Mods / Dana Tweaks
Author: DanaCraluminum
Side: Both
Created: Feb 21st 2022 at 7:01 PM
Last modified: 4 days ago
Downloads: 25583
Follow Unfollow 432
Latest file for v1.20.0-pre:
DanaTweaks-v3.3.4.zip
1-click install
I'm living in Ukraine and there is war happening right now. Most of my free time I spend on modding when I get a few hours between electricity blackouts.
If you love my work, you can support me on Patreon, I would greatly appreciate it ❤️. Donations keep me doing what I truly love - modding.
A lot of QOL tweaks for comfortable and/or HARDCORE gameplay
Completely configurable, you can disable anything you don't need.
Safe to remove in existing worlds.
Can be installed on server, client or both.
Some tweaks are showcased in youtube playlist
SERVER SIDE TWEAKS
- (Video) Full support for liquid interactions in ground storage. Compatible with liquid containers added by all mods.
- (Video) Immersive crafting using ground storage. Such as sealing crock, crafting tools with tool heads and sticks etc.
- (Video) Drifters open doors! Lock doors with vanilla padlocks to be safe.
- (Video) Open connected trapdoors (hold Shift key to open only two, config for how many trapdoors to open at once) (temporalily disabled in 1.20, NEED HELP)
- (Video) Chute can now harvest berries, resin and other items when connected to berry bush, leaking resin log or any similar block.
- (Video) Auto plant dropped tree seeds.
- (Video) Seal crock in menu
- (Video) Seal crock in slot
- (Video) Seal crock on the ground
- (Video) Slab modes (choose between auto, horizontal and vertical)
- (Hotkey/Command) Open or close crate lid (default: Ctrl + X).
- (Hotkey/Command) Remove or add crate label (default: Shift + X).
- Auto Close (hold Ctrl key to prevent auto closing)
- Branch Cutter
- Pick up bony remains using right-click.
- Recycle metal blocks and torch holders to metal bits
- Cool molds with watering can (in vanilla since 1.20)
- Torches keep their burning timer when broken (exception: torch holder). They don't stack (removed in 1.20)
- Middle mouse click on entity in creative gives "spawn item".
- Firepit heats oven.
- Ground storage particles (cooking pots and crucibles).
- Wax cheese placed on the ground.
- Cancel Book Signature
- Drop Clutter Anyway (in vanilla since 1.19)
- Drop Resin Anyway
- Drop Vines Anyway
- Drop wallpapers
- Four Planks Log
- Fragile Bones
- Oven Fuel
- Pie On The Shelf
- Pot On The Shelf (in vanilla since 1.19)
- Rackable firestarter
- Rain Collector
- Rich Traders (config for each trader)
- Use Planks In Pit Kiln
- No Waterproof Inventories
- No Heat Resistant Inventory
- Hungry? Wake Up!
- Halloween Every Day
- Every Soil Unstable
- Extra Clayforming
- Resin Regrow (original)
- Farmland Drops Soil
- Creative Tapestries
- Recycle Bags
- Recycle Clothes
- Scythe More
CLIENT SIDE TWEAKS
- Auto Panning
- Auto Walk / Auto Run
- Butchering Fix
- Glowing projectiles
- Resin On All Sides
- Auto select tool for mining block.
- Configure amount of recipes per row in menu for clayforming, smithing, knapping and other crafting mechanics that use similar thing.
- Configure amount of icons and colors per row in menu for waypoint window.
- Configure colors for waypoint window.
- Waypoint Colours (fork). I did it after original and before fork, so my version is different.
- What Bag Was That Again? (my version also adds shaking tweak for clothing slots)
- Shake inventory slots for selected bag.
- Shake slots with bags for selected inventory slot.
- Shake slots with suitable clothes for selected clothing slot.
- Shake inventory slots for selected bag.
- Map Zoom Key (in vanilla since 1.20)
Server and Client configuration files are located in VintagestoryData/ModConfig, they appear after loading any world.
Highly recommended to use with Confg lib to configure everything in the mod, since configuration files are enormous
close crate
unsign book
collect rain
rain collecting
drop leaves
cut leaves
harvest leaves
pitkiln planks
pit kiln planks
crock sealing
mold cooling
cooling molds
cooling of molds
wake up hungry player
hungry player wakes up
hunger
sleeping
saturation
pumpkin carving
carve pumpkins
double trapdoors
open trapdoors
open multiple trapdoors
connect trapdoors
double doors
slabs
tool modes
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.3.4 | 172 | 4 days ago | Show | DanaTweaks-v3.3.4.zip | Install now | |
v3.3.3 | 383 | Nov 2nd at 3:32 PM | Show | DanaTweaks-v3.3.3.zip | Install now | |
v3.3.2 | 304 | Oct 25th at 3:47 PM | Show | DanaTweaks-v3.3.2.zip | Install now | |
v3.3.1 | 24 | Oct 25th at 3:07 PM | Show | DanaTweaks-v3.3.1.zip | Install now | |
v3.3.0 | 73 | Oct 24th at 9:13 PM | Show | DanaTweaks-v3.3.0.zip | Install now | |
v3.2.4 | 1111 | Oct 23rd at 4:14 PM | Show | DanaTweaks-v3.2.4.zip | Install now | |
v3.2.3 | 250 | Oct 21st at 2:22 PM | Show | DanaTweaks-v3.2.3.zip | Install now | |
v3.2.2 | 1762 | Sep 13th at 2:34 PM | Show | DanaTweaks-v3.2.2.zip | Install now | |
v3.2.1 | 555 | Sep 8th at 8:40 PM | Show | DanaTweaks-v3.2.1.zip | Install now | |
v3.2.0 | 1007 | Aug 30th at 8:50 AM | Show | DanaTweaks-v3.2.0.zip | Install now | |
v3.1.0 | 885 | Aug 14th at 5:40 PM | Show | DanaTweaks-v3.1.0.zip | Install now | |
v3.0.0 | 513 | Aug 8th at 12:58 PM | Show | DanaTweaks-v3.0.0.zip | Install now | |
v2.3.0 | 2618 | May 15th at 4:06 PM | Show | DanaTweaks-v2.3.0.zip | Install now | |
v2.2.3 | 497 | May 7th at 3:19 PM | Show | DanaTweaks-v2.2.3.zip | Install now | |
v2.2.2 | 2222 | May 1st at 7:48 PM | Show | DanaTweaks-v2.2.2.zip | Install now | |
v2.2.1 | 134 | May 1st at 7:59 AM | Show | DanaTweaks-v2.2.1.zip | Install now | |
v2.2.0 | 128 | Apr 30th at 2:46 PM | Show | DanaTweaks-v2.2.0.zip | Install now | |
v2.1.2 | 1010 | Apr 16th at 8:00 AM | Show | DanaTweaks-v2.1.2.zip | Install now | |
v2.1.1 | 314 | Apr 11th at 7:53 PM | Show | DanaTweaks-v2.1.1.zip | Install now | |
v2.1.0 | 170 | Apr 10th at 4:12 PM | Show | DanaTweaks-v2.1.0.zip | Install now | |
v2.0.3 | 105 | Apr 10th at 1:45 PM | Show | DanaTweaks-v2.0.3.zip | Install now | |
v2.0.2 | 91 | Apr 10th at 12:36 PM | Show | DanaTweaks-v2.0.2.zip | Install now | |
v2.0.1 | 100 | Apr 10th at 10:20 AM | Show | DanaTweaks-v2.0.1.zip | Install now | |
v2.0.0 | 151 | Apr 9th at 8:35 PM | Show | DanaTweaks-v2.0.0.zip | Install now | |
v1.2.0 | 2222 | Jan 25th at 8:05 PM | Show | DanaTweaks-v1.2.0.zip | Install now | |
v1.1.0 | 1623 | Sep 2nd 2023 at 10:12 PM | Show | DanaTweaks-v1.1.0.zip | Install now | |
v1.0.2 | 3874 | Jul 29th 2022 at 9:38 AM | Show | CraluTweaks-v1.0.2.zip | Install now | |
v1.0.1 | 2339 | Mar 17th 2022 at 2:06 PM | Show | CraluTweaks-v1.0.1.zip | Install now | |
v1.0.0 | 946 | Feb 21st 2022 at 7:25 PM | Show | CraluTweaks-v1.0.0.zip | Install now |
LarekFlynn Not possible
DanaCraluminum Similar to current tweak: 'Configure amount of recipes per row in menu for clayforming etc.' Can you make the slots per row in the inventory configureable? This would be great for wide monitors and upgraded backpacks.
