
First crash was moving the text cursor to another field on a mod option window and the second while making the game fullscreen to take a screenshot. Third was after realizing you said that you had to change the hotkey in the config rather than in game and thought it might have been that. Set it to whatever I was going to in the config and got the third taking out of fullscreen after restarting so probably not that!
Confirmed that this is fixed with Volumetric clouds! Thank you so much for your contribution! 😍
Oh really? I had the classic clouds on, I'll switch up to volumetric and see if it's solved with that!
Also, Tyron is now officially aware and I'll add that fix in pre3 or rc1
Kalmorph Yeah that was me, bummer it doesn't help. The offending code is also in the original non-volumetric CloudRenderer, which I didn't patch, you wouldn't happen to have that set? I just checked and with no mods clouds didn't disappear for me, so I'm not sure I can check if it's related, sorry.
Maoman lol, I'm from the future
Coriander Just tested it out and it clouds still disappears after sleeping, sadly.
Are you on Discord? I pinged Tyron in #gamedev channel with a fix that someone posted on their Github issue, I don't know if it was you. Man, I've been wanting to fix this bug for so long. The fact I have to reload my world everytime I sleep to see the clouds is so annoying.
In the description:
"The mod was developed on v1.26.6, but isn't dependent on anything specific to that version."
I assume you meant to type 1.21.6 there lol
Kalmorph I don't know for sure, I didn't actually have that issue to tell if this fixes it, but it patches the cloudmap breaking from time being sped up which did cause the mod to crash when sleeping so it seems likely it's the same thing. The patch is in Patches/HarmonyPatches.cs, the CloudTick transpiler patch in
CloudRendererMapPatcher, it shouldn't depend on anything else in the mod if you want to isolate it.Wait, does this new update fix the clouds disappearing after sleeping?
noodlepfp Hmm, that's concering, I haven't been having this issue but I also haven't been paying close attention to it. I'll look into it, thanks for bringing it up.
JavaBeans I'll take a look at Rivers since it might happen if part of the mod gets confused about whether the camera is underwater, but based on what you've said my other guess is that it's due to some settings difference that I'm not testing. I can try messing with the settings and seeing if it breaks anything. It might be worth checking your client-main log to see if there are any [Warning] entries.
Protobean Yeah that's the idea but it looks like it put all the error logging into client-main.log. I'm not sure if the comments here will wrap it like a crash report, if not maybe make a pastebin or something. We're looking for any [Warning] and [Error] entries.
Coriaender just let it crash with the dev mode and open gl debug open? here it is
Running on 64 bit Windows 10.0.19045.0 with 15318 MB RAM
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 11/02/2026 21:58:17, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x47ac
Hora de início do aplicativo com falha: 0x01dc9bba2ab3f9bb
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 3ebfe8c5-5a8f-4493-b66c-5e146244a6c4
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 10/02/2026 19:14:56, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x20d4
Hora de início do aplicativo com falha: 0x01dc9ada1b4018c5
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 2e3e0467-1f91-4d2a-8252-4f37549d9b31
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 01/02/2026 22:42:14, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x217c
Hora de início do aplicativo com falha: 0x01dc93e413c33f49
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 445aa4fe-a710-4ccc-b145-adab4a572ddf
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
Coriander
I don't think I have any mods that effect skies, clouds or fog. Most of the mods I run are gameplay, I do have Rivers which I don't think causes this weird visual but then again you can find weird things in modding.
Edit: Turns out when it is dark water inside caves is having this weird visual
I'm getting some significant memory leaks with this mod.
I narrowed it down to this one.. After about 10-15 minutes of playing, my RAM maxes out at 24GB and starts stuttering gameplay to free space (as you would expect with capped out RAM).
No worries. I just disabled the mod and reset the time speed. x)
Oh weird. Well, I was just reporting a crash that the game pointed to this just in case it was useful! At least it was something that was known and was knocked out by looking into another's issue!
DarkThoughts Sorry for the stress, if trying to load your world is giving the same crash: "Function does not accept floating point Not-a-Number values", then I wrote a patch that will fix it and should let you load into your world again, though I won't be able to finish packaging it up for release until tomorrow.
This looks like the same bug that was causing the sleeping crash and the issue with Salty's Reborn, it's a bug in the base game's cloudmap system where speeding up time will cause infinite cloud speed, which normally just breaks the clouds showing up but the way I use cloud speed causes the game to crash instead. The patch I wrote fixes the bug in the game directly so hopefully is the end of these issues, I also commented the fix on a bug report about it so maybe the devs will fix it for everyone. Metalsoul212 and DigitalHare that also looks like the same issue.
