Mods / From Golden Combs
Author: Vinter_Nacht
Side: Both
Created: Oct 1st 2021 at 2:19 PM
Last modified: Aug 28th at 1:49 PM
Downloads: 92635
Follow Unfollow 1028
Latest file for v1.19.8:
FromGoldenCombs-1.19-v1.6.3.zip
1-click install
Brood Pots, Frame Racks, and All Langstroth Blocks
(Base, Brood, Super) Can Only Be Carried In A Backpack Slot.
They Will Not Go In Your Inventory.
An Apiculture Mod By Aetherial Labs
Author: Vinter_Nacht, Texture Artist: AnxietyPealope
JSON Files Assist: Raccoon
Shi No Hakobi-te made a very nice guide for this:
Video Guide By Shi No Hakobi-te
From Golden Combs began as a simple project with the intent to learn how to code in C#, and to add a simple new type of hive to the world of Vintage Story. The first item introduced was a ceramic hive (then called the Claypot Hive) that didn't have to be destroyed to harvest its bounty. Having achieved that small goal, I set out to do something more ambitious. 1.3.4 saw the introduction of the Langstroth Hive. This hive has individual boxes known as superstructures (or supers, for short) and frames on which the bees build wax and store honey.
Current Features (As of 1.3.4):
- Clay forming recipes for honey pot and brood pot
- Ability to place colonies in the brood pot using a populated skep.
- Repeatable harvest by emptying the honey pot with a knife, and returning it to the honey pot
- Movable brood pots, both with and without a bee colony
- Langstroth Hives - Multi-box hives with high capacity (and improved output), available in millions* of color combinations!
- Hive Components in 169 possible color combinations
- Langstroth Superstructures (Known as Supers) -The base component of your hive
- Langstroth Brood Boxes - Where your bees live!
- Langstroth Bases - To keep your hive off the ground
- Frames for your bees in 16 possible color combinations
- Frame Racks - Used for lining, harvesting, and repairing your bee frames
- - Yes, millions. You can stack your individual hive parts in any order you want. To be a hive it must have a populated brood box at the top (Right-click an empty brood box with a populated skep) a base at the bottom, and up to 4 supers stacked in between. Each individual part is available in up to 169 different color combinations, so the possible combinations are nearly endless!
Configuration Options
- General Settings:
- "showcombpoptime": True
- This value determines if the hive will show when it will next produce honeycomb. On Langstroth hives, it will also display the number of currently filled frames.
- Beeskep Settings
-"SkepDaysToHarvestIn30DayMonths": 7.0,
- This is the number of days it will take for a skep to become harvestable in a month with 30 days. This is internally adjusted based on the currently configured days per month. (Defaults to 9 in Vanilla).
-"SkepMinYield": 1
-"SkepMaxYield": 3
- These numbers show how many honeycombs a Skep will produce per cycle. It will be a number ranging between 1 & 3 in the default settings.
- CeramicPot Settings
-"CeramicPotDaysToHarvestIn30DayMonths": 7.0
- As per Skeps, but for Ceramic Pots.
- "ClayPotMinYield": 2, "ClayPotMaxYield": 4
- As per skeps, but indicates honeycomb yield per harvest of the honeypot.
- Langstroth Hive Settings
- "LangstrothDaysToHarvestIn30DayMonths": 3.5
- As Skeps and Ceramics, but indicates how many days it will take for the Langstroth to attempt to fill lined frames.
- "MaxStackSize": 6
- This value determines how high you can stack your Langstroth Hive. You can set it as high as you like. A stack size of 6 allows for a base, four supers, and a brood box and is roughly equivalent to 2 blocks high (and a bit).
- "baseframedurability": 32
- The durability of the frame. Works in the same manner as tools and other durability-enabled items in the base game. This is set to 32, meaning the frame must be relined every 32 harvests.
- "minFramePerCycle": 2, "maxFramePerCycle": 4
- This indicates the mix and max possible number of frames the Langstroth will fill per cycle (A cycle being 3.5 days by default). Averages 3, as is to be expected.
- "FrameMinYield": 2, "FrameMaxYield": 5
- Indicates the number of honeycombs a frame will yield when harvested. As in all the above cases, it ranges between 2-5, leaning towards 3 per frame per harvest.
Contributors -
- macoto_hino - Japanese Translation
- Dana - Russian Translation
- Yota - Italian Translation
- Cake Twix- Ukrainian Translation
- AzuliBluespots - Pt-Br Translation
Coming Soon (?)
- New Utility/Vanity Items
- Honey Jar
- New Bee Products
- Propolis
- Bee Bread
- Pollen
- Royal Jelly
- New Hives
- Layens Hives
- Warre Hives
- New color variants of Ceramic and Langstroth Hives
- Bee species
- Range of Temperature tolerances
- Flower preferences
- Attitudes (some are more defensive of their hive than others, even in domestic hives)
- Different rates of production for honey/wax
- Advanced hive maintenance
- Hive temperature
- Humidity
- Population
- Disease
- Hive collapse
- Swarming Mechanics
- Pests (Wax moths, Hive Beetles, and Varroa Mites! Oh My!)
- Versions 1.16.4-1.3.9 -Bugs -
- Hives don't balance hive size over available flowers/nearby skeps properly. Always show as large with any amount of flowers.
Magmabot16 - Absolutely. It'll be updated regularly moving forward as new content and needs demand.
Will this be getting updated to 1.20? This looks really cool and I'd love to play with it when I start a new game in 1.20
Bigholms - Please reference the notice in big bold black letters highlighted in yellow at the top of this db entry. Further, it's prominently mentioned in the handbook entries several times, as I recall.
Having a problem that every time i try to make a clay hive once its fired and i go to pick it up it falls on the ground but cant be picked up. stay there till it despawns.
I am having the same issue as FearTested. My apiary is set up with clay pots and each pot is surrounded by flowers.
The first clay pot noticed flowers and I got one production of comb from the pot. It has been days since that harvest of comb and the pot has not produced anymore even though it keeps telling me it's 3 days to more comb and it's been over a week in game. The initial pot still reads a Large population hive, plenty of flowers, and 3 days to harvest and I see no bees flying.
My current game is in a warmer climate but if it's to warm for the bees to fly it's not showing it on the hive read out like it did once before. What alerted me that something was broken was when I went and set up my second pot. It has spent most of that week set up reading a poor population BUT a 3 day harvest and no flowers. To test I just set up a third hive and it to is having the same issues as the second hive. Any idea on a fix for this because I love this mod as it makes keeping bees in game more interesting.
im having the same issue where the ceramic hive cant find any flowers. is there any temp fix until it gets patched?
glitchero626 - Contact me on Discord, or send it as an attachment to vinternacht@aetheriallabs.org
There is an error in the translation when picking up the empty ceramic hive. It would also be good to be able to translate the types of wood for all Langstroths. I have an ES-419 translation.
How do I send it to you?
Vinter_Nacht
Just for info. The last instance I talked about was regarding Langstroth hive, so it is ok that it lost the flowers per your comment. I think the ceramic ones do keep the flowers on my world.
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After reinstalling the main game there seem to be no issues (still in winter so will see after that).
Before that I experimented a lot and I was replacing the ceramic hives etc. So I am not sure if ever encoutered the problem with value getting reset, just that the bees never noticed flowers.
(had to replace the hives after updating the mod, due to some issues. Which cleared the flower counter originally)
@StraiteCash
- No time was wasted. I'm diagnosing what appears to be an ongoing but inconsistent problem. The reports of this happening are comparatively rare and are often explained by temperature fluctuations. However, there isn't generally a case when they should have 'lost' their flowers after finding them. At least, not the Ceramic Hives. The Langstroth will any time you harvest them.
@JIKL04 - That is precisely how it works, which is why my hives check the temp average across three days at 3pm rather than every time it does a check. In theory, this makes my hives more stable than vanilla hives in fluctuating temperatures. Although they should never LOSE the flowers they've found. I'm very curious about what's happening here.
Is it possible that there is some kind of timer when the bees are looking for flowers that resets every time some conditions aren't met. One of the hives I have is now stuck at 0 flowers. but it is getting close to winter, so the nights are below 10 C + I was spending lot of time on the other side of translocator. So is it possible, that since it takes some time to register the flowers, it takes so much time the bees get cold or I leave the area and then the conditions are reset so they are stuck in some sort of searching loop?
.
Initially I was worried the 0 flowers issue has returned, so I spent some time near the hives and they found the flowers after few minutes on earlier occurence. But now the hive has been on 0 flowers for several ingame days, so not sure how the flower search time is calculated.
(just adding this as a observation)
I seem to have run into a similar issue as JIKL04, though mine is from a fresh install into an old world. I've never played with the mod before, so it's fresh on my computer and world save. But the issue I'm running into is that the ceramic hives have not started producing anything, even after an in-game month passing there's still no progress. The tooltip says the hive is "scouting for flowers" when I have them all sourounded by a variety of flowers. The only one that is different is the one that I put a pre-mod installation skep into, and even that one hasn't produced anything. I'm not sure what the issue is, and my coding knowledge is very limited, but if you can figure it out please do let me know.
Edit: Seems it needed more time? All the ceramic hives are working now. I think all that I did was travel through a nearby translocator to do some chalk quarrying, so maybe it just needs to be unloaded for a moment to fully update? I'm not really sure but it's working, I'm sorry for wasting anyone's time, if I did.
Ok, both skeps in base updated during the storm, so it just took more time there.
I guess tha major fix was reinstalling the game for me. or it was just magic :D
I tried reinstalling the base game and the bees seem to work now with all the mods installed.
Except for the bees at my base - currently in temporal storm, so I will try a bit more experiments later.
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Are there some conditions for the bees that do not show any warning for? I am currently living on a hill at height of 206, so not sure if that might have an effect. I tried flying a bit lower to the foot of the hill and the skep there updated correctly in few minutes.
The temperature is above 10 C so that should not be an issue and there is no constant rain or anything, so not sure what might be the issue there. (again version 1.4.32 worked = all skeps and ceramic/langstroth hives were updating in this location)
.
As I said I will try to do bit more things after the temp. storm.
JIKL04 - Can you tell me more? In the majority of circumstances, the Creative World should be the least compatible, as you tend to spawn into extreme cold. Additionally, I just tested it with the latest release, and while it takes a couple minutes, the bees are finding flowers just fine in Survival.