DanaCraluminum the G.O.A.T. <3 Thank you for this fast update !
Thank you for the updates and compatibility with 1.20 😀
QBSteve DrakeBD earwiq I made Resin On All Sides configurable and I made it in such way that it is most likely fixed all related bugs
R4d6 DoktorVanBarron SturgeonFish
I released new verison to fix all auto panning issues
I'm also getting the autopanning issue as Dok describes it.
I may have missed it in the configuration file, but is there a way to disable the shaking bag feature? I didn't expect it to be so distracting for me.
The shaking bag feature is controlled in the client config, not the server config. That's what I get for forgetting they were two different files!
Okay yeah, the auto panning has just stopped functioning entirely now. stepping in and out of water, pretty much any of the jiggle cases don't work, tried downgrading to 3.2.0, didn't help either. downgrading further would get rid of a lot of the new tweaks.
hope it can get fixed soon <3
You know what I meant. Lots of those tweaks came from mods you made. I was just surprised that "Another mod does the same thing" was why you dropped the Kiln Spreader.
R4d6 95%, not 75%
Huh. I mean, like 75% of the tweaks here are from mods you made, so I didn't think that would be the reason.
R4d6 Because another mod for kiln spreader exists
I am not sure, I will have to try it out.
Another thing is that it seems that the Auto-Walk just... stopped working all-together for me. I press the V key, and nothing happens. Nevermind. I was dumb, another mod had a hotkey set to V.
Also, can I ask why you removed the kiln spreader tweak? It was really neat to be able to fire up multiple kilns at once.
I'm getting that same auto panning issue, that quick jump in/jump out trick worked partially, but it only works for a limited amount of time before the auto panning just stops picking up entirely.
plus, the range is vastly reduced as well
R4d6 Does it work when auto panning activated outside water then quickly step into water?
I have a weird problem.
Auto-panning can only seem to pick up nearby gravel when I am not standing in water, which seems to defeat the whole point of auto-panning.
Cache cleared and now it all works and forces you to use "Auto", (message like can't place in Auto), all good
NukoSan I can't reproduce any of listed problems, make sure to clear all cache
Kinda breaks the mod, removes the configs files and stops the mod (tried but can't select from Auto to H and V but the "F" menu does not work anymore
NukoSan Try latest update, it should be fixed now
NukoSan Trapdoor crash will be fixed in next update
@DanaCraluminum - It's not a problem, just for people using it - use the "Auto" not the "Horizontal" :-)
NukoSan I'm not sure how to fix it since it is vanilla bug caused by my mod
Trying to place a trapdoor Horizontal, getting a crash, in Auto works ok (Slab modes me thinks?)
at Vintagestory.ServerMods.BlockBehaviorOmniRotatable.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorOmniRotatable.cs:line 73
at Vintagestory.API.Common.Block.TryPlaceBlock_Patch1(Block this, IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1652
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 698
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Travisplo It seems to me like too much work so I didn't do that
Chrizzlybear DanaCraluminum I'm getting the same exact crash as chrizzlybear reliably on Arch Linux also. Gonna assume it's maybe a linux thing... I'll work around it by using the json files instead of common lib. Seems something about one of the three mods (Dana Tweaks, vsimgui, or commonlib) doesn't want to play nice.
Is there a way to add Flint and stones to the config for the Tool Switcher's blacklist? Because it tends to swap me to a pickaxe whenever I try to knap anything.
SimIan I tried to make charcoal pit, it works fine for me
SimIan Could you contact me in discord?
I don't know if you are aware but there is something bugging charcoal pits as well. it could be related to the issues with the pit kilns below. After building the charcoal pit it wont allow you to place the dry grass to build the fire to ignite the pit.
Mods Currently installed:
AutoWalk-v1.0.4.zip
blockoverlay-3.2.4.zip
CommonLib_VS1.19.8_net7_v2.5.0-rc.2.zip
configlib_1.3.13.zip
ConfigureEverything-v2.0.0.zip
DanaTweaks-v3.2.0.zip
ExtraInfo-v1.8.1.zip
ExtraOverlays_VS1.19.0-rc.5_net7_v1.4.0.zip
FullDrop1.0.1.zip
hudclock-3.4.0.zip
Knapster_v2.11.1.zip
MorePiles-v1.5.0.zip
NoDrifterThrowing.zip
ProspectTogether-1.3.0.zip
sailboat_1.3.1.zip
Stackables_v2.0.5.zip
StepUp-v1.2.0.cs
th3restock_1.1.2.zip
treetapper_v1.0.0.zip
UsefulDrifterLoot 1.1.0.zip
vsimgui_1.1.5.zip
WholeLottaTreeSeeds-1.0.0.zip
zoombuttonreborn_1.9.0.zip
This is on a separate install of VS so the mod list is about 40 mods shorter than my main game for testing purposes. After installing the second copy of VS i added the basic mods i use and tested it and the charcoal pits didn't work so i disabled a lot of the mods then added them back gradually and when enabling Dana Tweaks that's when it stopped working.
Joshw42291 Could you contact me in discord too?
1stSlug Could you contact me in official game discord?
DanaCraluminum
Manually re-adding kiln spreader to my mod list did not, sadly, magically fix the issue either (It did stop asking me for books and now simply wants me to burn ore chunks). I've also noted the game seems to run a little... Laggy (it just seems to freeze for a moment before continuing) on v3.2.
But again, rolling back to v3.1.0 has fixed all my issues. :D Sorry to noellelavenza, but I like to be able to continue playing without throwing my ore into the cleasing fire pits as scrafifice to the Kiln gods. (Edit: I have now downloaded the stand alone version and I'm happily using it, thank you Noellelavenz!)
Edit: For reasons unknown to me, but probably due to some spiteful universal law that when someone else looks at your problem it goes and fixes itself, this issue seems to have decided to do just that and it has now fixed itself. I have no idea as to how or why, but as Todd Howard is always saying (his meme anyways): "It just works!".
Thank you Dana for taking the time to help with this. It's very much appreciated.
Just tried, it did not
Joshw42291 Does it work if you disable immersive crafting in config?
Joshw42291 Comment is empty
Not working in mine as well, trying to fire tier 3 refractory bricks and it wont let me add grass (Although it did for a single clay bowl)
1stSlug So pit kilns don't work for you in 3.2.0?