JavaBeans Thanks for testing it, do you have any mods for effects that change the sky, clouds, or fog? Does turning the underwater effects off affect it? My mod uses the base game's shaders to draw the sky reflections, it kind of looks like it's using a dark color when it shouldn't be. Is it only showing up in specific places, or is it happening all over?
Protobean Well damn, the extra logging just says "Program Link Failed for unknown reason", that's not a lot to work with 😔 Sorry but do you mind running it again and turning on OpenGL Debug Mode before loading a world? To do so you need to activate "Developer Mode" in the Interface menu, then you can turn it on in the Dev menu that shows up. It makes the game run like crap so don't leave it on, but the game will do more error testing and hopefully provide a crash log with some more details.
Coriaender After some wait, here it is:,sadly some par of it is in my native language, mainly the bottom part, unless it auto translates.
Running on 64 bit Windows 10.0.19045.0 with 15318 MB RAM
Game Version: v1.21.6 (Stable)
10/02/2026 19:12:56: Critical error occurred in the following mod: coriaendershaders@1.1.2
Loaded Mods: game@1.21.6, coriaendershaders@1.1.2, creative@1.21.6, survival@1.21.6
CoriaenderShaders.CoriaenderShaders.ShaderCompileException: [ScreenSpaceReflectionShaderProgram] Shader failed to compile:
Link error in shader program for pass screenspacereflections: Program Link Failed for unknown reason.
at CoriaenderShaders.Programs.UniformQueueShaderProgram.Initialize() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Programs\UniformQueueShaderProgram.cs:line 119
at CoriaenderShaders.Effects.CoriaenderWater.ReloadShaders() in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 118
at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 487
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 01/02/2026 22:42:14, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x217c
Hora de início do aplicativo com falha: 0x01dc93e413c33f49
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 445aa4fe-a710-4ccc-b145-adab4a572ddf
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 23/01/2026 15:09:43, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x32d0
Hora de início do aplicativo com falha: 0x01dc8c92e1bc0744
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 7717141f-af86-465d-8808-bcc4753c2d14
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
--------------
{ TimeGenerated = 23/01/2026 15:05:19, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.21.6.0, carimbo de data/hora: 0x67fe0000
Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad
Código de exceção: 0x40000015
Deslocamento da falha: 0x00000000000df046
ID do processo com falha: 0x1d98
Hora de início do aplicativo com falha: 0x01dc8c920fffae09
Caminho do aplicativo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Caminho do módulo com falha: C:\Users\Usuario\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID do Relatório: 20e53358-dd80-427c-8256-d1aea9bcbfe5
Nome completo do pacote com falha:
ID do aplicativo relativo ao pacote com falha: }
Was in my creative world testing things, set the game speed to 50000 and the game crashed. Now it crashes every time I load the world.
Probably something else, but game pointed to the shaders. I had way too many entites out with the item pickup highlighter (Dana's tweaks auto planting seeds made reaaaally thick lumps of trees lol) and who knows. Had just killed a bowtorn.
Getting a crash with the new update
Coriaender
I found that Overall Reflection Strength & Enable Skybox Reflections is causing those patches of black pixels in the water, furthermore its more noticable at dark. With Overall Reflection Strength down to 0 it dosen't appear but I think anything above 5% and it will appear. This is just for the surface water inside caves so far don't share this weird visual.
Heegrim Thanks! Maybe you installed right as I updated, or maybe it doesn't work with -pre versions? Seem to be working for me now at least.
Protobean Of course! You're doing me a favor by testing it so please don't sweat it.
JavaBeans That does look weird but I'm not sure I can tell what's going on from the screenshots. Have you tried turning the different parts of the effect on and off to narrow it down more?
b0b4444 I think this is actually a bug with Salty's Reborn, if not with the game itself. When it speeds up time the cloudmap stops updating, which is what resets the wind offsets, but the wind offsets keep increasing so the values go to infinity, then NaN, which then causes the crash in my mod. The thing is though, they don't recover after you respawn so the clouds will stay broken even if I did something to avoid the crash. SaltyWater this is windOffsetX and windOffsetZ in CloudRendererMap, they get reduced whenever the cloud thread returns an updated cloudmap. Very cool mod, btw.