Ok, Bees work in creative with all the mods.
But they are ignoring the flowers in survival - created wilderness survival world with only this mod active and skeps were stuck on scouting flowers + 0 flowers.
So possibly there is some "weather" event or smth that is disabled on creative world, but prevents the bees from functioning on non creative ones? at least for me (tried on 1.6.3 mod and 1.9.8 VS)
Hi,
I just want to say I seem to have the same issue with 0 flowers and "bees are scouting for flowers" info. I upgraded from version 1.4.something to the newest (1.6.3) and had to redo my hives (gamemode 2) due to them being unrecognized.
After the hive being stuck at 0 flowers I tried several reloads + config changes which seemed to help some people here, but the hive remained at 0 flowers - I reverted back to 1.5.1 and the same issue happened with ceramic and langstroth hives there.
Skeps seemed to be working correctly on 1.5.1 except the did not have the same info tab as the modded hives, so the issue may be raled to that. Also may be just issue with the displayed info.
Currently reverted all the way to 1.4.32 and the flower info updated correctly on that version.
I have ton of mods installed, so it may be just clash with some of them
I'm here just for saying, its a great mod and I found an incompatibility with "Xandus Inventory Tweaks" when you are trying to transfer honeycomb with the mouse wheel the barrel gets bugged, it just don't let you introduce the honeycomb and the linen correcty.
Hey, um, I just filled my ceramic hive with bees from my skep and placed a honey pot on top. With or without the honey pot, however, it says that there are 0 flowers nearby, even though I specifically planted a million of them all around: cow parsley, horsetail, and some lily of the valley and redtop grass. I tried breaking and replanting a few, but that didn't help.
1.19-v1.6.3
- Fixed Ceramic Pots disappearing when picked up with all bag slots full.
- Ceramic Pots are now "unstable" and can't be stacked or placed on unstable surfaces.
- Don't worry, you can still put them on fences. XD
Tip Your Modder
Hey, just harvested my first frames from the langstroth panels, but they were invisible. I could still interact with the slots and place them into the frame liner to harvest where I could then see them, but within the super the filled frames were invisible. The frames that had not been filled with honeycomb were still visible. They are oak frames inside of a walnut-pine super if that matters.
I have perhaps a very dumb question, but I have looked through all of your mod's jsons and so far I just can't figure it out.
Do you have a particular line(s) in any file(s) which I could edit to add a drop chance, to allow for compatibility with SuperFuel - Resumed? I couldn't figure out how you're controlling which item(s) drop, and how much, when harvested. I'd make a simple patch akin to what SuperFuel does with a json for the skep, but I can't figure out which blocks to target.
As you can likely tell, I'm still very new to modding VS, and modding in general, but I'm trying my best.
That's an interesting bug. Bit of a shame you're undermining the bees having seasonal production, but you do you. :)
Ok, got an update on the problem I was having. First, it's not just limited to the ceramic hive. Normal skeps, and I assume the langstroth as well (haven't built one yet) have the problem of becoming stuck, not updating to find flowers and not producing, growing population or swarming. The issue started when I changed the min and max temperatures in the config file, and was fixed upon resetting (deleting) the file.
Seems that setting a too high max temperature (I had just added a 0, making it 370 degrees) or too low min (I set it to 0) causes the hives/skeps to stop working. I'm now using 1 min temp and 37 max and seems to be working fine.
No time wasted Apodemius. :) Glad it helped you straighten it out. :D
Vinter_Nacht oh silly git i'm. Sorry for troubling and wasting your time.
Not much more to add. In case it's relevant, I have Primitive Survival and Wild Farming, and I'm using Lily of the valley as flowers. However, it just shows 0 nearby flowers, and population is poor.
I'm also running many more other mods, but nothing that would touch flowers or bees.
Hello Gariba, I can't seem to get this issue to repeat. I just launched by dev world and sat and watched as the hive went from freshly placed to flower in about 4-5 minutes. Do you have any additional information?
However, I have gotten the Honey Pot on the Ceramic hives disappearing to repeat... Will be working on that issue today.
Hi! I'm also having the "bees are scouting for flowers" issue with ceramic hives. Except it's summer, with temperature around 20 degrees. Skeps in the area are growing and producing normally, but the ceramic hive still shows 0 flowers around it despite being more than 60.
Ok... Could ya maybe scroll up and read the section in bolded/highlighted yellow at the top of the mod description?
They only go in your backpack slots, like a populated skep.
I don't know why or how but i can't pick up the crafted Langstroth Base, super or brood boxes neither from the ground or crafting menu. Tested in creative, same problem.
Broodbox tops however i can pick up normally. Using ver. 1.6.
dashr
I'll take a look into it, the actual answer probably is just an oversight somewhere. I'll dig into the code for it tomorrow.
Vinter_Nacht sorry didn't see the notification, since the Tag is not working in your message.
Yes of course. I will try to be as specific as possible.
I have set the days on my server from 9 to 18 days and tested the mod on a “test” singleplayer world beforehand.
Since I saw that your mod description says the following:
“This is the number of days it will take for a skep to become harvestable in a month with 30 days. This is internally adjusted based on the currently configured days per month. (Defaults to 9 in Vanilla)”
I thought to myself “Okay, since my server runs on double the days per month, let's try adjusting the number, so I can see how it works for balancing reasons”.
So I changed the number from 7 to 21 under the “SkepDaysToHarvestIn30DayMonths” tab in the config. Just to see if I have understood this setting correctly.
Then I restarted the world and couldn't see any changes. So I destroyed the old langstroth, clay Pots and skeps I've built before while also removing all the mod specific items within my inventory and rebuilt everything from scratch.
So, after I did that, the bees started to search for the flowers and lo and behold; the same issue again - same days it takes for the skeps, clapots & langstroth to be harvested, as with the preconfigured number of 7.
Then I thought "okay just make a new world, maybe I've broken something" - this time I left it at 9 days per month (vanilla) and changed the number of the tab “SkepDaysToHarvestIn30DayMonths” from 7 to 21 again. Just to see if anything happens.
Restarted the world again (just for the sake of it). Built new skeps, claypots & langstroth and again the same; no change in the number of days it takes to get honey.
So either I'm misunderstanding something here, or the setting isn't working.
I have tested this extensively because I have a modified server where everything is well thought out and I wanted to balance your mod a little to the serversettings.
@dashr - Can you tell me exactly what you're experiencing? I'm getting the impression it's making no difference whatsoever. Can you tell me what your settings are and what you're trying?
Vinter_Nacht
First of all, I love the idea of the mod. Hats off to you and all the work that went into it.
But... Unfortunately the line “DaysToHarvestIn30DayMonths” in the config doesn't work for me. It doesn't matter which of the three items (Skep, ClayPot or Langstroth) I probably spent an hour trying to get it to work. Unfortunately without success.
I was trying to find an answer to the 'Three Day Temp' message that was spamming the chat once I got myself a ceramic hive populated. Did try downloading the update (1.5.1) but that turned my hives into big white blocks with questionmark on them, and going back to the previous version (1.5.0) would just make the honeypots ontop of the ceramic hive invisible. Im not daring enough to punch the ceramic hives in hope of it fixing it... Can't pick up the base ceramic hive anymore.
edit: giving it another chance, redownloaded the mod and destroyed the old hives. Though switching between the 1.5.0 and 1.5.1 was doing weird things to my hives before
NateDoesLife
- Could you contact me on Discord so I can get some more information? You certainly have something of a corner case for the issues.
So running 1.5.1 and running into the below issues
- Brood pots, the honey pot part is still showing up as invisible when honey is in them. I have my hives in a completely different section of my world (warm zone) and I teleport to it, not sure if loading the chunks could be causing the issue or however the game stores that data that they are there.
- Langstroth hives, I currently have 2 (again far way from my normal section of base that I teleport to). They are ALWAYS sitting there saying the bees are searching for flowers. At one point they both had 12 flowers detected around them (I have a ton), I went ahead and replaced the one langstroth hive and now its been searching for flowers for multiple IRL days now with no update and showing 0 flowers even though its 1 block away from the other lanstroth hive that says 12 flowers.
If you need information feel free to ask, just reporting the bugs though.
@Chell_Sky - I'll check into this and see if something went awry.
In the guide there is no explanation of Langstroth hives
Oops. New update removes the debugger line.
For those who are interested 1.5.0 has a debugger line that shows the average of the temperature of the current and past two days at noon. So (3 days Noon Temp)/3
It is, in all other ways, exactly the same as 1.5.1. So if you see something weird related to hive production and want to see what the temps doing, you can swap 1.5.0 and 1.5.1 out without incident.
Seems like the ceramic hives are outputting thier temperature into the general chat with the latest update. Running on a dedicated server if that helps at all
1.19-v1.5.0
- Properly implemented minimum and maximum fly temperatures for bees. (Configurable, delete your config files)
- Fixed rendering issues with Langstroth Hive
- Reduced cost of making Langstroth Planks/Parts to 1 wax per 4 boards
- Added German translation by dr4co.
dr4cos, ooops. Thanks for catching that.
I finally got it to work, just started again and paid close attention to the fact that there were no double characters and all the commas were there.
It looks like everything is working.
But I think there is an error in the English version of "Waxed Flaxen Twine" and it is not displayed correctly in the manual.
line 118 "item-handbooktext-waxedlfaxtwine": "This twine is used....
should be "item-handbooktext-waxedflaxtwine" the f and l are twisted after changing it it works.
posted the translation in the forum for use.
@Bcore -
It's been a while since I looked at the code, but the bees aren't supposed to fly at temps below 15c. The upcoming release will have a config option for setting the min and max temperatures at which the bees will fly. The default minimum temp will be 15c, the default maximum temp will be 37c. These mirror real life flight habits of bees.
This will mean deleting your config files for From Golden Combs.
dr4cos, I'm not certain why that wouldn't be working, no. That's the correct location. A malformed JSON maybe?
Hi a question I have done a german translation for the mod and would like to test it ingame befor I do anything else with it, but it is not loading ingame
FromGoldenCombs-1.19-v1.4.32\assets\fromgoldencombs\lang\de.json
any idea why it is not loading?
Bcore
- I'll be sure to look into it when I get into FGC again. I'll prioritize it.