DanaCraluminum
Ran into an issue with the latest update breaking pit kilns (Single player) when it comes to fueling them. No idea if it's due to a mod conflict (probably is), of which I have many running atm (which is probably the problem), or if there is has been a misplaced comma in the latest update, but it keeps asking me to feed it books and crystallized ore nodes. Dropping back down to the previous version has fixed this for me.
Edit: Just noticed you've removed the Kiln spreader mod/tweak. Which is what I expect has caused this issues on my end.
Thanks for the update !
PookieBunny Fixed
DanaCraluminum
I try that, but it have a huge bug and my server almost colapsed because that.
DejFidOFF There is greenhouse temperature buff mod, i can't add it because I need author permission, I absolutely don't want to bother with it
I cannot load into a multiplayer server with this mod. I've tried several full reinstalls where I've deleted every vintage story folder on my pc and it just will not run. No other users in the server are having the issue.
Running on 64 bit Windows 10.0.22631.0 with 16255 MB RAM
Game Version: v1.19.8 (Stable)
8/21/2024 7:46:33 PM: Critical error occurred in the following mod: danatweaks@3.1.0
Loaded Mods: aculinaryartillery@1.1.4, ancientarmory@1.0.3, attributerreborn@1.0.6, atwatersedge@1.4.1, Ceramos@0.5.1, chiseltools@1.12.3, compass2@3.0.0, hqzlights@1.1.1, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.7, dinornithidae@0.7.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, geoaddons@1.3.4, hideandfabric@1.3.0, indappledgroves@0.8.3, millwright@1.1.4, mycodiversity@1.0.1, oils@1.2.2, rope-bridges@1.1.0, rpgitemrarityreborn@1.0.5, saltandsands@1.0.2, someextramolds@1.0.6, spyglass@0.5.1, TaintedLandsESDeathModule@1.0.0-pre6, game@1.19.8, whatliesbeneath@0.1.0, alchemycompat@1.0.0, alchemy@1.6.34, ancienttools@1.5.17, animationmanagerlib@0.8.8, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.7, butchering@1.6.5, carryon@1.7.4, commonlib@2.5.0-rc.1, danatweaks@3.1.0, fromgoldencombs@1.6.2, herbarium@1.2.0, hydrateordiedrate@1.2.0, lavoisier@1.3.0, levelup@1.2.3, liquidcontainers@1.2.0, maltiezbows@1.0.4, nakedafraid@1.0.1, nodensitysearch@1.0.1, pelaguswinds@1.0.0, rivers@3.1.0, rockstratavariety@0.0.1, rpgdifficulty@1.0.7, sleepvote@1.0.6, spawnersapi@1.0.8, stillnecessaries@1.1.2, stonebakeoven@1.1.3, survivalexpanded@0.2.3, th3dungeon@0.2.1, vinconomy@0.2.10, creative@1.19.8, vsimgui@1.1.5, vsinstruments@1.2.7, survival@1.19.8, wexpandedfoods@1.6.9, wildfarmingrevival@1.2.0, alchemistry@1.0.2, bullseye-continued@2.5.8, configlib@1.3.13, em@2.6.3, fsmlib@0.4.5, playercorpse@1.9.0, wildcraftherb@0.0.1, wblockadj@1.0.5, wpanning@1.0.4, wtweaks@1.0.8, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, tailorsdelight@1.5.7
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.TextDrawUtil.Lineize(Context ctx, String text, EnumLinebreakBehavior linebreak, TextFlowPath[] flowPath, Double startOffsetX, Double startY, Double lineHeightMultiplier, Boolean keepLinebreakChar) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 317
at Vintagestory.API.Client.TextDrawUtil.GetQuantityTextLines(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 104
at Vintagestory.API.Client.TextDrawUtil.GetMultilineTextHeight(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 107
at Vintagestory.API.Client.TextTextureUtil.GenTextTexture(String text, CairoFont font, Int32 maxWidth, TextBackground background, EnumTextOrientation orientation) in VintagestoryApi\Client\UI\TextTextureUtil.cs:line 283
at DanaTweaks.BlockBehaviorSelectSlabToolMode.OnLoaded(ICoreAPI api) in C:\Users\dana_\Source\Repos\Craluminum-Mods\DanaTweaks\DanaTweaks\src\BlockBehavior\BlockBehaviorSelectToolMode.cs:line 46
at Vintagestory.API.Common.CollectibleObject.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 270
at Vintagestory.API.Common.Block.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 396
at Vintagestory.GameContent.BlockSlabSnowRemove.OnLoaded(ICoreAPI api) in VSSurvivalMod\Block\BlockSlabSnowRemove.cs:line 26
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 261
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 952
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass53_0.<OnAllAssetsLoaded_ClientSystems>b__1() in VintagestoryLib\Client\Systems\Startup.cs:line 942
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/21/2024 7:40:06 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: ntdll.dll, version: 10.0.22621.3733, time stamp: 0x67ca8829
Exception code: 0xc0000374
Fault offset: 0x000000000010c8f9
Faulting process id: 0x0x2860
Faulting application start time: 0x0x1daf432c3a75be8
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: b2bbd9e8-68fd-4d1a-b845-2a07e4cdef30
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/21/2024 7:29:09 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x22b0
Faulting application start time: 0x0x1daf43275dae9ac
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files (x86)\Vintagestory\Lib\openal32.dll
Report Id: 6ee4d391-d388-4bbd-8bb1-42fb7a94cf18
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/21/2024 7:26:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x1748
Faulting application start time: 0x0x1daf431c2ece796
Faulting application path: C:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files (x86)\Vintagestory\Lib\openal32.dll
Report Id: 8a6359cc-d145-4c11-8e6c-aa07579371e3
Faulting package full name:
Faulting package-relative application ID: }
Hey, why is my mod (Kiln Spreader) included in this? I know my code is under the UNLICENSE, so I can't stop you, but... why? My mod still works perfectly fine on the latest version of the game. Why include it in your mod in the first place?
EDIT: It's worse than I thought—it appears to be using decompiled code rather than the actual open-source code in my mod, given some weird syntax changes and the lack of any of the original comments. Why do this?
DanaCraluminum
Will be great. You are great. Also if you can included adjustable greenhouse temperature patch :D
So we can in config pick bonus range of greenhouse from 5-25°C for example :)
DejFidOFF I can include it in next update
DanaCraluminum
Ok this including "rich traders" but I can´t modify how rich they are :( I don´t want infinity )
hey o/ so when I still using standalone mod FarmlandDropsSoil it is continued in this mod?