Crash with Salty's Reborn mod
Running on 64 bit Windows 10.0.26100.0 with 31934 MB RAM
Game Version: v1.21.6 (Stable)
2/5/2026 8:27:25 PM: Critical error occurred in the following mod: coriaendershaders@1.1.2
Loaded Mods: walkingstick@1.0.16, autowalk@1.0.4, betterforest@0.1.2, boatiespeedie12@1.0.4, bonemarrowsoup@1.0.1, bushmeatrecipe@2.0.0, catchlivestock@0.2.2, catchledge@0.7.0, cavepainting@0.1.3, chiseltools@1.16.1, conquest@1.0.3, crawlanddive@0.2.3, diversediets@1.0.3, fallingtree@0.4.10, figurines@0.2.6, floralzonescosmopolitanregion@1.0.11, bovinae@0.3.5, caninae@1.1.2, chelonioidea@1.0.7, elephantidae@1.0.17, iniidae@0.1.6, machairodontinae@1.1.7, pantherinae@1.2.8, rhinocerotidae@1.0.23, sirenia@1.0.26, spheniscidae@1.0.16, freelook@1.0.4, hangingoillamps@1.0.5, immersivelanterns@0.3.2, manualquenching@1.0.10, manualscraping@1.3.0, manualtoolcrafting@2.0.0, mistsofstability@0.1.0, pipeleaf@2.5.1, primitivesurvival@4.0.3, reborn@0.1.3, shelfobsessed@1.9.5, soaplyeandbloom@1.3.6, sprintmomentum@0.2.0, spyglass@0.6.0, stoneharvesting@1.2.1, tankardsandgoblets@1.3.4, terratag@0.2.0, togglecrosshair@0.1.0, toolbelt@0.3.4, vaultandroll@0.1.1, vinegarportiononly@1.0.0, game@1.21.6, vsimgui@1.1.16, worldoffortune@1.0.0, allclasses@2.0.9, anastastemod@1.2.21, apegrapes@1.3.1, attributerenderinglibrary@2.4.2, beararmorrepair@1.0.3, betterfirepit@1.2.0, betterruins@0.5.6, bloodtrail@1.1.8, bodyheatbarfix@1.0.1, bowtornbyproducts@1.0.0, butchering@1.11.0, carryon@1.12.1, cartwrightscaravan@1.8.0, climbmountain@0.2.2, configlib@1.10.13, coriaendershaders@1.1.2, farseer@1.3.3, firepitsshowfuel@1.2.1, floatingfish@1.1.7, foodshelves@2.3.3, footprints@1.1.3, foragersgamble@1.2.6, fromgoldencombs@1.9.4, functionalanchor@3.1.8, genelib@2.1.6, hudclockpatch@1.1.2, hydrateordiedrate@2.3.6, iwantsmoothtemperature@1.1.3, jaunt@2.2.0-rc.2, knapster@3.0.2, meteoricsteel@1.0.7, naturalfertilizer@1.3.0, nbcartographer@2.2.1, pelaguswinds@1.2.2, playerlistrevived@2.3.7, purposefulstorage@1.5.1, realsmoke@1.1.10, rivers@4.7.5, scaffolding@1.2.5, smithingplus@1.8.3, sonitobackpackgroundaccess@1.0.0, sonitoforagerbasket@1.2.3, targetDotSmall@1.1.0, terraprety@7.9.0, thecritterpack@1.3.4, trailmodupdated@1.3.6, variantmeals@2.6.1, vigor@0.5.0, coffee@1.0.5, creative@1.21.6, vsroofing@1.2.1, survival@1.21.6, vsvillage@4.0.0-pre.4, waterfall@1.0.0, castaway@1.0.1, draconis@1.2.0-rc.3, elkjaunt@1.3.0, equus@1.2.0, meteoricsteelcompat@1.5.0, rats@0.5.1, seraphleveling@1.10.2, visiblenaturaltrails@0.2.1, vsvillagedesert@1.0.2, vsvillageviking@1.0.2, vsvillageaged@0.0.7, vsvillagetowers@0.0.7, butcheringseraphlevelingcompatibility@1.1.0
System.ArithmeticException: Function does not accept floating point Not-a-Number values.
at System.Math.Sign(Double value)
at CoriaenderShaders.Effects.CoriaenderShadow.OnOIT(Single deltaTime) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderShadow.cs:line 437
at CoriaenderShaders.Renderers.CloudmapMipRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Renderers\CloudmapMipRenderer.cs:line 12
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 940
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/27/2026 9:34:28 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6a2c
Faulting application start time: 0x1dc8fecf50c6c90
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: 049df342-cfc6-408e-a7e6-644e216430e7
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/26/2026 11:38:20 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6f78
Faulting application start time: 0x1dc8f469a687c62
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: e85a434a-32e7-4dcc-b5e2-f0403e8a3db0
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/26/2026 11:37:10 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x4840
Faulting application start time: 0x1dc8f46439e3f20
Faulting application path: G:\Vintagestory\Vintagestory.exe
Faulting module path: G:\Vintagestory\Lib\openal32.dll
Report Id: 3fc81bc1-dc30-4fd1-9009-3f03e2031087
Faulting package full name:
Faulting package-relative application ID: }
Getting some of these weird visuals for the water, is it meant to be like this?
https://imgur.com/aXM73st
https://imgur.com/n0Zy8R1
@coriaender, will do, cant rn, im travelling, is monday fine for u?