I'm also having the bug where the ceramic hives say "weather is too cold for bees to fly." It's also currently spring and 12 degrees outside. Running 1.19.8 of the game and 1.4.32 of this mod. I've tried re-downloading and replacing the mod folder plus replacing the hives and waiting, but it's not fixed for me.
Edit: After a couple of in-game days, I checked again and it said they would produce, but I was curious if the problem was solved or if it had just gotten warm enough. When the temperature dipped down to 15 degrees exactly it said it was too cold again. 15.1 would produce. Maybe the issue is just the minimum temperature required by the clay hive?
I'm having a weird bug where the ceramic hives always say "weather is too cold for bees to fly" despite it being spring and 14 degrees. The bees produce no honey
Was caused by using an old version of the mod that was solved by updating the mod, replacing the hives, and waiting for the GUI to update.
Weird bug - playing on a dedicated server if it makes a difference. If I build a langstroth that's Base-Super-Brood or Base-Super x 3-Brood, everything appears OK. If I build a langstroth that's Base-Super x 2 - Brood, the Brood box goes invisible.
But then even stranger, if I build a Base - Super x3 - Brood, then remove a Super and remake the stack as a Base-Super x2-Brood, it appears fine and keeps appearing no matter how many times I restack in any number of Supers.Obviously not a critical bug since its something you can work around, but wanted to mention it all the same!
e: Just for added context, these are all the same pieces rearranged. Happened on two separate hives.
Actually that's kind of nice as an upgrade. This way I don't have to fence in my flower garden (more than I want to!)
@Snort - Not at this time; neither are the ceramic hives.
Are Langstroth hives still vulnerable to honey-hunting forest friends? I assumed so, but was curious.
Update to the Langstroth hives... time does appear to be moving for them, so no problems there... I will be in touch on Discord to discuss other issues I seem to be having regarding config settings.
Karl42 - A few things to check because that shouldn't be happening. Its progress is tied to the world time, so if time has passed, it should have passed for the hive. I will note that this is an isolated report, making me wonder what else might be happening. But you also have a very specific case that could be relevant.
MrTango - With 779 downloads of the latest version, and no other reports of this, I am extremely curious as to what specific circumstances led to it. It's the kind of thing that, unlike Karl's issue, would be reported VERY quickly, I would imagine. In fact, the fact that no items are loaded into your creative menu means that the mod isn't loading at all. Have you checked your client-debug and server-debug logs to see what they have to say about it?
Both of you can feel free to hit me up on Discord for more direct support.
Updated from 1.4.30 to 1.4.31 and not just have my ceramic hive become a pink question texture, but no from golden combs items are in the creative menu inventory. Nevermind, deleted and retried download, this time its working, must've been a bad install-now download (somehow?).
*Was also having a issue on 1.4.30 of the ceramic hive lid going invisilbe when ready to haverst (but still ineractlable and appears in hand when picked up).
apparently Langstroth hives do not pass time when the world ticks and the owner is offline, or something like that. I am playing/admining a server that is set to pass time even when nobody is online. last night when i logged out, the hive had approximately 14 days before i could harvest the frames... I just logged back in, approximately 20 days have passed in game and the hive still states that it has 14 days until harvest of frames...
Minor update to fix a remaining rendering issue when frames become harvestable as part of a hive. Was going to do a bigger update but... uhm... That's going to have to wait for reasons.
@Quetzelotalus
That's not a thing that should be happening, though I suppose it's possible with the update. Have you tried making a fresh Ceramic Hive just to check?
Upgraded from v.1.4.29 to v.1.4.30, the placed ceramic hives w/ honey pot are displaying as invalid texture '?' boxes that cannot be interacted with. Of course, there are always potentials for issues with upgrading, this is more a notice of those issues.
Wizard76 - No... Don't do that... I hate exposure... >.> <.< Yeah, by all means, go ahead!
Just a thing, though. The current From Golden Combs is likely to stay as it is, with ongoing patches for new versions, maybe some documentation fixes, and minor feature adds like a honey pot for storing honey in. (Mostly a pretty item for counters)
What you're looking for wouldn't happen until I created the next evolution of From Golden Combs. That mod will be a labor of love and full of all sorts of fun and interesting ways to interact with your bees. Don't hold your breath, though; even if I were ready to start working on it today, it would take quite some time to build its foundation and get it working. If you're on Discord, I'd be happy to discuss my plans with you if you were to ping me.
Vinter_Nacht good to hear, good to hear indeed! This is one of the best mods for the game involving bees. Excited to see what you come up with.
If I were to do Vintage Story mod spotlight videos, this mod would be #1 on my list to do. Maybe I will when you add new content, if it would be alright?
Seems like there is a desync between server and players - if I place any stack/ceramic hive top it isn't shown visually to other players
oh and no strings for tooltips, placeremovepot shows up
Oh... I have plans, Wizard76, I have plans.
This is, hands down, one of my top favorite mods. I would, however, love to see more with the bees themselves, even if it was a simple "attitude/flower preference/output" mechanic, maybe also some simple recipes for using the honey more in food, maybe adding it to breads etc or something.
It could be as simple as "Calm, Aggressive, Defensive, Killer" bee variants, with some flower preference that effects honey or comb output.
I know I said "simple", not referencing that coding is hard. Just My opinions mind you. Love the mod so far, cant wait to see what it evolves into.
Actually would LOVE to see Tyron and his team add your mod to the base game, honestly....
@weeviljester - I'll make an attempt, but I did try to make it as clear as I could.
Please add more in depth explanation of how to put together a langstroth hive in the apiculture documentation. It's very convoluted and difficult to understand.
So glad this is being regularly updated, this is easily one of the best mods for the game and makes producing comb 10,000x more enjoyable than vanilla
AzuliBluespots - It's ready to go in with the next update. Sorry for that crazy long delay, and thank you so much for your contribution.
Vinter_Nacht
Please, It's reviewed, spell-checked, and done on top of your eng file. You can just add it to the lang folder. (pt-br always for brazilian portuguese, so the file is named pt-br.json)
drive.google.com/file/d/1md7XCZkorwgbEjRJE3I4SxPeWs7ZPUKp/view?usp=sharing
pastebin.com/n5jEVDvi
Btw, line 101 has a typo, says Lagnstroth instead of Langstroth. Also an extra period after "bee frames" and no capitalization after.
HAHAHA THANKS <3
never say sorry for releasing update :P
I will test this and report back if anything happens
Sorry about the multiple releases tonight. I found energy and focus and wanted to use it to fix what errors I could. As far as I can tell, I have successfully beaten out the rendering issues, including one oddity with Langstroth Bases. Go forth and break it, so I can keep repairing it. Thank you for your continued support.
Also, I finally patched in the updated Italian translation Yoka provided me. Let me know how that works if you fit its target audience.
It appears that I've successfully corrected the basic issue. However, I have an unrepeatable error where adding a second "tier" (More than 3 blocks, so a base, two supers, and a brood box, for instance) SOMETIMES results in the rendering issue repeating with the second stack. I have not been able to get this to repeat, and it only happened once despite repeated attempts to recreate it. Let me know if you're able to repeat it.
Other than that, the rendering issue appears to be fixed... I had to uncomment two lines of code >.>
EDIT: One weirdness I've noticed that I'm working to fix involves Langstroth Bases. You'll know it if you see it.
My guess is that they're not triggering the render when a piece is placed, so it's probably going to be an easy fix. I'm trying to make time to look at it with a critical eye. My big health issue that's remaining is persistent exhaustion, which as you might imagine makes it difficult to find time for much of anything outside of actual work. This "taking naps during my workday (I work at home) and then falling asleep for a couple hours almost immediately after I get off work" BS is something I am VERY tired of. Combine that with never REALLY feeling awake and it's GRRR.
Vinter_Nacht
I support post Carolusclen, we have the same situation on the server with all players.
Thank you very much for the update and we look forward to your return. I hope everything will be fine with you!
hey hey, taking it off and putting it back on does not help
I had the same issue putting the pot on top of the ceramic hive too
when you take them off though and put them in the ground they are fine, its almost like its only when they stack
HOWEVERRRRRR.... if I log off the server and back on, then they are fine. so the rendering seems to correct itself after relogging in
If anything else comes up or stands out, ill let you know :D
@Carolusclen - I'll look into this. Did you try taking it off and putting it back on? (Not that that's a long term solution, but I'm curious if it works)
Ok, thankfully this is reproducible, it just doesn't seem to happen with aged-aged (my default test example). So I'll be working on this next.
It has some interesting behavior associated with it too, so this should be fun to find.
Fantastic mod. Reading previous comments I hope things are going better for you❤️ Thank you so much for all of your hard work.
yay, welcome bnack and thank you so much for the update
As for the frame renders, when I put the oak and oak super on an oak and oak Base, the super does not render. just fyi :D
anyway, I am really happy you are back <3
Nice work on the update! I absolutely love this mod, and I'm really glad you're in a better place than before, good job!
ooooh yeah!
Wooo!
BEE UPDATE! WOOOO!
Now to just paitently wait for the At Waters Edge one to be updated as well to go along with this.
Note: I am very suspicious of this update, but everything seems to be working more or less smoothly. Please test this release and let me know of any errors you find. I am expecting plenty of pesky little ones, but it's the lack of major ones that I'm finding questionable. However, my admittedly minor testing didn't reveal any immediate errors, and everything from assembling the hives to harvesting them works properly. Go break it.
1-19-V1.4.26
- Updated rendering processes for 1.19
- Some minor rendering issues persist (Frames not appearing in frame rack after harvesting, but frames still existing in the rack)
- Basic functions in place
Also, I cannot stress my appreciation enough for those of you who have hung on and made it clear how much my mods are important to your experience. You really did help ensure that I came back to this and held to my promises to return. I'm going to be spending some time getting these mods right, one at a time. I'd rather do that than do a broad swath of barely operable patches.
Hi! I haven't had a chance to play with your mod but it looks really cool! I've always loved beekeeping stuff and i'm buzzing in excitement for this mod to get updated. hope you get well soon! <3
@Meliora -Nikkolai has the right of it.
Meliora my understanding is that you need to hold Ctrl while scrolling through hotbar so you can select the backpack slot. Might need to hold shift to place.