**The bug**
Getting an odd bug when breaking a ceder tree that has resin on it client crashes not the server must be broken from the bottom block as thats the block that seems to cause the crash
Client Crash
Running on 64 bit Windows 10.0.22631.0 with 65364 MB RAM
Game Version: v1.19.8 (Stable)
17/08/2024 12:41:21: Critical error occurred
Loaded Mods:
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2466
at Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1822
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch0(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.Block.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2235
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 33
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 79
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 418
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 120
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Server Exception
17.8.2024 12:41:17 [Server Event] Player DrakeBD got removed. Reason: Threw an exception at the server
17.8.2024 12:41:17 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1048
at Vintagestory.Common.BlockAccessorBase.BreakBlock(BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 544
at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith_Patch1(ItemAxe this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 714
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 404
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
**Singleplayer/LAN/Multiplayer?**
Experiencing the bug on a dedicated server
Loaded Mods: aculinaryartillery@1.1.5, ancientarmory@1.0.5, balancedthirst@0.0.37, bettercrates@1.7.1, bettertraders@0.0.7, ClaimsRadar@1.1.0, decor@1.1.4, entitiesinteract@1.0.11, extrachests@1.8.0, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.7, dinornithidae@0.7.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, immersivecorpsedrop@1.0.2, millwright@1.1.6, OresAPlenty@3.2.0, primitivesurvival@3.6.4, chiseltools@1.12.3, sca@1.0.1, swordz@1.1.8, tprunes@1.1.0, vtr@3.0.3, vintageengineering@0.2.1, game@1.19.8, moremolds@1.4.2, natsachievements@1.1.0, abcsreborn@0.2.2, alchemy@1.6.34, alchemycompat@1.0.0, th3dungeon@0.2.1, ancienttools@1.5.18, animalcages@3.0.2, animationmanagerlib@0.8.8, betterruins@0.3.7, bunnyserverutilities@2.0.0, carryon@1.7.4, commonlib@2.5.0-rc.2, composter@1.1.0, danatweaks@3.1.0, expandedfoods@1.6.9, extrainfo@1.8.1, fancyplanters@1.2.0, fieldsofsalt@1.2.1, fromgoldencombs@1.6.1, hangingbaskets@1.1.0, herbarium@1.2.0, vsimgui@1.1.5, sailboat@1.3.1, levelup@1.2.7-pre.7, medievalexpansion@3.13.1, moreanimals@1.3.5, naturalnight@2.1.0, outlawmod@1.2.3, particlesplus@1.1.0, petai@2.2.6, pileful@1.1.5, playerlist@2.1.4, prospecttogether@1.3.0, storagecontroller@1.0.11, RareDenseOres@0.2.6, rivers@3.1.0, rockstratavariety@0.0.1, rustboundmagic@1.9.74, sharablewaypoints@1.5.4, simplestep@1.1.7, hudclock@3.4.0, stonebakeoven@1.1.3, storageoptions@1.0.2, temporalstormtimer@1.1.1, tupaschatmod@1.0.3, vanvar@5.0.4, vintagerpc@1.0.0, vsserverpanel@0.1.5, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.2.4, bullseye-continued@2.5.8, cats@2.0.3, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, stonequarry@3.3.1, tpnet@1.14.3, vsradiomod@0.2.1, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, bricklayers@2.5.6, maltiezcrossbows@0.3.11, entitiesconfiguration@1.0.9, maltiezfirearms@0.5.4, tailorsdelight@1.5.10, banners@0.1.1
Phoenicius Can't reproduce
Experiencing a crash when soil blocks start falling, when EverySoilUnstable is set to true:
Game Version: v1.19.8 (Stable)
8/16/2024 8:34:25 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.5, balancedthirst@0.0.37, chiseltools@1.12.3, decor@1.1.4, entitiesinteract@1.0.11, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.8, dinornithidae@0.7.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, geoaddons@1.3.5, indappledgroves@0.7.3-dev.2, millwright@1.1.6, feidrysfixedmoreclasses@1.2.6, MoveLikeKaji@0.0.5, primitivesurvival@3.6.4, rnroutlawsvillagerscompat@1.2.0-dev.2, rustandrot@0.0.4, translocatorengineeringredux@1.5.1, untamedwildsursidae@1.0.8, game@1.19.8, vtr@2.0.2, zoombuttonreborn@1.8.0, alchemy@1.6.34, alloycalculator@1.0.0, ancienttools@1.5.18, animalcages@3.0.2, egocaribautomapmarkers@3.1.0, betterruins@0.3.7, blacksmithenhancements@1.0.5, butchering@1.6.5, carryon@1.7.4, commonlib@2.5.0-rc.2, crosscomme@1.0.10, danatweaks@3.1.0, expandedfoods@1.6.9, extrainfo@1.8.1, herbarium@1.2.0, hudclock@3.4.0, kscartographytable@1.0.1, lavoisier@1.3.0, lichenredux@1.8.3, liquidcontainers@1.2.0, nemi@1.1.0, outlawmod@1.2.3, pelaguswinds@1.0.0, petai@2.2.6, projectiletracker@1.0.0, rivers@3.1.0, sailboat@1.3.1, simplecombos@1.0.2, simplefootstepsredux@1.0.0, stillnecessaries@1.1.2, stonebakeoven@1.1.3, trailmod@1.0.8, vtpp@1.1.1, creative@1.19.8, vsimgui@1.1.5, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.6, wgmt@1.0.1, xlib@0.8.6, alchemistry@1.0.2, awearablelight@1.1.1, betterruinslootchanges@0.0.3, configlib@1.3.13, feverstonehorses@1.6.1, playercorpse@1.10.1-rc.1, cookie12000stickbeam@1.1.0, stonequarry@3.3.1, tpnet@1.14.3, vsrecipes@1.2.2, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, xinvtweaks@1.6.6, xskills@0.8.8, entitiesconfiguration@1.0.9, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBlockFalling.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSEssentials\Entity\EntityBlockFalling.cs:line 288
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 562
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 265
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
For context, we've been playing on this world for a while now, with EverySoilUnstable set to false. I will set it back to true for now and continue playing.
Hey, not sure if I'm doing something wrong, but a couple features are not working properly for me. Seal crock features are enabled in both configlib and the actual config files, but I can only seal in crafting like normal. Next thing I noticed was the auto close doors feature seems to only work sometimes for some reason. The auto tool swapper works fine until it swaps to knife where it is then unable to swap back to any other tools. Setting the knife to ignored did not seem to stop it from being swapped to occasionally, so I had to disable the feature. Finally a more minor thing, but the resin on all sides texture does not work for logs scored by wild farming revival mod (the texture is on all sides when the resin is still generating but not when harvestable). The texture works fine for naturally found resin though. Sorry for the bother, really love your work!
Banderi I will remove that "cool molds down" thing in 1.20 anyway, because vanilla will make it completely incompatible
Hey! Just wanted to mention: The watering can does not cool down molds anymore. It broke a few patches ago I think!
QBSteve Because I tried to add config for that, but it didn't work, so I think it is not technically possible for now
@DanaCraluminum
Just curious, why isn't there a configuration option to disable the "Resin On All Sides" tweak?
Edit: A (temporary) solution for now is to delete the file containing the tweak :3
What an update! This has steadily become more of a must-have mod, after already being nearly indispensable. I don't know if I could enjoy VS as much without such great options and configurations. Thank you for all you do!
DanaCraluminum
You mentionned I stole a mod on my last release, just making sure you get the message , i'm a user not a modder , I found it easier to delete folders and upload on this site rather than learn how to delete stuff with JSON Patching , I left the name of the mod and the author as the same and only added edited to the modid so i'm not planning on stealing anything , just wanted to upload something so my friends could download it when they get on my server , If I could keep it invisible for other people it would be even better for me to be honest, anyways cheers you make great mods i'm using yours to play with my friends ;D
TheAmethyst Vanilla Variants and Banners add what you want
Hey DanaCraluminum, I have a mod suggestion, I do not know if you take suggestions but my idea is modular beds. So, you can create the base of the bed using planks and maybe you add some metal to personalize it. Then, you create the bed itself, whether that be made out of hay, linen, etc and you can place the bed on the bed base. I would make this myself but I don't know anything about modding VS yet.
In addition to drifters opening the doors, it would be nice to have some drifters able to break dirt (normal only, not farmland), so low-effort digout would be not 100% safe.
Yes, I know about packed/cob, I was discussing about sideways sliding. But I guess it depend on VS settings.
Wahazar Vanilla adds instability only to soil, gravel and sand. My mod adds that behavior to every block that has Soil, Sand or Gravel material, including packed dirt
Sa what is point of this setting in your mod? Not sure if I understand.