Awesome mod!
Just to let you know, the 1-click install button downloads the outdated version 1.1.1 which has a bug where ther water renders inside the sailboat. Fixed by manually installing 1.1.2.
Sorry for the delay, it took over a week to get internet working after moving 😓
1.1.2 is out now with fixes for the sleeping crash and the flickering issue.
Vari_Ares that crash should be fixed in 1.1.2
8BitTim It might be something fixed in 1.1.2, if you try the new version and it still crashes please share your crash log. I also have access to an Intel Arc system, so now that I have internet again I can test it and see what comes up.
Protobean I extended the compiler crash logs to show the actual compiler error, do you mind running (and crashing) it again and sharing the new logs?
SomeGuy_ This is awesome, sorry it's so much work to get it working, I can take a look at the mod and see if there's a way to accomodate it.
I've noticed that if you use Spyglass or Combat Overhaul ranged weapons, whenever you zoom using any of these; it will lead to all the water reflections being dragged alongside the zoom. This is related to these mods adjusting FOV. Would it be possible to get a compatibility patch for these? Love your work!
Edit: I switched to Zoom Button Reborn (this mod adjusts FOV but does not cause any issues with Coriaender Shaders!!) and also edited the Firearms, Crossbows & bow files myself to get rid of their FOV adjusting on aiming and firing. (This is tedious and takes like 20 minutes, so beware. It is not hard though, you just need Notepad).
Here is how you can do it as well; download Combat Overhaul & Armory, Crossbows and Firearms as ZIP files (all of these are from Maltiez here on the Vintage Story mod site). Put Combat Overhaul and Armory straight into your mods folder (%appdata% in your Windows search bar -> VintagestoryData -> Mods) and load them in the game. Then exit the game and go back into the mods folder. Go to VintagestoryData -> ModConfig and find "combatoverhaul" (it is a Yaml Source File, open it with Notepad). Adjust "bow_fov_effect: true" -> "bow_fov_effect: false" and also "bow_fov_multiplier: 1" -> "bow_fov_multiplier: 0".
Now normal bows no longer change FOV on aiming or firing, so they work fine with the shader.
Next lets do the Crossbows mod by Maltiez. First download it as a ZIP file from the mod page, then go to your Downloads folder. Unzip the ZIP file into your Downloads folder. Now open it and use this path: maltiezcrossbows_1.7.0 -> maltiezcrossbows -> config -> animations. Here you will find 7 JSON files; you will go edit each one besides "crossbows" and "repeating".
Lets start with "goatsfoot". Open the JSON file in Notepad and use CTRL + F to search for "0.95", every "FOVMultiplier": 0.95 needs to be changed to "FOVMultiplier": 1. Ie you just change the value of 0.95 to 1. Most of them are already set to 1, but some are not. So we use CTRL + F to find the outliers (the outliers are usually in an "aim" or "firing" section of the code, but also elsewhere sometimes) and change them. After you are done, save the JSON files (CTRL + S) and move onto the "latch" JSON file. There you will use CTRL + F to search for "0.95" again and do the same thing, changing the FOVMultiplier values with 0,95 to a value of 1. Also 1.0 is the same as 1, but I prefer to type it as just "1". Go through the JSON files "simple", "stirrup" and "windlass" to do this same process and remember to CTRL + S in each JSON file using Notepad once you are done editing them. Also keep in mind the "," behind the value is important and should not be deleted ("FOVMultiplier": 0.88, becomes "FOVMultiplier": 1,).
Now that you are done editing the JSON files, go back to maltiezcrossbows_1.7.0 (we are just going backwards in the same folder) and copy paste "crossbows.deps", "crossbows.dll", "crossbows.pdb", "modicon", "modinfo" and "assets" into your Downloads folder. Then with these 6 files selected, right click one of them and select "compress to..." and "ZIP". Now name this new ZIP file "maltiezcrossbows_1.7.0 new". Then go back to the mods folder for Vintage Story (VintagestoryData -> Mods" and copy paste "maltiezcrossbows_1.7.0 new". Once the file has been pasted there, rename it to "maltiezcrossbows_1.7.0" ie just remove the "new" part from the name. Now back to your Downloads folder and delete those 6 files ("crossbows.deps", "crossbows.dll", "crossbows.pdb", "modicon", "modinfo" and "assets"), this is so you can keep doing this process in your Downloads folder without issue. Voila, you are done. Now crossbows no longer zoom the screen and cause no issues with Coriaender shaders. Go back into Vintage Story (the game) and open the mods part of the main menu and click "reload mods" and it should be all good!