Hey! I really love this mod and can tell a tremendous amount of effort was put into it, and I appreciate that you made it! I have a question though -Im stumped on how to actually place the big ceramic beehive I made. I know it goes in a backpack slot, im carrying it this way, but I can't seem to figure out how to *place it down* so i can get it started and place a populated skep near it. How do I place the ceramic hive?
Hi, can i get some kind of guide for baseframedurability?
I wish to increase it this a bit more (by 10hp to be exact)
Where should i go, do and edit?
Take all the time you need Vinter! We all love your mods but can wait for you to get better. Sending my best wishes for your full recovery all the way from Brazil! 💛
Stay safe Vinter, as much as I wish your mods would be updated as I can't do without them.
Your health and enjoyment comes first. <3
Hello everyone, sorry I haven't bee reaching out to comment to everyone. I posted on the Discord, but have neglected to post here where others might see it. I'm currently spending some time in recovery from a difficult time in my life, though things are steadily improving. Currently development is paused, but I am not gone forever. I would anticipate some return to development within a month or so of this posting, either the end of March or April. The concerns are a combination of physical and mental health, but I am on the mend. This is the only reason I haven't addressed the concerns mentioned.
I believe the issues being discussed are related directly to the update to 1.19. As a result I have removed the compatibility statement indicating its compatible with 1.19 until I get a chance to get back to work on it. I apologize for the inconveniences. Those lag spikes, in particular, are very new and likely related to some weirdness with 1.19 I couldn't address.
FGC will be back and updated, I beg your patience as I take care of myself so I can continue to bring you quality mods.
Is this mod still in development? I love it but am worried with the comments about lag spikes.
I've also been having serious lag spikes, as well as the honey pots turning invisible.
omg, It was actually this one causing the lag spikes 😱. Damm I was loving it, if this could be fixed I'd use it without a daoubt but I'm getting long freezes every 30 seconds or so 😭
Hi, I tried the latest version of this mod on a fresh 1.19.3 world but it is causing rather big lag spikes every few seconds. Removing the mod removes the spikes so I'm pretty sure it's this mod. Any clue about this? Thanks
Maybe not? Now I feel like I've been schizo for the past few days, they're visible again...
Honey pots also turn invisible when attaching to a ceramic hive, when reloading they become visible again, but they still function. Regardless of the hit to "Immersion" I still prefer the ceramic hive over skeps. Also love the mod and hope to see a hotfix soon.
cant get these langstroth hives to work, please put a hecking guide in the game handbook on how to set one up :/ i feel like iv tried everything with it but the rack dosnt go inside any of the boxes it just plops ontop and im not able to set the roof on anny of the parts
playing on 1.19.3 and i can not put the ceramic hive in my inventory, not even using creative mode
We really need a honey extractor (a spinner comes to mind, could potentially automate it similar to the quern). A single landstroth super will get me over 20 honeycombs, which takes a while to process by hand.
I noticed that they were invisible, until I put frames inside the super, and a brood in the broodbox. Then they became visible when placed.
Also, the Langstroth hive doesn't seem to want to work inside a greenhouse. The vanilla hives are working - producing honey, swarming empty skeps - but the Langstroth hive is always at "0 flowers found. Will fill in 2 days" even though there's a bunch of flowers nearby.
Edit: I guess the langstroth hives have a higher temperature requirement, looks like they started working at 5C, while the vanilla skeps were working much earlier.
So i'm not sure what changed, but the invisible brood pot in version 1.19.0-1.19.1 was fixed in 1.19.2...the brood pots are no longer invisible when placed.
Same problem here, only the base of the langstroth hive is visible, the other parts, when stacked on top of the base are there, but they are not visible
Update: When I relogged into my world the parts that were invisible, were no longer invisible. 🤣🤪🤷♂️
Xandoria Looks like the regular ones are invisible while making a hive stack as well. Can't really tell if it still works because it's hard to figure out where to harvest from the stack while it's invisible lol
The top of the ceramic hive is invisible since 1.19 stable release. It is still there, we can still harvest the honeycombs, but it's not displayed on top of the hive.
I'm using the latest FGC v1.14.25 (File is 1.14 though labels here say 1.4..) for VS 1.18.15 and I cannot make Langstroth supers or brood boxes with panels according to the guide. I have 1 full iron hammer in top middle slot with 2 of each middle slot of panels as per the guide. It will not make anything. I tried 2 different materials - douglas fir and cedar. Neither work in any combination nor with extra Langstroth panels. Yes, they are panels and not regular boards. I built the base just fine.
Edit: I realize now that it's just not fully compatible with Wildcraft Trees.
PT-BR translation fully updated on crowdin... Can't wait to see this mod again in 1.19 stable
SpacemanSpliff - By all reports, it's working with 1.19 as of rc.6
I love this mod, will it be updating to 1.19?
Thank you, I've been waiting for Langstroths and some more in depth beekeeping for a while. Was thinking of getting into modding this game for a while to do it but never found the time.
Hello,
I have noticed another missing entry for Crowdin something like fromgoldencombs:nopot (it means to tell us that the honey pot is missing at the top of the ceramic hive). And also fromgoldencoms:fulltop is missing from Crowdin (when the honey pot is full).
Xandoria - I'll make some modifications and get this translation into the new version. Thank you!
Hello, I have translated the mod into French at https://crowdin.com/project/vintage-story-mods
fromgoldencombs:item-handbooktext-waxedflaxtwine
The link: should be <a href="handbook://item-fromgoldencombs:beeframe-harvestable">
But the link does not seem to work in the manual, anyway.
@Vinter_Nacht
de: Man kann auch in anderen Mods nachsehen, was das Kürzel ist. '
en: You can also look in other mods what the abbreviation is.
de - deutsch/german
en - english
es - espanol/spanish
fr - french
ja - japanese
pt-br - portuguese & bretonish (???)
ru - russian
uk - ukrainian
...
This should be the last new release for quite a while. All the bugs that have been reported appear to have been fixed. The handbook is working properly now, which should help in understanding. Now, if I can just get all the users to read the documentation so I can stop telling people why they can't pick up the components in their inventory we should be good. ;)
boywithajoint420
Inside the zip file you download will be a series of folders called assets\fromgoldencombs\lang
In that folder is a file called en.json, which is the base English translation. Translate that, save it as (sp.json?) I don't know the abbreviation for the Spanish translation, but I'm sure someone can help you with that. You can hit me up in Discord if you're in the Vintage Story Discord and I'll offer what support I can.\
ALSO - I believe I've managed to knock out the last of the bugs. Yes, this means there will be yet another release today after I go through the handbook files to make sure everything works well. After that, FGC is likely to be put on life support (Meaning I'll be providing support and addressing bugs, but not doing further development.) This will continue while I find and remove bugs in my other mods. After that? I have plans. ;)
hey, i there any way i can translate this mod to spanish, im interested in doing it if someone explains me how to do it
Bughaw - I cannot reproduce this error, but I did manage to find another report stating that when you stack supers, the bottom one will delete its frames. Unsure if it's related, but I'm going to be working on this error immediately.
Alright, the ceramic hives should be fixed. I didn't cover any other ground, and I couldn't recreate the crash caused by breaking the Ceramic Hive. Unsure if these two things were related of if the second crash is fixed. If anyone can recreate it, hit me up with an explanation of how. However, I was unable to recreate anything to do with the "sometimes the frames go missing" that was reported somewhere before. Do keep me updated.
RikeiR - Bees do not migrate from Ceramic or Langstroth hives. This was done to keep vanilla skeps relevant.
This is a problem I've heard about. I'm going to focus on getting this fixed.
Regarding the ceramic hives, in my game the ceramic hives will work only if you do not move them. I placed my populated skep in the brood pot, move them to the spot I wanted them and the hives would not work. Another skep could not be placed in them, so the original skep did not seem to disappear. Breaking the brood pot removed the skep. After repositioning the brood pot and replacing the populated skep, it worked fine.
So, I would place your brood pots before putting your skeps into them, and not to move them afterwards to avoid bee population collapse.
I'm in 1.18.15
XurxoMF It is working fine, at least on 1.18.15. Also, mine ceramic hives produce normally.
Is the mod working fine in the 1.19 pre or in the 1.18.15? I've read the comment below saying that is not working but the mod seems soooo cool and I want to play with it lol
I apologize for the long absence, I'll look into these issues. Things have been a bit rough of late, so my modding time hasn't been what I'd like it to be.
1.18.15
Ceramic Hives that previous had bees are no longer producing.
At 1.18.15
Currently the mod does not seem to be working properly.
I have set up a ceramic beehive and the bees are not migrating.
By the way, the Japanese translation does not show up and remains in English.
Lined frames vanish sometimes when trying to add them to a super after scraping them. I added 3 with a gap between them, filled the other 7 (slightly worn), closed the super, and then the 7 were gone when I opened it again. I have enough resources to remake them, but feels unfair.
@MrTango - That's a very odd and rather specific situation. I'll be honest, I didn't even know you could pick up a populated skep that's ready for harvest and have it keep that information. For the record, all hive transfers/etc will have poor population, that's a vanilla game feature.
@Halloweenkid9 - Hmmm, that's a new one on me. I'll have to look into what could be causing that and try to solve it.
@MrTango - That's a very odd and rather specific situation. I'll be honest, I didn't even know you could pick up a populated skep that's ready for harvest and have it keep that information. For the record, all hive transfers/etc will have poor population, that's a vanilla game feature.
@Halloweenkid9 - Hmmm, that's a new one on me. I'll have to look into what could be causing that and try to solve it.
When I placed my populated skep into the ceramic hive, the skep disappeared and didnt update the ceramic hive with any population info... Was it because my pop'd skep was ready for honey harvest? *went into creative to give myself another pop'd skep, seemed to work this time, the ceramic hive now has a poor population.
I'd like to let you know about a crash caused by populating a langstroth hive on top of a chiseled block. You can easily reproduce this crash by chiseling a block and ensuring there is a complete surface on the top, placing a langstroth hive on top of it, and populating it.
Screenshot Also the platform is made from wildcraft trees wood and there is no block underneath the chiseled slab, and the supers are full of lined frames if that may be relevant.
I also suspect that the game will crash when placing a populated broodbox on a langstroth stack or any other event that would cause the game to check if the langstroth stack is a valid hive, however the game will not crash when using a ceramic hive.