Also, it is not the same. In vanilla with dirt instability, it is not possible to make pillar from dirt, here it is possible (if game settings is standard: sand and gravel, and mod add dirst instability).
Therefore, your mod makes sense. I guess it add just behavior of dirt and gravel to the soil, but using vanilla settings of block instability (no sideways sliding).
Wahazar The same as vanilla
What is a difference between game setting for dirt instability and modded dirt instability? Looks like dirst is more stable here, which is good because I didn't observed annoying and laggy avalanches.
LadyJade90 No such thing
did using a watering can on molds play the metal cooling sound effect? i thought it did but i no longner hear it when using the watering can
AngryOscar No
Is there a line of code in the config that I can add in the meantime to blacklist moss?
DanaCraluminum I deleted and fresh installed the mod and config file and waited till all my traders refreshed their stock and now they are showing correct gear amounts. Not sure what happened, but its working now. Thanks!
Yes please do! Would be a live saver. Thank You. My GF and I play and we just keep throwing it in the lakes lol.
I've seen a few other in the discord asking for moss recipies, but currently there isn't any.
AngryOscar I could add blacklist to exclude moss
DanaCraluminum back to my previous question about dropping too much moss and spotty moss layer. Which config do I change to prevent that? is it the "DropWallpapers": true, change it to false?
Thank you. I've been trying to hunt this down for awhile.
waterdrinker Most likely a vanilla bug
DanaCraluminum yes they have the correct gear number in creative world, and I didn't disable any mods when going into a creative world.
waterdrinker Do they have thousands of gears if you spawn them in flat creative world?
I have rich traders enabled true but it doesnt seem to be doing anything to their gear amounts. Their amounts are very low, between 8-35 gears every re-stock.
Chrizzlybear Can't reproduce config crash
Krakus Can't reproduce that
getting the same/similar issue as some other users, game crahes on loading. here's the report:
Running on 64 bit Windows 10.0.19045.0 with 32471 MB RAM
Game Version: v1.19.8 (Stable)
28.6.2024 22:29:30: Critical error occurred in the following mod: danatweaks@2.3.0
Loaded Mods: game@1.19.8, carryon@1.7.4, commonlib@2.4.0, composter@1.1.0, danatweaks@2.3.0, doubleslabs@0.1.1, heatretention@1.0.2, spearsplus@1.0.0, storageoptions@1.0.2, vanvar@5.0.3, vhfp@1.1.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, configlib@1.3.13, em@2.6.1, stonequarry@3.3.1, xinvtweaks@1.6.4, bricklayers@2.5.4, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.TextDrawUtil.Lineize(Context ctx, String text, EnumLinebreakBehavior linebreak, TextFlowPath[] flowPath, Double startOffsetX, Double startY, Double lineHeightMultiplier, Boolean keepLinebreakChar) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 317
at Vintagestory.API.Client.TextDrawUtil.GetQuantityTextLines(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 104
at Vintagestory.API.Client.TextDrawUtil.GetMultilineTextHeight(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 107
at Vintagestory.API.Client.TextTextureUtil.GenTextTexture(String text, CairoFont font, Int32 maxWidth, TextBackground background, EnumTextOrientation orientation) in VintagestoryApi\Client\UI\TextTextureUtil.cs:line 283
at DanaTweaks.BlockBehaviorSelectSlabToolMode.OnLoaded(ICoreAPI api) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\BlockBehavior\BlockBehaviorSelectToolMode.cs:line 46
at Vintagestory.API.Common.CollectibleObject.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 274
at Vintagestory.API.Common.Block.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 415
at Vintagestory.GameContent.BlockSlabSnowRemove.OnLoaded(ICoreAPI api) in VSSurvivalMod\Block\BlockSlabSnowRemove.cs:line 26
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 952
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass53_0.<OnAllAssetsLoaded_ClientSystems>b__1() in VintagestoryLib\Client\Systems\Startup.cs:line 942
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 28.6.2024 22:26:22, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0x271c
Faulting application start time: 0x01dac9aa339469e1
Faulting application path: C:\Users\(my name)\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: d49b9b87-a435-483d-8fcb-8aac3214cb67
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 28.6.2024 22:26:16, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0xfb0
Faulting application start time: 0x01dac9aa2fd66065
Faulting application path: C:\Users\(my name)\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: 0b0a44aa-dcc9-43a3-91d1-bb77aebb074d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 28.6.2024 22:26:03, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1ce4
Faulting application start time: 0x01dac9a61a324ea8
Faulting application path: C:\Users\(my name)\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\(my name)\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 5565aa02-cff4-4659-8798-ac13803af8c5
Faulting package full name:
Faulting package-relative application ID: }
@DanaCraluminum Actually it doesn't but that is ok.. Let us both not waste time and move on.
So correct me if I'm wrong but if someone wants to use your mod(s) like Scythe More -or- Glowing Projectiles or any other mod that has the "obsolete" tag and also want to have the latest version, then they are "pushed" towards this mod called Dana tweaks, that most likely has more stuff/changes in them than most people would want to deal with.
I like your mods, I truly do and I appreciate the fact that you make these mods for us to use and enjoy. But It happens too many times that I see the "obsolete" tag on your mods and are redirected here for up to date versions of a few mods I am interested in for our comunity server. May I kindly ask you why you decided to bundle up all the mods and only update them in that pack? Why not choose to not have a pack and just keep all mods seperated so people can pick-and-choose?
Also, as a side question, how hard/easy is it to turn off everything this mod does and just 'activate' the things I do want? I see in your description you talk about this but I would like to know if this requires us to dig into your configuration files and try to find the correct settings or if it's made easy and on the top you have your true/false -or- on/off settings for each mod.
jayu Ignore that error
Not sure if known:
[Server Warning] Failed resolving crafting recipe ingredient with code game:metalbit-{metal} in Grid recipe
[Server Error] Grid Recipe 'game:metalblock recycle': Output Item code game:metalbit-{metal} cannot be resolved
AngryOscar Yeah there is feature that drops decors, it mostly was designed to drop wallpapers
is this the mod thats causing me to collect way too much spotty moss layer?
after i clicked Mods Settings > Dana Tweaks (Server) > Simple Settings:
Running on 64 bit Linux (Arch Linux) [Kernel 6.9.3.1] with 32018 MB RAM
Game Version: v1.19.8 (Stable)
6/14/2024 8:08:30AM: Critical error occurred in the following mods: danatweaks@2.3.0, configlib@1.3.13, vsimgui@1.1.5
Loaded Mods: aculinaryartillery@1.1.5, attributerreborn@1.0.6, bettercrates@1.7.1, bettertraders@0.0.7, BuggisRandomChanges@3.6.2, chiseltools@1.12.2, driedpeat@1.0.3, entitiesinteract@1.0.9, extrachests@1.8.0, floralzonescaperegion@1.0.10, floralzonescaribbeanregion@1.0.7, floralzonescentralaustralianregion@1.0.5, floralzoneseastasiaticregion@1.0.3, floralzonesneozeylandicregion@1.0.3, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.6, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, geoaddons@1.3.4, millwright@1.1.5, primitivesurvival@3.5.5, qptech@1.15.2, rpgitemrarityreborn@1.0.5, swordz@1.1.7, viescraftmachines@2.3.1, game@1.19.8, alchemy@1.6.32, ancienttools@1.5.18, animationmanagerlib@0.8.8, betterbloomeriesreborn@1.0.5, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, carryon@1.7.4, commonlib@2.3.7, danatweaks@2.3.0, fieldsofsalt@1.2.1, fixhandbookclutter@1.0.5, fromgoldencombs@1.4.30, herbarium@1.2.0, hudclock@3.4.0, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, petai@2.2.4, prospecttogether@1.3.0, somethinginthewater@1.2.4, stonerailings@1.2.2, storagecontroller@1.0.11, th3dungeon@0.2.1, tstools@2.1.2, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.1.9, xlib@0.8.5-pre.1, betterruinslootchanges@0.0.3, configlib@1.3.13, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, morefloors@2.0.0, playercorpse@1.10.1-rc.1, stonequarry@3.2.1, tpnet@1.14.3, wolftaming@2.1.2, xinvtweaks@1.6.3, xskills@0.8.7, maltiezfirearms@0.5.4
System.NullReferenceException: Object reference not set to an instance of an object.