Now lets go over how to do it for Firearms by Maltiez.
Go to your Downloads folder and find "maltiezfirearms_1.6.2", unzip it into your Downloads folder and use this path: maltiezfirearms_1.6.2 -> assets -> maltiezfirearms -> config -> animations. Here you will find 9 JSON files, we will edit each one of them. Lets start with "arquebus", open it with Notepad and use CTRL + F to search for "0.88" and change each FOVMultiplier with a value of 0.88 to a value of 1. Ie "FOVMultiplier": 0.88, -> "FOVMultiplier": 1,. Also beware that there are already a lot of FOVMultiplier's in these JSON files with a value of 1 or 1.0; we do not need to worry about those, since they are fine. Only the ones with a value lower than 1 matter for this edit. After you are done editing "arquebus", CTRL + S to save and then lets move on to "blunderbuss". In "blunderbuss" use CTRL + F and search for "0.88". Then change each FOVMultiplier with a value of 0.88 to a value of 1 (so "FOVMultiplier": 0.88, -> "FOVMultiplier": 1,"). Next we will go to "blunderbuss-flintlock" and use CTRL + F to search for "0.88" and also "0.85". Then edit them the same way as in "blunderbuss", by just changing the FOVModifier's with those values to a value of 1. Then we can move on to "carbine" in which you will use CTRL + F to search for "0.85" and then edit the FOVMultiplier's with that value the same way as before, to a value of 1. Then comes "firearms" in which you use CTRL + F to search for "0.85" and do the same thing as before. After that we can go open "musket" and search for "0.85", then do the same thing as before. Now you go to "pistol" and use CTRL + F to search for "0.907", then change every FOVMultiplier with that value to a value of 1. Then comes "pistol-flintlock" in which you use CTRL + F to search for "0.907" and do the same thing as before. Lastly, finally is "superimposed" where you will look for "0.903" and "0.907" using CTRL + F. Then change every FOVMultiplier with those values to a value of 1. After all this editing, remember to CTRL + S to save in each of these JSON files in Notepad.
Now go back to "maltiezfirearms_1.6.2" (we just go backwards on the file path) and copy "firearms.deps", "firearms.dll", "firearms.pdb", "modicon", "modinfo" and "assets". Copy paste these 6 files into your Downloads folder, right click one of them with all of the 6 selected, Compress to..., ZIP and name this new ZIP file "maltiezfirearms_1.6.2 new" and go copy paste it to the Vintage Story mods folder. Then once it is pasted there, rename the pasted file to "maltiezfirearms_1.6.2" (we just removed the "new" part from the name). Now go delete the 6 files "firearms.deps", "firearms.dll", "firearms.pdb", "modicon", "modinfo" and "assets" from your Downloads folder, so we can keep doing this for the next mod. You have now finished the editing for the Firearms mod. Good job :)
And finally lets go over how to do it for Extra Firearms [FORK] by manny59 , if you want to use it (I do).
Go to your Downloads folder and find "extrafirearms_0.7.3", unzip it into your Downloads folder and use this path: extrafirearms_0.7.3 -> assets -> extrafirearms -> config -> animations. Here you will find 11 JSON files (I am crying), of which "blunderbussdb", "hallrifle", "handgonne", "jezail", "pistol-matchlock", "volleygun", "volleypistol-flintlock" and "wheellockcarbine" are relevant.
Lets start with "blunderbussdb" open it with Notepad and use CTRL + F to search for "0.88", then change each FOVMultiplier with a value of 0.88 to a value of 1 ("FOVMultiplier": 0.88, to "FOVMultiplier": 1,). Then CTRL + S and we move on. In "hallrifle" use CTRL + F to search for "0.85" and find each FOVMultiplier using a value of 0.85 and change those to a value of 1. Next open "handgonne" and search for "0.88" then change each FOVMultiplier with a value of 0.88 to a value of 1 (also keep in mind this file has other places with 0.88 being used that are NOT an FOVModifier, DO NOT change those. Only adjust the values of the necessary FOVModifiers). Then we can go to "jezail" and search for "0.85" and do the same thing as before. Now we open "pistol-matchlock" and search for "0.907" and then do the same thing as before. In "volleygun" we search for "0.85" and do the same thing as before. In "volleypistol-flintlock" we search for "0.907" and do the same thing as before. Then in "wheellockcarbine" we search for "0.907" and then change each FOVMultiplier with a value of 0.907 to a value of 1. Remember to save your changes. Once this is done, go backwards in the file path to "extrafirearms_0.7.3" and copy paste the files: "assets", "modicon" and "modinfo". Paste them to your Downloads folder, then right click one of them while all 3 are selected and select "Compress to..." and "ZIP". Then name this ZIP file "extrafirearms_0.7.3 new" and go paste it into your Vintage Story mods folder. Once pasted there, rename the pasted file to "extrafirearms_0.7.3" (we just remove the new part from the name). Then go back to your Downloads folder and delete the 3 files: "assets", "modicon" and "modinfo". Voila, all is done. Now you can go enjoy the game and these mods without FOV caused issues!