[attached crashlog]
Running on 64 bit Windows with 32717 MB RAM
Game Version: v1.18.8 (Stable)
9/8/2023 8:20:35 PM: Critical error occurred in the following mod: fromgoldencombs@1.4.21
Loaded Mods: aculinaryartillery@1.0.14, arrowheadsrecovery_fork@1.0.0, easydecor@0.1.1, meteoricexpansion@1.2.4, millwright@1.0.7, bgn_moreclasses@1.0.2, nightwatcher@1.5.0, primitivesurvival@3.2.7, spyglass@0.4.5, ssppvv@1.0.5, game@1.18.8, wildcrafttrees@1.2.4, alchemy@1.6.16, animalcages@2.2.0, beehivekiln@1.2.2, butchering@1.0.6, carryon@1.5.0, commonlib@2.2.0, expandedfoods@1.6.7, fromgoldencombs@1.4.21, medievalmap@1.4.1, metaltongs@1.0.1, mcrate@1.2.0, nemi@1.1.0, petai@1.8.0, prospecttogether@1.2.3, removeplayerpins@1.0.1, scarecrow@1.3.0, simplestep@1.0.8, statushud@1.4.3, vanvar@3.2.2, creative@1.18.8, survival@1.18.8, wildfarmingrevival@1.1.2, woodbarrels@1.0.4, woodchests@1.1.0, xlib@0.7.4, accessibilitytweaks@3.3.3, bullseye@2.5.0-rc.1, em@2.3.0, foxtaming@1.2.0, playercorpse@1.8.0, simplewinddirection@1.0.2, stonequarry@3.1.5, tpnet@1.13.2, wolftaming@1.8.0, xskills@0.7.5, bricklayers@2.2.0
System.InvalidCastException: Unable to cast object of type 'Vintagestory.GameContent.BlockEntityChisel' to type 'FromGoldenCombs.BlockEntities.BELangstrothStack'.
at FromGoldenCombs.BlockEntities.BELangstrothStack.CheckForNonSuper()
at FromGoldenCombs.BlockEntities.BELangstrothStack.IsValidHive()
at FromGoldenCombs.BlockEntities.BELangstrothStack.UpdateBroodBox(ItemSlot slot)
at FromGoldenCombs.BlockEntities.BELangstrothStack.OnInteract(IPlayer byPlayer)
at FromGoldenCombs.Blocks.Langstroth.LangstrothStack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 867
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 447
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 92
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
@Plumeria - I'll definitely look into it. However, why are you breaking the base of the ceramic hive? O.o You just pick it up in a bag slot?
Hello o/ me and a few other folks have been crashing when breaking the base of the ceramic hive. Hope this helps ~
Running on 64 bit Windows with 16171 MB RAM
Game Version: v1.18.8 (Stable)
9/5/2023 11:44:15 AM: Critical error occurred in the following mod: fromgoldencombs@1.4.21
Loaded Mods: aculinaryartillery@1.0.15, ancienttools@1.5.8, betterdrifters@2.1.3, betterruins@0.2.2, fantasycreatures@0.6.4, weaponpackg@1.0.1, hideandfabric@1.3.0, millwright@1.0.7, moreclasses@1.2.5, moremolds@1.4.2, primitivesurvival@3.2.8, she1fish@1.1.0, spyglass@0.4.5, translocatorengineeringredux@1.4.6, game@1.18.8, wildcraft@1.6.6, abcsreborn@0.1.2, additionalmolds@1.0.1, alchemy@1.6.16, animalcages@2.2.0, butchering@1.0.8, canmarket@0.3.12, carryon@1.5.0, commonlib@2.2.0, expandedfoods@1.6.7, fairplayguardian@1.1.3, fishing@1.1.5, fromgoldencombs@1.4.21, glowingprojectiles@1.1.0, hudclock@3.3.0, sailboat@1.1.0, loreweapons@1.0.1, medievalexpansion@3.10.0, petai@1.8.0, prospectorinfo@4.3.0, stepup@1.2.0, stillnecessaries@1.0.1, stonebakeoven@1.0.6, th3dungeon@0.1.3, usefulstuff17@1.2.0, creative@1.18.8, vsquest@0.5.0, survival@1.18.8, vsvillage@0.7.3, wildfarmingrevival@1.1.3, workbenchexpansion@1.7.0, xlib@0.7.4, cats@1.8.0, em@2.3.0, feverstonewilds@1.4.1, playercorpse@1.8.0, plumpkins@1.0.0, simplewinddirection@1.0.2, wolftaming@1.8.0, xskills@0.7.5, bricklayers@2.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at FromGoldenCombs.Blocks.CeramicBroodPot.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1678
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 798
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 447
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 92
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
@Nebux - Interesting. I'll look into it.
picking up the ceramic honey pot without inventory space would destroy the pot instead of dopping on ground
There is no way to take the top off a Brood Box, no.
is there a way to take the top off of a brood box?
Fixed the Error in the Handbook
<@kuki99 this error was present since v1.4.19 #v1.18.6> <- Working on it, it finally seemed to start happening... I wonder if I found the magic button that sets it off.
Wait, still no pt-br translation? :c
Edel_Recke still present for everyone? No fix?
@kuki99 this error was present since v1.4.19 #v1.18.6
Game crashing if I open the Apiculture 101 on handbook.
Hey all,
I downloaded the mod but it doesnt appear in the mods list. Anyone seen this?
I haven't updated From Golden Combs to Net7 yet... I'll be sure to do that over the next few days, barring major complications.
Where would the Net7 release be?
@Yanazake - It says in the post below where you asked. It just has the CakeTwix.
No, 1.18.6 is not Net7, it's Net4. There is a special Net7 release available through a different link.
This is created for Net4.
Uh, what are the differences between the two latest files? It says NET4, isn't 1.18.6 NET7? What happened?
(Also, did the pt-br lang file work for you?)
1.18-V1.4.18
- Ukrainian Translation Added, Thank you CakeTwix!
thank you :)
Smiley123 - They will only go in a bag slot. These are the slots that hold your backpacks, not your inventory slots.
I can't pick up the cramic brood pots. I do have other mods installed if that makes a difrance
Sorry folks, I broke the thing I fixed. Crashes involving barrels and wax should no longer be a thing. Thanks to Straud for catching this quickly! This will also fix harvestable frames from having the ? texture.
New release!
Got rid of the sparkle on the Broodbox and made sure Langstroth Hives don't do the weird rendering shift where they always point west. I also updated the Langstroth Hive code so that the number of frames it fills is modified by its population.
It will produce at least one frame and a maximum of whatever it's configured to (defaults to 4.)
At Default Settings:
- Poor Hive Pop will produce 1 frame.
- Decent Hive Pop will produce up to 1-2 frames.
- Large Hive Pop will produce up to 4 frames. (But may still only produce 2, the default minimum frame settings)
1.18-v1.4.17
- Corrected the issue with hives not rendering properly.
- Fixed text misalignment on open supers.
- Updated lang references to be more translation friendly.
- Corrected extra space in harvestable count text
- Made frame production in Langstroth Hives responsive to Hive Population Size
- Corrected wax texture issue.
Yeah, I was referringto the handbook, I just couldn't remember what it's specifically called... =p Vinter_Nacht
I think I found the post you were referring to, as well. Yeah, I'm also using a world gen mod like they were, that might be the cause. Mk, well, thank you for the help!
@deadbrain - What's an apiary widget?
The issue with the handbook crashing, if that's what you're talking about, isn't repeatable on my machine. I believe someone reached a conclusion about what was causing it. I don't recall what it was, but I believe it was something environmental and thus out of my control.
So I placed the honeypot on top of the brood pot(after placing a hive inside it), and now when I try to read the apiary widget (after pressing H and clicking on it), the game crashes. Not sure it's just an issue with the mod, or a conflict between it and (potentially)several other mods, but I was able to read the info before placing the honey pot onto the brood pot.
Edit: Can confirm the cause was before honeypot, so probably placing the hived skep into the brood pot causes this. It is also only crashing when I go to the Apiculture from golden combs in the (H)andbook
For the log:
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.1 (Stable)
7/3/2023 5:30:21 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.12, atwatersedge@1.3.1, betterbalance@2.1.3, bettertraders@0.0.1, Ceramos@0.3.1, craftingtable@0.4.0, creaturescan@1.0.0, detonateredux@1.0.3, hqzlights@1.1.1, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, moreclassestweak@1.2.5, MoreTorchHolders@1.0.0, NoMoreDrifterThrowing@1.0.0, TA_plainsandvalleys@1.0.2, primitivesurvival@3.1.9, GrindLess@1.1.2, sticksfromfirewood@1.0.0, strspawnchances@0.0.2, game@1.18.1, animalcages@2.1.5, betterfirepit@1.1.0, commonlib@2.0.4, expandedfoods@1.6.5, fromgoldencombs@1.4.16-rc.2, moreanimals@1.2.3, noheatresistantinventory@1.0.2, petai@1.7.2, claywheel@1.1.0, tablet@0.1.4, useplanksinpitkiln@1.0.0, creative@1.18.1, survival@1.18.1, wildfarmingrevival@1.0.5, worldconfiggui@1.0.1, metalrecovery@0.1.18-rc.2, cats@1.7.0, chemistrylib@1.1.1, feverstonewilds@1.2.0, morecandles@1.1.0, playercorpse@1.7.1, ropetongs@1.0.1, wolftaming@1.7.2, kosphotography@1.2.0
System.ArgumentNullException: Value cannot be null.