at DanaTweaks.Configuration.ConfigLibCompatibility.BuildSettingsServer(ConfigServer config, String id) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\Systems\ConfigLibCompatibility.cs:line 52
at DanaTweaks.Configuration.ConfigLibCompatibility.EditConfigServer(String id, ControlButtons buttons, ICoreAPI api) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\Systems\ConfigLibCompatibility.cs:line 36
at DanaTweaks.Configuration.ConfigLibCompatibility.<>c__DisplayClass8_0.<.ctor>b__0(String id, ControlButtons buttons) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\Systems\ConfigLibCompatibility.cs:line 26
at ConfigLib.ConfigLibModSystem.<>c__DisplayClass36_0.<DrawDelegateWrapper>b__0(String domain, ControlButtons buttons) in D:\Projects\VintageStory\configlib\configlib\source\ConfigLibModSystem.cs:line 112
at ConfigLib.ConfigWindow.DrawDomainTab(String domain) in D:\Projects\VintageStory\configlib\configlib\source\GUI\ConfigWindow.cs:line 349
at ConfigLib.ConfigWindow.DrawConfigList() in D:\Projects\VintageStory\configlib\configlib\source\GUI\ConfigWindow.cs:line 175
at ConfigLib.ConfigWindow.Draw() in D:\Projects\VintageStory\configlib\configlib\source\GUI\ConfigWindow.cs:line 98
at ConfigLib.GuiManager.Draw(Single deltaSeconds) in D:\Projects\VintageStory\configlib\configlib\source\GUI\GuiManager.cs:line 40
at VSImGui.DrawCallbacksManager.Draw(Single deltaSeconds) in D:\Projects\VintageStory\vsimgui\VSImGui\source\Integration\DrawCallbacksManager.cs:line 80
at VSImGui.VSImGuiDialog.Draw(Single deltaSeconds) in D:\Projects\VintageStory\vsimgui\VSImGui\source\Integration\Dialog.cs:line 126
at VSImGui.Controller.Update(Single deltaSeconds, Boolean captureInputs) in D:\Projects\VintageStory\vsimgui\VSImGui\source\Integration\Controller.cs:line 46
at VSImGui.OffWindowRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in D:\Projects\VintageStory\vsimgui\VSImGui\source\Integration\Dialog.cs:line 156
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Awesome, thank you for considering it! Take your time, it's your mod and your priorities.
gndrneutralnoun Someday maybe
Hi! I love your mods, many of them are essential for me. Would you perhaps consider making a configurable blacklist for Every Soil Unstable? I want to use it so that stuff like clay-in-soil blocks are unstable, but it makes mudbricks unstable, and they're important as an early-game building material and making them unstable makes them useless IMO. Plus I use Useful Stuff's pottery kiln, which has to be made out of mudbricks in a way that would cause the whole thing to fall apart if the mudbricks were unstable. I imagine other people might want to blacklist certain other blocks as well. Thank you for your mods and considering my request!
Apparently it is only possible on the client.
DanaCraluminum
Marlim In config
Is it possible to disable the luminescence of projectiles on servers?
DanaCraluminum
I DOWNLOADED IT. ARE YOU HAPPY DANA
Yeah, that's what I thought. Thanks for the confirmation!
Maamessu Yes firepit should be below clay oven, I only tested it without any mods
How does the firepit heats oven tweak work? Does it need to be below it, for example? I have a feeling that setting might not be compatible with ACA's oven adjustments, as I can't seem to get it to work on my server.
waterdrinker Someday
Is there a way to add configuring the time it takes for a trader to restock?
Retroficient Try new version
Well crap lol. I guess I'll continue trying to tinker with it. I don't get any errors or anything, and it does say it's loaded so I have no idea.
Retroficient No idea
This mod has worked fine for me on servers in the past, last tested on a 1.19.3 server several months ago IIRC. I haven't tested it recently, however.
DanaCraluminum
Is there anything specific I would need to do in order to get it to work with a server? If you know that is haha
Retroficient I never tested it on servers, I test only in singleplayer
DanaCraluminum
I don't actually think this mod is working at all for servers. I have one running and nothing in the tweaks is actually applied? Did I miss something, or is it not compatible with private servers?
For instance, the traders only have ~32 gears(This was disabled in the config). The mold cooling doesn't work. Drifters aren't opening doors. etc.
All I did was enable this mod alone with no other mods installed. When I start a new standard world is crashes when building the world. I've even wiped my VintagestoryData folder, installed just this mod, and created a world and it would crash. If there is any more specific info you need or tests you would like me to run just let me know.
ElegantChimp How to reproduce this?
Hello, I am getting a crash on new world with this mod, and only this mod, enabled. Here is the stack trace of the error. This is with version 2.2.3 on VS 1.19.7.
Running on 64 bit Windows 10.0.22631.0 with 32509 MB RAM
Game Version: v1.19.7 (Stable)
5/10/2024 2:09:25 PM: Critical error occurred in the following mod: danatweaks@2.2.3
Loaded Mods: game@1.19.7, danatweaks@2.2.3, creative@1.19.7, survival@1.19.7
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.TextDrawUtil.Lineize(Context ctx, String text, EnumLinebreakBehavior linebreak, TextFlowPath[] flowPath, Double startOffsetX, Double startY, Double lineHeightMultiplier, Boolean keepLinebreakChar) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 317
at Vintagestory.API.Client.TextDrawUtil.GetQuantityTextLines(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 104
at Vintagestory.API.Client.TextDrawUtil.GetMultilineTextHeight(CairoFont font, String text, Double boxWidth, EnumLinebreakBehavior linebreak) in VintagestoryApi\Client\UI\TextDrawUtil.cs:line 107
at Vintagestory.API.Client.TextTextureUtil.GenTextTexture(String text, CairoFont font, Int32 maxWidth, TextBackground background, EnumTextOrientation orientation) in VintagestoryApi\Client\UI\TextTextureUtil.cs:line 283
at DanaTweaks.BlockBehaviorSelectSlabToolMode.OnLoaded(ICoreAPI api) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\BlockBehavior\BlockBehaviorSelectToolMode.cs:line 48
at Vintagestory.API.Common.CollectibleObject.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 270
at Vintagestory.API.Common.Block.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 396
at Vintagestory.GameContent.BlockSlabSnowRemove.OnLoaded(ICoreAPI api) in VSSurvivalMod\Block\BlockSlabSnowRemove.cs:line 26
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 261
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 952
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass53_0.b__1() in VintagestoryLib\Client\Systems\Startup.cs:line 942
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 5/10/2024 2:08:56 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x4f8c
Faulting application start time: 0x0x1daa2feb5b56022
Faulting application path: C:\Users\Alex\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Alex\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 34c16b1d-b7fb-4d90-8777-b4975e1f858e
Faulting package full name:
Faulting package-relative application ID: }
It seems that the watering can to cool molds doesn't work when using on a server. I tried messing with the configs but it didn't seem to work.