An a final note, it is a good idea to make a Vintage Story Backups folder somewhere on your PC to keep these edited versions of the mods at, so you don't need to redo this all. Also keep in mind that this edit should work for all future and some previous versions of these mods as well, so long as the animation logic is the same. Feel free to copy paste my instructions into a text file. If anyone has issues getting this edit to work, I can try to help! I hope this is of use to others wanting to use Coriaender Shaders with Maltiez's Crossbows and Firearms, as well as Extra Firearm's fork by manny59. Have a great day, anyone reading this :p
crashes with a AMD RX 580 2048SP with the following message:
The reflections being screenspace only makes smaller bodies of water (such as rivers from the popular river mod) look absolutely hideous. Looking down toward the water cuts off the reflected image badly.
Give it true raycasting so the reflections work the way they ought.
If I try to run the mod it crashes. I use an intel arc a770.
Coriaender in the test version, I didn't crash when sleeping - but I'm not sure it would've happened every single time I slept to begin with, since I only slept once and crashed previously.
However, now I notice (might not be new) the water surfaces flickering darker and lighter constantly, even with Shadow effects off.
See: (recorded at 30fps by mistake, was flickering more than it shows)
Clip 1
Clip 2
Hi ! I have this crash :
:c
Sure I'll give it a run. If I crash again before you test it proper I'll let ya know! Thank you!
It looks good, I will try this mod
Janeator DigitalHare Thanks for the reports! I think I found what's causing it, I put out a build with a simple fix but I don't have time to test it right now so I'm leaving it as a pre-build.
Nekonserva Thanks for pointing this out, I'm able to reproduce this by changing shadow settings while in game, I have a guess as to what's happening but I won't have time to work on it for a couple days, sorry.
When cloud shadows are enabled, whe whole world flickers black ~2 times / sec on high and very high shadow preset (in vanilla settings), and ~4 times / sec on medium. No shadows nor flickering on low preset (not sure if this is intended) Nvidia RTX 3050 Win 11
Janeator Don't think it's related to the storm itself, had the same crash-ish sleeping normally (A lot more mods though lol)
Crashed while sleeping during a temporal storm. GTX 1070 Ti win10.
T2k3 Thanks for the callout! I just released v1.1.1 which fixes a non-Nvidia issue v1.1.0 introduced that was causing that same error for me on my AMD system. It fixes the crash but unfortunately the cloud shadows aren't showing up at all on that system, and I won't have time to look into it until next week since I'm moving this weekend. If you still get crashes with v1.1.1 then let me know and I'll try and fix it asap, sorry for breaking things!
hi Coriaender
first of, i like your mod very much! give so much depth in the visual department ^^
Sadly your last update crashes on my machine:
System is Linux with an RX 6900 XT
bobbinrose Ah, oops, thanks for pointing this out!
Zach77 Thanks, sorry it isn't working! Is it not loading at all (should cause a crash) or just not showing up in game? I remembered my laptop is AMD, I'll find some time to set up and test on there. And yeah, I'm aiming to add more subtle stuff I feel is missing but it helps that the game looks really nice to start with :)
SanAndreaP Thanks! Glad the compatibility mode helped with chests, I'll just bake it into the mod. I'll take a look at rifts and clouds, hopefully the clouds thing isn't a memory leak, but I can try adding a reload mod button so you at least don't have to restart the game of something gets weird. And thanks again for the feedback, I really appreciate it, and I'm glad you're enjoying the mod!
So after playing for a while I found a couple of issues:
Only noticed this once so far and unfortunately didn't think to save logs from that session :/
Otherwise I enjoy the mod so far. 👍
Does not work on amd, at least not using AMD Ryzen AI 7 350 and Radeon 860M × 16. hope this could be fixed since i like the default grahpics other than the fact that there is no water reflections, awesome mod otherwise :D
Without VSImGUI it appears there is no mod config created.
SanAndreaP Thanks, reading up on it it sounds like Nvidia drivers can be a little loose with the shader spec compared to AMD. I can't really test on AMD but it's a good thing to know and watch out for. Thanks for your help and following up, I appreciate it, if you run into any more problems I'm happy to take a look.