Parameter name: Asset Data is null. Is the asset loaded?
at Vintagestory.Client.NoObf.SvgLoader.rasterizeSvg(IAsset svgAsset, Int32 textureWidth, Int32 textureHeight, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 115
at Vintagestory.Client.NoObf.SvgLoader.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 34
at Vintagestory.GameContent.WaypointMapLayer.<>c__DisplayClass18_1.<.ctor>b__2(Context ctx, Int32 x, Int32 y, Single w, Single h, Double[] rgba) in VSEssentials\Systems\WorldMap\WaypointLayer\WaypointMapLayer.cs:line 119
at Vintagestory.API.Client.IconUtil.DrawIconInt(Context cr, String type, Int32 x, Int32 y, Single width, Single height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 96
at Vintagestory.API.Client.IconComponent.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\IconComponent.cs:line 50
at Vintagestory.API.Client.GuiElementRichtext.ComposeFor(ElementBounds bounds, Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 432
at Vintagestory.API.Client.GuiElementRichtext.Compose(Boolean genTextureLater) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 120
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 396
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 334
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 677
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 175
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 440
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1865
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 229
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 808
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 6/30/2023 11:23:56 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1248370421850872525, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.1.0
P3: 10.0.19045.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\Users\DEADBR~1\AppData\Local\Temp\RDRCF51.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERCF61.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERCF62.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERCF79.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERCF9A.tmp.txt
These files may be available here:
Analysis symbol:
Rechecking for solution: 0
Report Id: f8be6835-13ae-43f7-b058-d6c11107134c
Report Status: 268435456
Hashed bucket: 14d5118b5bf73c7861531a48d6869acd
Cab Guid: 0 }
--------------
{ TimeGenerated = 5/25/2023 11:39:57 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2260146290282408714, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.1.0
P3: 6443b447
P4: KERNELBASE.dll
P5: 10.0.19041.2913
P6: a1c3e870
P7: c000041d
P8: 000000000002cf19
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER528A.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5460.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5461.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5470.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5481.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_51eba95bdbdb4394dd3d9a71b67d5a79da2c6fa_844f11b8_19734c29-e92c-4ba4-b479-401ea1c036ca
Analysis symbol:
Rechecking for solution: 0
Report Id: 7283b953-46aa-4923-9c04-3e325f84c6ae
Report Status: 268435456
Hashed bucket: 96978c90f5f1e9478f5da71384b32b0a
Cab Guid: 0 }
--------------
{ TimeGenerated = 5/25/2023 11:39:55 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.1.0, time stamp: 0x6443b447
Faulting module name: KERNELBASE.dll, version: 10.0.19041.2913, time stamp: 0xa1c3e870
Exception code: 0xc000041d
Fault offset: 0x000000000002cf19
Faulting process id: 0x4a9c
Faulting application start time: 0x01d98f828ea29fd4
Faulting application path: D:\VintageStory\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 7283b953-46aa-4923-9c04-3e325f84c6ae
Faulting package full name:
Faulting package-relative application ID: }
On 1.18.6 opening up the handbook for the mod instantly crashes the client.
@Moon_Dew I believe so, yes, though I have no personally tested it.
Is this compatible with 1.18.5?
@D1E_HARD_TOO All the blocks for From Golden Combs need to be held in a backpack slot, it will not go in your inventory.
Hi Vinter_Nacht, I just downloaded the mod (among quite a few others so not vanilla here) and after firing the brood pot, I go to pick it up and it doesn't go into my inventory, just pops out as if it were dropped but I can't pick it up. Can pick up the raw ones just fine but the fired ones just lay there and eventually despawn. I tried clicking on the entity to see if I could force equip but I'm not that tech savvy so I'm not sure if I did it right or what but it didn't work. My guess is that there is some mod conflict, potentially with a picking up items mod I just downloaded but I haven't tried it without. I was also trying to spawn in the item but /getblock wasn't working on the brood pot as it appears in the lang files so idk
@hron84 - No apologies necessary!
hron84 I did update Buzzwords yesterday, and even made it compatible with this mod. Apologies for barging in on your mods comments section Vinter.
@Hron84 I intend on adding the functionality of Buzzwords at some point. However, if this is for finding *wild* bees, my code has no impact on that at the time being.
A small thing: can you add a visual notification - even configurable - when the player is close to one of your hives? Some players aren't able to hear bees.
Hi Vinter_Nacht, I've got a pretty hefty mod list atm so it's probably my own fault, but when I try and open the apiculture guide from the survival guide, I get a crash. Your bug tracker says the github repo is empty, so would you like me to dump the logs here?
HI Vinter_Nacht I just thought I'd put this here, I know mod compatibility is not the prime objective, so no pressure, but I wasn't able to craft a langstroth hive from Wildcraft Trees wood types, although I was very much able to use up my wax to make waxed boards of two different Wildcraft Trees wood types. Maybe just something to do with the recipes only using vanilla logs or something like that?
How do the wooden hives work?
Meraki_Install - It will reset the population but will not "remove" it. It will remain an active hive. However, it will start the "flower" count and (technically) the population size over. As far as I can tell, pop size is directly related to flower count. In the current incarnation, the two are indelibly tied. (This was incorrect, but is resolved in the most recent edition).
Question, can ceramic hives be picked up after bees have been placed in them, without disturbing or removing the population?
I need to state this here and a couple places... >Make sure you delete the config file when updating to the latest version. There have been additions and updates to it<
@Caliber76 - You're running an old version of From Golden Combs, please update.
You're on fromgoldencombs@1.4.0-dev.1, update to 1.18-v1.4.16-rc.2.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.2-rc.3 (Unstable)
5/10/2023 9:53:57 PM: Critical error occurred
Loaded Mods: bettercrates@1.6.0-rc.1, hudrealtimeclock@1.0.0, nailsmold@1.0.1, nomadmodemod@1.0.8, bpip@0.0.4, roas@1.0.0, vtpp@1.0.0, game@1.18.2-rc.3, ABCSReborn@0.0.2, alloycalculator@1.0.0, animalcages@2.1.5, blocksoverlay@2.0.0, farmlanddropssoil@1.4.0, fieldsofsalt@1.0.0, fromgoldencombs@1.4.0-dev.1, mcrate@1.0.4, notenoughfirewood@1.0.0, ovenfuel@1.0.0, prospectorinfo@4.1.4, stepup@1.2.0, creative@1.18.2-rc.3, survival@1.18.2-rc.3
System.Exception: Asset game:textures/block/beehive/beeswax.png could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 274
at Vintagestory.API.Client.GuiElement.getImageSurfaceFromAsset(ICoreClientAPI capi, AssetLocation textureLoc, Int32 mulAlpha) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 319
at Vintagestory.API.Client.GuiElement.getPattern(ICoreClientAPI capi, AssetLocation textureLoc, Boolean doCache, Int32 mulAlpha, Single scale) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 295
at Vintagestory.API.Client.GuiElement.fillWithPattern(ICoreClientAPI capi, Context ctx, AssetLocation textureLoc, Boolean nearestScalingFiler, Boolean preserve, Int32 mulAlpha, Single scale) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 362
at Vintagestory.GameContent.GuiDialogBarrel.fullnessMeterDraw(Context ctx, ImageSurface surface, ElementBounds currentBounds) in VSSurvivalMod\Gui\GuiDialogBarrel.cs:line 167
at Vintagestory.API.Client.GuiElementCustomDraw.Redraw() in VintagestoryApi\Client\UI\Elements\Impl\Static\GuiElementCustomDraw.cs:line 50
at Vintagestory.GameContent.GuiDialogBarrel.UpdateContents() in VSSurvivalMod\Gui\GuiDialogBarrel.cs:line 130
at Vintagestory.GameContent.BlockEntityBarrel.Inventory_SlotModified(Int32 slotId) in VSSurvivalMod\Systems\Barrel\BEBarrel.cs:line 108
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 478
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 451
at Vintagestory.API.Common.ItemSlotBarrelInput.OnItemSlotModified(ItemStack stack) in VSSurvivalMod\Inventory\ItemSlotBarrelInput.cs:line 76
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 449
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 980
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 782
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 647
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 460
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1834
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 219
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 5/10/2023 7:30:04 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1554877276364135390, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.2.0
P3: 6459dd76
P4: VSSurvivalMod
P5: 1.18.2.0
P6: 6459dd75
P7: e3c
P8: 0
P9: System.NullReferenceException
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5D31.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60AC.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60AD.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60BB.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60DB.tmp.txt
\\?\C:\Users\mcdon\AppData\Local\Temp\WERE0FB.tmp.appcompat.txt
WERGenerationLog.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_70f643d74ffd491ac0d9b606ec4a4a119d6b4ad_9fdb456e_896ed427-e7a1-4cd5-9936-1cf93e468d00
Analysis symbol:
Rechecking for solution: 0
Report Id: 6e1c6e49-a646-4315-86c4-f12d12c83787
Report Status: 268435556
Hashed bucket: 852aebe372f4b602b59408a50f02dbde
Cab Guid: 0 }
--------------
{ TimeGenerated = 5/10/2023 6:59:30 AM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Server.ServerMain.BuildServerAssetsPacket()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 5/10/2023 6:04:58 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.2.0
P3: 6459dd76
P4: VSSurvivalMod
P5: 1.18.2.0
P6: 6459dd75
P7: e3c
P8: 0
P9: System.NullReferenceException
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5D31.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60AC.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60AD.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60BB.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER60DB.tmp.txt
\\?\C:\Users\mcdon\AppData\Local\Temp\WERE0FB.tmp.appcompat.txt
WERGenerationLog.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_70f643d74ffd491ac0d9b606ec4a4a119d6b4ad_9fdb456e_cab_896ed427-e7a1-4cd5-9936-1cf93e468d00
Analysis symbol:
Rechecking for solution: 0
Report Id: 6e1c6e49-a646-4315-86c4-f12d12c83787
Report Status: 100
Hashed bucket:
Cab Guid: 0 }
@Vinter_Nacht
It works in single if I change the class "langstrothpartcore" -> "langstrothbroodtop" in langstrothbroodtop.json and "langstrothpartcore" -> "langstrothside" in langstrothside.json.
The same would help on the server side, but I do not have an access to server side files.
I was getting this same error; turns out it had something to do with having two versions of it in the mod folder. (well, in my case I had one in the mod folder, and I was launching from the dev environment). Also, due to a complete lack of knowledge about Linux, if this is an OS issue I'm utterly incapable of helping you.
I tried to erase the cache and I also reinstal all the game and nothing helped. After adding this mod I got this error:
8.5.2023 20:36:25 [Client Notification] Exiting game now. Server running=False. Exit reason: Game crashed
[ERROR] FATAL UNHANDLED EXCEPTION: System.Exception: Don't know how to instantiate item of class 'langstrothpartcore' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem (System.String itemClass) [0x0001e] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket (Packet_ItemType packet, Vintagestory.API.Common.IWorldAccessor world, Vintagestory.Common.ClassRegistry registry) [0x00000] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems (System.Collections.Generic.List`1[T] items, System.Int32 listSize) [0x00051] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes () [0x00057] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1 () [0x0001a] in <53a52d6c9cac448aa583eeff54e6c897>:0
at Vintagestory.API.Common.TyronThreadPool+<>c__DisplayClass3_0.b__0 (System.Object a) [0x00000] in <4d59c67431dc48f59c6b424f2320565a>:0
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context (System.Object state) [0x00007] in :0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00071] in :0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in :0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00021] in :0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00074] in :0
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in :0
There is something with the "The Langstroth Hive" from this mod.