Edit: 5/10 I still can't get it to work :(
Ok, no problem.
Marlim I have absolutely no idea how toolworks is implemented, I don't want to waste my time on this
Is this mod compatible with the Tool Works mod?
DanaCraluminum
Bit unfortunate Drifters opening doors is enabled by default, when I updated and got the client and server separate config files it enabled it again and a drifter let all my animals loose somehow.
DanaCraluminum
Think they will make it work with the next iteration of ACA <3
ManaWei There is nothing I can do
Damn.. Expanded Foods negates the oven heating.. I should have known..
Shroom_Ghost I won't fix it
Pies look tiny for some reason when placed in the oven with this mod?
It works now, thanks!
Thauma Try new version
Trying to place down a bowl causes the game to crash since the version that separated configs
Log:
System.NullReferenceException: Object reference not set to an instance of an object.
at DanaTweaks.BEBehaviorRainCollector.Initialize(ICoreAPI api, JsonObject properties) in D:\VSCode\Repos\Modding_VintageStory\DanaTweaks\src\BlockEntityBehavior\BEBehaviorRainCollector.cs:line 15
at Vintagestory.API.Common.BlockEntity.Initialize(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 74
at Vintagestory.GameContent.BlockEntityContainer.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BEContainer.cs:line 29
at Vintagestory.GameContent.BlockEntityDisplay.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 120
at Vintagestory.GameContent.BlockEntityGroundStorage.Initialize(ICoreAPI api) in VSSurvivalMod\BlockEntity\BEGroundStorage.cs:line 154
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1117
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 616
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1309
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 150
at Vintagestory.Common.BlockAccessorBase.SetBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, Int32 layer, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 113
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 75
at Vintagestory.Common.BlockAccessorBase.SetBlock(Int32 blockId, BlockPos pos) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 505
at Vintagestory.GameContent.BlockGroundStorage.CreateStorage(IWorldAccessor world, BlockSelection blockSel, IPlayer player) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 254
at Vintagestory.GameContent.CollectibleBehaviorGroundStorable.Interact(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in VSSurvivalMod\CollectibleBehavior\BehaviorGroundStorable.cs:line 174
at Vintagestory.GameContent.CollectibleBehaviorGroundStorable.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in VSSurvivalMod\CollectibleBehavior\BehaviorGroundStorable.cs:line 107
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1270
at Vintagestory.GameContent.BlockLiquidContainerBase.OnHeldInteractStart(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 647
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1106
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 807
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 561
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 220
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 83
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1009
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Makes sense, thank you.
GON Toolworks scythes are implemented very strange way, I don't care about those
I am unsure which mod is the cause for this so I am commenting on both
It looks like DanaTweaks ScytheMore doesn't work properly with scythes made using the ToolWorks mod. If I spawn in a vanilla one with creative mode it works as intended, but one with a handle and binding from Toolworks it doesn't let me scythe down flowers or Wildcraft plants.
Vippy OBEDIA fixed
RogueRaiden I released version where configs are now separated into server and client and auto tool tweak is disabled by default
there are some issues with the auto tool swap, for example during clay forming it constantly changes the tool, as well as some other situations im not sure of all of them at this time. basically everyone that joins the server asks how to disable the tool swap in their config.
DanaCraluminum Its currently on a multiplayer server, though dispite me disabling it on my side, nothin' seems to come out of it
Vippy Is it on singleplayer? Are you sure you are disabling this setting client side?
The config doesn't seem to sadly work, Dispite me turning the best tool to false changing it and adding in the specified tools to the "Ignore" option. Restarted twice. No dice. :(
alrighty thanks for the answers :)
RogueRaiden Nope, for now you just need to rejoin server/reload singleplayer world when you disable this setting
DanaCraluminum
is there a command or hotkey to disable?
RogueRaiden Also I can't reproduce this on my singleplayer world, I disabled it and it actually disabled
RogueRaiden It is client side for every player, you can't disable it server side
the autotool switching thing isnt disabling with the config
works when just dana tweaks. going to try and figure out which mod is conflicting. edit it appears to be culinary utility that stops it. ty for the help, glad to know it's a conflict and not me doing it wrong
tdog21 Does it work in singleplayer world without any mods installed except Dana Tweaks?
DanaCraluminum I have enabled the config, it is a vanilla oven and vanilla firepit and it does work as an oven when manually filled, however, I do have expanded foods and culinary artillery installed, I'm guessing those mods don't work with it then? (also thank you for the very quick response)
am i doing something wrong with firepit heat ovens? I have an oven directly above the firepit, but nothing seems to happen when i light it. I'm loving a ton of the other tweaks, and hoping this one is just me missing something
DanaCraluminum I will look into that, thank you for the quick reply! Great mod
OBEDIA Since that auto tool feature is client side, you only need to change config on client side, rather than server side
I am using the newest version 2.1.2, yes. Is a world reload the same as a server reload? I have been only restarting the server after editing the config.
OBEDIA 2.1.2 version of the mod? Config changes only apply after world reload
Config is not reacting when I switch the autotool to false. I also tried inputting all tools so it ignores them with no luck either. Any help? Dont want to remove this mod
Got it, thanks for the mod!
Sprezzo I'm aware about this bug, will be fixed next update
I put padlocks on my doors and drifters are still opening them? Is there something I'm doing wrong?
DanaCraluminum I was away, sorry for the delay. I was at 2.1.1 but then rolled back to 1.2 for that reason. I'll check the current version now.
Mendall There is no difference in performance between running all those mods and this one
That is the one thing I would not have guessed. Most mods either strive to give you more of something. Or make things seem more realistic. I'm no lumber jack, but I'm willing to bet the average log gives more than 4 planks. Though, 12 does seem a bit too high.
I really like a lot of these changes, though they seem to be all over the place. Like some, make the game easier but totally destroy immersion (glowing projectiles). While others help immersion but make the game a tun harder (no waterproof inventories)
I tend to fall on the side of more immersion. Even if harder.
I would like to see (drop clutter anyway) be a minigame. IRL a broken down table don't either break or not based on RNG but on your skill and care in collecting it. Hence, a little mini-game to see it you were careful enough if so you get the item.
I already use several of these as stand-alone mods. Do you know whether it would be easier on my poor potato of a system to run them that way or in a collection like this?
I would vote branch cutter a most amazing mod. So very tiny but so major a game changer for builders.
Oh, and lol peat is burnable dirt............ who wants grit on their bread or in their pies. :)
Scratch what I said about the logs, after more thought I see why 4 after you make them into blocks. For each log block, you get one plank block. So you're not getting more from the log than would be possible. Ok now I'm a big fan, totally makes sense.
Mendall Log outputs 4 planks instead 12, hence why it is called FourPlanksFromLog
What does this mean exactly, "Every vanilla and modded log now gives 4 planks on crafting." it's the ON CRAFTING part I'm confused about. Do you mean when you craft it with a saw like you do now? To get planks. Or do you mean something gives you 4 logs above the ones you get with a saw.
Elfini13 Disable it in config, it is experimental feature
I put the clay on the ground, choose a shape and try to create something, instead I smash everything with a pickaxe that jumps into my hand.
To create something, I have to take the pickaxe out of my backpack.