Coriaender It's an AMD Radeon RX 6600 XT, running on Manjaro Linux. Here's the info from the logs:
SanAndreaP Released 1.0.3-pre.2 with the corrected ordering, thanks for digging into the problem. I'm curious why this would be different for you, do you mind if I ask what GPU you're using?
I can't get this mod to work... I always get the following error in the logs:
2.1.2026 22:04:30 [Error] Shader compile error in watercompose.fsh 0:28(1): error: storage qualifiers must come after precise, invariant, interpolation, layout and auxiliary storage qualifiers
2.1.2026 22:04:30 [Notification] [coriaendershaders] [CoriaendersWater] Water effects shader failed to load and/or compile
2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass cameradepth.
2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass waternormals.
2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass screenspacereflections.
2.1.2026 22:04:30 [Notification] Blocks tesselated
2.1.2026 22:04:30 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
2.1.2026 22:04:30 [Error] [coriaendershaders] An exception was thrown when trying to start the mod:
2.1.2026 22:04:30 [Error] [coriaendershaders] Exception: [CoriaendersWater] Failed to load/compile shaders
at CoriaenderShaders.Effects.CoriaenderWater..ctor(CoriaenderShadersModSystem mod) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\Effects\CoriaenderWater.cs:line 85
at CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem.StartClientSide(ICoreClientAPI api) in C:\Users\Corey\source\repos\CorbleShaders\CoriaenderShaders\CoriaenderShaders\CoriaenderShadersModSystem.cs:line 60
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675
2.1.2026 22:04:30 [Error] Failed to start system CoriaenderShaders.CoriaenderShaders.CoriaenderShadersModSystem
and then I get a bunch of the following error:
Here's the full client log after removing all mods except this one and VSImGUI, with a new world:
https://gist.githubusercontent.com/SanAndreaP/65f853ad5d80ed362a16a9f2f111ee08/raw/696edaf5f5f3b47d89c2b7ac7dee5cbea08b2ffb/client_main.log
EDIT: after tinkering with the shader for myself, I found the error:
on this line: https://codeberg.org/Corble/CoriaenderShaders/src/commit/54806daa65bf6f0dba7bf51cfc426a27ad3c5134/assets/coriaendershaders/shaders/watercompose.fsh#L27
the "out" needs to be after "layout(...)", so correctly it needs to be "
layout(location=0) out vec4 texColor;"Apparently, the latest update fixed the problem.
Abra_The_Cadabra it took some figuring out but I'm pretty confident it is an ultrawide thing after all. I don't know how the game handles ultrawide, but I just released a pre build that includes a more direct fetch of screen size that hopefully piggybacks whatever the game is doing. If you get a chance to try it I'd appreciate hearing if it works!
MRGOOSE I dug into this and open chests are drawn at a slightly different time than closed chests, and in between my mod does some prep for SSR. The pre build I just put out has a 'compatibility mode' option that removes an assumption about what state to leave the frame in which might help, if you get a chance to check I'd appreciate it! And yeah, reflecting the moon is on my to-do list, I'll add a note to the description.
NeoB That sounds like it might be a platform issue? Sorry, I don't have other platforms to test it on, and the mod should (intentionally) crash the game if things aren't loading properly. Do you mind checking your logs to see if there are any warnings? Anything line with [coriaendershaders], probably in client-main.log, or maybe client-crash.log but probably not if the game isn't actually closing.
I've never been able to get this mod to work. The menu appears when I press K, but there are no shaders or anything.
turning off screen space reflections fixes the issue. my mod list is pretty big but i dont really know of any mods i have that could cause it.
also, the moon does not cast a reflection on the water, is this intentional or a bug? i am using "Night sky delights" skybox mod. also, in deep water looking up looks very off when skybox reflections is enabled.
Ooooh it might be due to the Kobold mod, it has a height option which is super short, like short enough to fit into a one block space. I imagine that is causing the underwater effect issue since that is usually under 1 block.
Abra_The_Cadabra Oh, wild, it looks like my mod thinks you're underwater. I'll take a look at the code for that and try and figure out how it might get confused, but do you have any mods installed that do underwater stuff? I'm using the DefaultShaderUniform to track that so really any mod that cares if you're underwater could cause it. I was considering adding a setting to turn off underwater effects anyway, so I can at least work on that.
I'll snag a picture of it if I'm able. It is SUPER odd.
Edit: Here ya go https://imgur.com/a/Cop2m0c
Abra_The_Cadabra Are you saying there is water on screen, but it's drawing reflections to the side where there isn't water? You're right that that would happen if I'm using the wrong screen size, I can take another look at how I'm tracking it. It'd be really strange if there wasn't water anywhere on screen though.