In files langstrothbroodtop.json and langstrothside.json there i sa definition
"code": "langstrothbroodtop",
"class": "langstrothpartcore",
"code": "langstrothside",
"class": "langstrothpartcore",
but an error says: "Don't know how to instantiate item of class 'langstrothpartcore...".
The game is trying to register classes that do not exist.
May be this works in Windows but my linux does not accept this.
@Dalipax
This will be resolved in the next release. Found the issue.
Vinter_Nacht By mistake I destroyed my hives and was unable to recreate the error when rebuilding them in creative mode ¯\_(ツ)_/¯. However, every time I stack a langstroth hive it automatically rotates facing west. No matter which direction the base is placed, or which part I place first, it keeps rotating west.
@Dalipax
Not without more information, can I get the error log?
When installing the new release of the mod following the 1.8.1 update all my clay honeypots ontop of the ceramic hives dissappeared along with my langstroth hive. All I can see is an empty square and block name, but I can't interact in any way. When breaking the invisible blocks the game crashes. Is there a way to fix this without having to rebuild everything? I am low on resources and winter is coming ;-;
@Snort
I can update the handbook to do that when I get the time. However, technical writing has never been my strong point... If someone else wanted to write out a clear guide, I'd credit them and do the formatting.
@ Jenpai
XSkills, along with any mod that adds classes beyond those in vanilla, will never be supported in my mods. I firmly believe that skills and classes have no place in Vintage Story, and won't be supporting their use or expansion. The exception would be if someone wanted to write a mod that added compatibility with XSkills or mods such as those I indicated above, I will support them. It's just not how I'm going to be spending my development time.
Small suggestion: The language around the brood box creation in the guide is ambiguous. It is easy to follow the guide and build your stack, then try to hold the roof and right click the stack to try and build the brood box. There should be a small explanation that an individual super module should be placed on the ground and right clicked with the roof to build the brood box.
Would love to have xskills compatability! Currently Harvesting the custom hives yeilds no experince for xskills, or do other bee-related abilities work with golden combs.
@Apehjerne -> Will be corrected on the next release.
Handbook link for the super does not work. Latest release.
Garbo - Now you're the second one I've heard this from. I can't for the life of me reproduce it.
crashes on opening apiculture guide. anyone else have this issue?
Path 'item-handbooktext-waxedlfaxtwine', line 98, position 2.
Vinter_Nacht
I play on Windows 11. Rather standard prebuilt cyberpower pc system. I've never downloaded anything strange or do I do any funny business with any registry or libraries. I can only conclude that I crash everytime when I am playing in a save that has maps turned off.I can try sending you my save through discord if that might help?
VentedSun
I don't have any idea what could be responsible for that, that's the lone report I've gotten about it and not a thing I've seen myself. I'm not even sure how a mod conflict would cause that.
Lostar
That's a very strange set of circumstances. Is there anything special about your setup that might hint as to the source? I have yet to be able to repeat this, and I exclusively play with the map and coordinates turned off.
Vinter_Nacht, as in the guidebook entry exists that talks through the mod, but i cannot craft any of the mods items, or see them as available in a creative inventory either.
It is definitely the use of the bee icons in the handbook. This mod will crash a game that has maps disabled and/or the player never used the bee icon on the map in that save.
How I came to this conclusion.
had a talk on the VS discord #mods-general and Tels might have figured it out. Sounds like it may be the SVG icons not loading properly. "It looks to me the mod uses the "bees" icon in the handbook text and this seems to cause problems. It could all well be that the game engine sometimes loads things in a different order and the icon is not yet loaded when you look at the handbook. I'd say this is more an engine problem than a mod problem. But I'm guessing, someone from the devs needs to look at it." -- Uninstalled and reinstalled the game yet again and I am back crashing in any saves where I am playing with my preferred customized settings (nothing fancy.. mostly just no map and some durability/spoilage rate adjustment and /time calendarspeedmul 0.2) but I am not crashing with a fresh Standard world save with default settings.
Yeah, I don't know what's going on there either. Like I said, I can't recreate the error.
I have attempted uninstalling and reinstalling the game entirely/clearing my appdata folder as well (backing up my saves) and I still have this issue in certain types of saves. I am also seeing it on the multiplayer server.
Edit: I have no idea anymore. Just tried it on a standard playthrough with default settings and I am crashing.
Vinter_Nacht Does anything in the error log stand out to you? I am able to open all other help menues. It is only the one to this mod I am unable to open without a crash and it only happens in saves that uses those settings.
I just tried opening a custom world with those settings, still cannot replicate. :/ I'm deepyl interested in what's causing the issue.
Vinter_Nacht It appears to be a conflict with even new saves so long as they are a customized world (I play with stuff like no maps in my single player). However if I just use basic settings, I am able to open this with no issue.
These are the settings I am using for my customize. I believe you can just copy/paste into a new save to see if you can replicate.
{
"worldClimate": "realistic",
"gameMode": "survival",
"temporalStability": true,
"temporalStorms": "rare",
"graceTimer": "10",
"microblockChiseling": "stonewood",
"polarEquatorDistance": "100000",
"lungCapacity": "40000",
"harshWinters": "true",
"daysPerMonth": "30",
"saplingGrowthRate": "2",
"propickNodeSearchRadius": "6",
"allowUndergroundFarming": false,
"temporalGearRespawnUses": "-1",
"temporalStormSleeping": "0",
"startingClimate": "temperate",
"spawnRadius": "50",
"deathPunishment": "drop",
"seasons": "enabled",
"playerlives": "-1",
"blockGravity": "sandgravel",
"bodyTemperatureResistance": "0",
"creatureHostility": "aggressive",
"creatureStrength": "1",
"playerHealthPoints": "15",
"playerHungerSpeed": "1",
"playerMoveSpeed": "1.5",
"foodSpoilSpeed": "2",
"toolDurability": "2",
"toolMiningSpeed": "1",
"globalDepositSpawnRate": "1",
"allowCoordinateHud": false,
"allowMap": false,
"loreContent": true,
"tempstormDurationMul": "0.75",
"temporalRifts": "visible",
"landcover": "1",
"oceanscale": "1",
"upheavelCommonness": "0.4",
"geologicActivity": "0.05",
"worldWidth": "1024000",
"worldLength": "1024000",
"worldEdge": "traversable",
"globalTemperature": "1",
"globalPrecipitation": "1",
"globalForestation": "0",
"surfaceCopperDeposits": "0.2",
"surfaceTinDeposits": "0.03",
"snowAccum": "true",
"allowLandClaiming": false,
"classExclusiveRecipes": false,
"auctionHouse": false,
"playstyle": "surviveandbuild"
}
Very odd, even with the same mod loadout I can't repeat that error @Lostar
Whenever I open up the "Apiculture - From Golden Combs" guide I CTD with this critical error:
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.18.1 (Stable)
4/24/2023 7:32:44 PM: Critical error occurred
Loaded Mods: compass2@2.0.0, game@1.18.1, carryon@1.0.0, fromgoldencombs@1.4.16-rc.2, hudclock@2.9.1, creative@1.18.1, survival@1.18.1
System.ArgumentNullException: Value cannot be null.
Parameter name: Asset Data is null. Is the asset loaded?
at Vintagestory.Client.NoObf.SvgLoader.rasterizeSvg(IAsset svgAsset, Int32 textureWidth, Int32 textureHeight, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 115
at Vintagestory.Client.NoObf.SvgLoader.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 34
at Vintagestory.GameContent.WaypointMapLayer.<>c__DisplayClass18_1.<.ctor>b__2(Context ctx, Int32 x, Int32 y, Single w, Single h, Double[] rgba) in VSEssentials\Systems\WorldMap\WaypointLayer\WaypointMapLayer.cs:line 119
at Vintagestory.API.Client.IconUtil.DrawIconInt(Context cr, String type, Int32 x, Int32 y, Single width, Single height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 96
at Vintagestory.API.Client.IconComponent.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\IconComponent.cs:line 50
at Vintagestory.API.Client.GuiElementRichtext.ComposeFor(ElementBounds bounds, Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 432
at Vintagestory.API.Client.GuiElementRichtext.Compose(Boolean genTextureLater) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 120
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 396
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 334
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 677
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 175
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 440
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1865
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 229
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 808
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/24/2023 7:30:14 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
at Vintagestory.Client.NoObf.TextureAtlas.InsertTexture(Int32, Int32, Int32, Int32[])
at Vintagestory.Client.NoObf.ClientWorldMap.LoadColorMaps()
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadColorMapsAndCatalogSoundsIfSingleplayer()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 4/20/2023 11:14:53 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
at Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket(Packet_BlockType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateBlocks(Vintagestory.API.Common.Block[], Int32, Int32)
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadBlockTypes()
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 4/20/2023 11:33:48 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1812512002548946840, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.0.0
P3: 10.0.22621.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\Users\steph\AppData\Local\Temp\RDRCE17.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.8d2e7e95-7da2-4406-83fb-d4f28a818d99.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.20cba57c-c678-4925-a358-aed03511e701.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.3264cfb0-a405-4973-941b-1d69afb4f926.tmp.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.0baa59da-c803-4971-9878-f4196cc29407.tmp.xml
These files may be available here:
NULL
Analysis symbol:
Rechecking for solution: 0
Report Id: 0dd49cfe-b306-433a-a654-76b9436dbfc4
Report Status: 268435456
Hashed bucket: 7d8d6ab9eea4b436192756102f0fd798
Cab Guid: 0 }
That's odd... has anyone else encountered this issue? When you say they "aren't working" what do you mean?
Loved this mod in 1.17 and downloaded the update for 1.18.1 but i cant seem to see any of the blocks in game? I reintsalled everything and loaded just this mod and still nothing, guide book entry opens up fine, but none of the hyperlinks to recipes/blocks are working, any ideas?