The automatic switching of tools is annoying, it makes a mess. If I want to use a knife, I use a knife, if I want to cut down a tree with a pickaxe it's my problem, not the game itself deciding for me which tool I should use.
It also messes up the backpack, the tools keep changing place.
Falco Fixed
Would still be nice to have a lower bounds check. It does affect a couple of things. They will take longer to heat up again in a forge, or if you have the mod that allows you to preheat ingots in the firepit. And maybe there are more bugs waiting to happen, maybe even an integer overflow.
adres4t Are you on 2.1.1 version?
Two things:
1. Config file does nothing.
2. Select best tool is annoying, shouldn't be enabled by default.
Falco Doesn't affect anything
DanaCraluminum, thank you for the update. Now config file retains the manual changes.
DanaCraluminum
noticed that watering cans can push ingot molds into negative temperatures. shows as (Cold) on the tooltip, but if you take them out the item can show ridiculous values if you put it into a campfire, like -62°C.
dmitry_kul Fixed
DanaCraluminum, how to disable CreaturesOpenDoors? I tried to change "Enabled" field value from true to false for "drifter-*" in config file, but when I enter the game the config resets back to true.
Working great now, thanks for that last minute adition.
I havent tested it with any of Maltiez mods like the xbow or gun since i started a new world last night due to overmoding.
Looking at the config tho, will i be able to add in my own flags in case they do the switching on a xbow or gun? tbh i dont have those 2 installed but im always looking at down the road, exspecialy since this is fresh and on my mind.
Anyway, thanks for that addition. It made it easyer for me to get rid of a auto replace on broken tool tweak mod. ;)
Ok, ill check it out after this movie break im taking right now.
DanaCraluminum
Ullatec Fixed and added new config option to ignore certain tools
Ok, thanks and sorry to bother ya with that.
The one reason that i said just a hotbar slot was to maybe make it easyer for other mods that add weapons also and not just the base ones.
I thought it might be easier then havent to support 342345645 addons for a blacklist, lol.
Spears and bows were the first thing that came to me.
I defintly like the featuer when i just tried it out on some clay and being able to cut grass, then shovel the clay with one hand while i took a drink of my morning redbull with the other ;)
Ullatec I just tested it and yeah, it switches to shovel when I attack soil with falx, I will try to fix it soon
Ullatec
I hope no weapon allows to mine blocks so it probably should be fine (falx and spears don't allow to do anything but attacking)
Is it posible to be able to black list a hotbar slot for the auto switch tool?
Here's my (Future?) problem im having right now.
It took me a few but im liking the auto switch for best tool. Every block type that needs a differnt tool, it auto switches. Thats all fine and dandy (I know i can disable it via the config). But if i acidently have my hotbar item on my weapon,
then the auto switch kicks in for a block i acidently hit like grass, auto switch kicks in and i get jumped by some wolf/drifter/(insert upcoming death monster), my current autoswitched item wont be a weapon and ill be franticly looking for a weapon as i get attacked.
I Hope that all makes sence (still on morning cafeene)
Now i admit i have a problem with over moding my client (Ive been that way for 20+ years on games) so i might have a conflicting mod since i thought the auto switch from this was only for mining.
Im on 2.0.2 btw
Thauma Fixed
Vityuri Does it happen with new version?
I collected mango fruit tree leaves that were flowering, but it is an invisible block when placed. The block is named game: block-fruittree-foliage, and when placed it's named fruittree-foliage. On version 1.1.0 playing on public server
Pervy_Sage One of devs said it will be fixed in 1.19.5
DanaCraluminum I think it's more of an oversight than a bug. But understandable that you don't want to fix vanilla issues. But this mod is your world, I'm just a squirrel trying to get a nut. ;) Aka, I'm cool with whatever you're up or not up for. Thanks for the great mods.
Pervy_Sage `clutterObtainable: yes` works perfectly for me in vanilla, except bookshelves, but it is vanilla bug now, and I don't want to fix vanilla bugs
It looks like 1.19.4 broke drop clutter anyway. Even though they added an option to drop clutter 100%, vanilla still doesn't drop all clutter blocks.
Blaze_wraith Try separate version for this https://mods.vintagestory.at/glowingprojectiles
i do have this mod installed, buuut the arrows and spears aren't glowing
Enjoying the tweaks in this mod (more oven fuels and being able to use boards in pit kilns is big), but there is a bit of an issue with Rain Collector where it collects into sealed barrels and interrupts processes, is this something that is going to be addressed?
Ok....thanks for clearing that up. I was aware you could adjust settings, but not that you could disable entire modules. That helps a lot.
DrBubba There is configuration file, description mentions that
Heyo, boss...
Is it possible to download this mod and then disable some of the individual changes?
Jimzawy I just renamed the mod. Carry On already adds all of this on its own
Great mod, reminds me of Cralu tweaks, oh wait, this is a continuation of Cralu? cool.
about mod conflicts, any news about compatibility with Carryon mod ?
Oh ok, should i post the suggestion there again? :) the shelf pot/bowl thing is not implemented yet as far as i can understand right? but anyways just a suggestion, might fit well together with this mod :) DanaCraluminum
jaspermerle Expiration time info is for Extra Info mod
Cool Mod. An idea, it would be cool to see food expiration times for the pots with food in them, when looking at them on a shelf (similar to how crocks show theirs). Same with filled bowls.
Idk how easy it would be, i just looked at the files myself and couldnt figure it out in a few minutes at least.
There are a bunch of errors being spammed in the logs, seems like the scrap-block-to-plates recipes are broken 🤔
27.4.2023 09:41:41 [Warning] Failed resolving crafting recipe ingredient with code game:metalplate-corroded-riveted-bismuthbronze in Grid recipe
27.4.2023 09:41:41 [Error] Grid Recipe 'cralutweaks:recipes/grid/metalblock-to-metalplate.json': Output Item code game:metalplate-corroded-riveted-bismuthbronze cannot be resolved
Yanazake
Playing on server with both of them looks fine, no issues.
Does this mod causes any severe incompatibility when using Carry On? Just making sure. I plan to use that for added compatibility if necessary, but I'll revert if something bad arises.
I cannot find the mod config file even after loading a world
This mod still works perfectly fine with the Original CarryCapacity, and the Original CarryCapacity still works perfectly fine in 1.17.9 (: Just so everyone knows. Though it would be cool if you could add compatability with ancient tools in the future to be able to carry the leakypines you can make from ancient tools knife scorging.
Craluminum
It might be easier to tell you what the fork does. Oomf tells me the fork only lets her carry chests, vessels and anvils. So if your mod depends on a particular item which has a conditional match with tree resin, that might be the problem, which would be resolved by the fork author fixing it.
Heebeejeebees
Does any other mod that has carryable blocks work with new Carry Capacity?
There is a new version of CarryCapacity that had been released by NerdScurvy but their mod is incompatible with this. Either CarryCapacity becomes configurable with a ModConfig file or you have to add a condition which accounts for code in this version of the mod so carrying leaky trees is a thing with this new fork of CC.
I forgot to remove them or you haven't loaded any world since update
In the config, I'm wondering what these do: AdjustWithRightClickEnabled, LazyKnappingClayformingEnabled
This mod is compatible with 1.17, I just want to release a new version that removes some tweaks (one of them become obsolete in 1.17)
Craluminum Most of your mods say they are compatible with 1.17, but this main file with all of them in one, doesn't say it is. Should we use the seperate files instead?
How do you enable the enabled stuff? I do not know how to edit files like these.
Does the mod still require CarryCapacity if the features dependant on it are disabled?