Having a super odd bug where my reflections are in my vision when not looking at the water? If that makes sense. Like, if I stare off into the horizon, I can see a reflective copy of what I'm seeing off to the right on my screen. Would it have anything to do with my screen being Ultrawide?
MRGOOSE I just launched a change to how base game shaders are modified, which might help. If not, do you mind sharing your mod list and whether turning off any of the components helps? I can't reproduce this issue, but can try to narrow it down.
for some reason, this mod makes opened animations of doors and chests and etc become invisible.
Mobius, KittyofPathos I uploaded a pre build 1.0.2 which hopefully addresses the crash, I can't reproduce the problem so if you don't mind giving it a try and letting me know if it still happens I'd appreciate it! If it doesn't resolve it then I can add a check to avoid outright crashing, but it means another mod is replacing the cloud shader program so it might be hard to be fully compatible.
itbegoose I can't reproduce this, do you mind checking if a specific part of the mod is causing it, and sharing your mod list? The shader should only run when there's water on screen so this is probably another mod using a shader I'm replacing, I'm working on injecting code instead of replacing files so hopefully that will fix it.
Vargur thanks for pointing this out, I have a fix in the works.
Hey, I figured I'd report this since it outright corrupted my save file and I can't open it again in repair mode. It didn't have a lot of progress so no issue there but here's the crash report. The only things I can think of that would cause this is me using either Optitime or a mod that adds more kinds of weathers?
Edit: Nvm the world was able to reload after all, it just was being a bit weird! Nonetheless I'll leave the crash here
When opening doors or chests they turn invisible
door
Looks great on the surface. I'm noticing that sometimes inside buildings, or underground, the skybox is still being reflected.
GamerGoBC lilypads should be fixed in 1.0.1, thanks for pointing this out.
Volund I didn't test it with OptiTime directly but I changed how the perspective is fetched, which hopefully means it will update correctly when OptiTime changes it. If you get a chance to see if it's fixed, I'd appreciate hearing if it worked! I haven't finished the shader patching so clouds might still not show up.
MiraLeaps It's onlyl 1.21.6 because that's the release I launched on and I haven't tested any older versions. I did write it mostly on 1.21.5 though so I wouldn't be surprised if it works fine, I can add a note clarifying in the read me though.
KittyofPathos Thanks for the report! I'll take a look.
Bug Report for CoriaenderShaders:
Version: coriaendershaders@1.0.0
Game Version: Vintage Story 1.21.6 (Stable)
Issue: Game crashes when entering water
Description:
The mod crashes immediately when the player goes underwater. SSR (Screen Space Reflections) works fine above water, but transitioning to underwater view causes a crash.
Error:
System.InvalidOperationException: Can't set uniform on not active shader cloudmap!Technical Details:
The crash occurs at line 758 in
CoriaenderWater.csin theOnUpdatingCloudmapProgramUniforms()method. The code is trying to call.Uniform()on the cloudmap shader when it's not currently active/bound.Stack trace shows the error happens during the cloud renderer frame update when underwater rendering begins:
1.21.6, when I use the shader, the lilies on the water become invisible
I am actually really glad I turned off optitimes visual stuff, haha. Also, is there a reason this is set to a 1.21.6 dependency? I tried it on .5 and it seemed to work fine with reflections and such.
I hadn't considered shaders until I saw this, it's very pretty! Will definitely be giving it a try. :D
Volund It looks like OptiTime has a Z-fighting fix that changes something for the depth buffer. For SSR I'm mixing depth buffer values with a more direct position depth calculation and also had to implement a precision workaround when comparing them so a conflict there would make sense. Unfortunately without their source it's hard to figure out what they're doing so I can address it, but I can look into it. They also replace the cloud shader which will conflict, but that shouldn't cause SSR issues, and I already wanted to switch to shader injection so I can work on that.
Edit: I figured out what OptiTime is doing to the depth, and it definitely breaks my math but I should be able to make a fix for it.
Gave this mod a go on an existing modded save, and while the reflections seems to work as intended somewhat, I get a ton of black cubes when using screen space reflections, especially indoors. May be caused due to another mod, as I'm ex. using OptiTime and Tungsten (Maybe some similar shenanigans like Optifine causes for minecraft? ). I'll see if I can experiment on a new save to pinpoint the offender mod, if it's a mod that's causing the issue.
this looks amazing. and proper comparison images too thank you so much for that!
Very good, it's great to have more than one option in this kind of mods.
I've been wanting something like this. I applaud your work and I hope you make more stuff like this!