Noice 🍹🗿
Right now I did try to use my translated lang file and it didn't load, but then again, this is one of the more complex mods with added mechanics. Hope you can make use of it soon.
Vinter_Nacht Yep, that fixed it! Thank you for your efforts, they are greatly appreciated <3
@DragooKnight11
Did you update to the release I put out today? There was an error that made the brood box tops unavailable. There is no "recipe" for a Brood Box; you have to right-click an empty super with a matching brood box top, which will turn it into a brood box. You then have to use a populated skep to turn it into a Populated Brood Box.
For some reason, I can't find any reference to a Langstroth Brood Box recipe, wether it's a box top recipe or making the brood box directly. First time using this mod however, so I'm unsure if I'm just blind or if it's an actual issue to report.
@Yanazake
So that you know, the language file will make it into the next update. :)
Yanazake
Is that the language code for it? pt-br.lang?
Vinter_Nacht
Just so you know, I did the pt-br translation for Wildcraft Trees, and I just finished the first version for From Golden Combs too. It may need adjusting, but should be functional. No, I didn't test it yet. :1 Anyway, if you need the pt-br translation compatibility, tag me or something
pastebin.com/Ystn1KDF
@Burgersim - It presently works alongside Wildccraft Trees, but it does not do so perfectly. So it has "kinda compatibility". I don't believe there will be any crashes, but you will not be able to craft hives with Wildcraft Tree woods as a primary color variant. (This is due to the inability of the crafting recipes to accept multiple variant types.) Further, there is no explicit langfile support for WCT at this time. It's on the list (TM).
I need to get back to translating this.
Does or will this have support for wildcraft tree woods? I just loaded it into a 1.18 world and saw a lot of recipe errors for these wood types and langstrom hives upon starting the server
🐝1.18-v1.4.16-rc.1 Update! 🐝
🐝New Config Options, Bugs Squashed, Langstroth Buffed, Many Things Configurable!🐝
🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝🐝
Changed check for "knife" to EnumTool.Knife for better compatibility with other mods
Added the following config options and default values:
"ClayPotMaxYield": 4
Vinter_Nacht Thankyou! Don't worry too much about it, it works great aside from that issue, i mostly wanted to just make sure nobody else makes my mistake.
I was optimistic about fixing it all in 24 hours, but it will take a bit longer to prevent it from being another buggy release for 1.18.
I also want to add some clarifications about using any wood to make Langstroth Parts and, by extension, Langstroth Hives.
I should also work on some logic to let the modpack maker set a "days till harvest" setting instead of by the hour, and then I can have that adjusted for the configured value for month lengths.
Those settings, thankfully, will be trivial to add.
I'll be working on this until I have addressed the issues in question.
@Kittendoll - I will try to get back and fix up that 1.17 release you're working with while doing the above.
That's helpful.
Vinter_Nacht , in the live world, i looked over our apiaries, picked a hive to test with, broke it with an iron pickaxe (with honeypot still atop it), it spawned bees, I ran away from the bees until they locked onto a racoon in the racoon pit, at which point i put down one of my backpacks to make space, went in and autocollected both the honeypot and brood pot. Then I put the brood pot back down, and bang, crash.
In the test creative world, the error did not replicate in creative mode. could break and replace the brood pot as many times as I wanted. In the creative test world which was otherwise naked, the error only happened if i placed an empty brood pot, populated it with a skep, placed the honeypot, switched to survival mode, THEN broke the brood pot with the pickaxe, and attempted to replace it.
If it would help, i can upload the creative world's crashing save file to the github?
@Kittendoll - It is, and I can't seem to reproduce the error. Can you give me any more details about what happened prior to picking it up?
Vinter_Nacht, I hope this is what you meant, i've never raised an issue on GitHub before github.com/Aetherial-Labs/Issue-Reporting/issues/1#issue-1670615054
@KittenDoll -> Winter is absolutely going to leave them at "population poor, scouting for flowers" as the hives don't function in winter. I'll check that out at a later date. I'll look into the issue with the crash ASAP. Probably something I didn't account for since the block was never meant to be "broken", but instead picked up. Still no excuse for that error to persist. Can you please make an issue for this on the issue page linked above?
So, on 1.17.11 attempting a break-and-replace on a ceramic hive that had remained stuck at "population poor, scouting for flowers" (i tried picking it up and putting it back down normally first, to no avail) for several ingame weeks has caused a bug where anyone who looks at the apiary this was attempted in crashes to desktop. Just putting out a 'don't do that series of actions' while we try to get our world back. EDIT: it was in winter, as well, if that affects things.
further edit: it appears that admin commands deleting the affected area was enoguh to fix it.
Rusty_Tato -> It's already updated, but it's only available to my Patrons at the moment. It will be released to the public with the first stable 1.18 build.
You going to update this mod for 1.18?
@HoosierDaddy - Do you know I never knew the name of the band that sang that song? Buffalo Springfield is a weird ass name for them, but then again, we had a lot of odd names from that period.
Thanks. You are correct. My IT guy looked through the logs and something he saw made him try disabling Expanded Cooking and Culinary Artillery, and we are back to not being able to swing a dead cat without finding wild beehives. He's telling me he thinks its either a Win7 issue or possibly a Dell-specific hardware issue. Would explain why it only seems to happen when we play at the office.
Paging Buffalo Springfield...
(For those without that background, the lyrics I'm talking about are, "There's something happening here / But what it is ain't exactly clear.")
@HoosierDaddy
This has nothing to do with From Golden Combs. I don't do anything with wild bee spawns or hives.
@LeonaLens
I forgot about the handbook clutter in this last update... Will address.
We are having trouble with 1.17.11, specifically, it seems the wild hives are not seeming to form. Or maybe they don't form in the early game. Or just don't buzz in early game. We put in about 40 man-hours into one game with all of us exploring like mad, not a single hive found. Nearly 60 man-hours into another server with different seed, same result. Remove FGC, use the same seed as the last world, we had found more than a dozen wild hives by dusk of day 2.
Is this expected?
[EDIT]
Yes, heavily modded, but no ruins mods or others that heavily influence mapgen. The only difference between the last two was disabling FGC, retaining the rest of the modlist.
[/EDIT]
@Lumber Unfortunately it didn't help, I tried before.
@Vinter_Nacht thanx, mate. I will eagerly wait for this!
@LeonaLens The Handbook Clutter mod seems to take care of that.
@LeonaLens - Yes, this is actually an error that slipped in during a previous update. I'll take care of that during the next update.
Though that update is currently unscheduled. (And will represent the final update for 1.17)
Playing with this mod on 1.17.11.
Still somehow works but it spammed all of our handbook, especially hammer tab with unused recipes like variations of: frame racks, langstroth brood box tops and bases. Can u fix this plz?
@boribee - There are configuration options available in the vintagestorydata/modconfig/fromgoldencombs file. While I don't disagree that there needs to be some serious balancing steps taken, they are also within the power of the individual player to achieve.
That being said, your reported performance is definitely quite strange, and not in line with the reported performance from others.
You may also want to set "showcombpoptime" to true for additional bugshooting data.
I'm not sure whether I am experiencing bug or it is playing as it should, but my Langstroth hives are, how to put it, underperforming severely. In the time it took one of my Langstroth hives to fill just two of its frames, my ceramic hives produced twice or thrice. Worse yet after that the Langstroth hive seemed to have just paused eternally, because for multiple days there was no further output. My 20 frame hive was idling, while my ceramic hives kept giving more. Out of my year's 11-12 L of honey (I say year, it's just the beginning of September) only 1 L was from Langstroth and it was built in mid June or July. That is nothing to say that realistically a single 8-frame Langstroth hive on average produces 15-30 kg of honey per year. In game a year is 108 days. There needs to be some balancing involved. Currently in my beehouse of three Langstroth hives, surrounded by flowers, not one has produced anything, while my ceramic hives give me honey almost every second or third day and Langstroth hives are supposed to outpace them.
IvanZS oh! i actually didn't know what those were, had to look them up.
kitrana They are supposed to go in one of your 4 bag slots, just like a populated skep in the unmoded game.
I can't get any of the langstroth stuff to builld, i can't even get them into my inventory using creative mode. and i am using the latest version.
Hey, I think I found an actual bug this time. When my base is standing on a chiseled block, the game crashes every time I try to place a super on top of that base. Change back to default block under the base and all is okay again. It might be a collision with another mod, I'm running about 20 of them, but I think none other touch either bees or chiselling, and the block I was placing it on is vanilla too, just an ancient pillar block.
Runeguden - This isn't reproduce-able. I just loaded up the latest version and used birch Langstroth Parts to build one. Feel free to DM me if you're in the Discord, I'll help you out.
The documentation is going to undergo some revision in the near future, as is what is shown in the creative menu.
Im using the latest version, yet no matter what i can only craft the langstroth hive out of ebony, no other wood works.
Sniffr0st Put the box on the ground and right-click it to open it. Remove the 2 frames from the rack by right-clicking them (the frames are now in your inventory). Right-click the opened box with the frames in hand, putting them in. Close the opened box by right-clicking it. Pick up the filled box by putting it in one of your 4 storage slots (select empty the slot by pressing CTRL+1/2/3 or 4). Put the box upon the base and the top upon the box.
Hey, sorry I'm probably being really dumb, but I can't figure out how to insert a frame rack.
I have a Langstroth stack - base, 1 super, and broodbox, and I have a rack with 2 lined frames. No matter what I try, I can't insert it into the super. Right click, Sprint + right click and Sneak + right click do nothing. Removing the broodbox doesn't help, removing the super and placing it on the ground doesn't either. Is there some obvious solution I'm missing, or is it bugged?
@Cherry06 There is fromgoldencombs.json file in VintagestoryData\ModConfig.
I absolutely love this mod! It's so cute and cozy! However I have not found how to confugure the settings as per "Confuguration Options". I tried looking though the mod files (mod version v1.3.15) but was not able to find any of these settings. How can I configure the mod?
Runehawk - Less Hard on your system than you'd imagine, really. The millions of combinations are the result of clever variant use. There are ways to reduce that load even further, but that won't happen until I give FGC a revisit. When I do that it will be to do more than make it lighter-weight in terms of blockID use. It will also be getting new features. Which is why I haven't come back to it to address those issues yet.
Runehawk There is an elegant solution for that that allows to keep billions of hive combinations without hurting load times and memory (as if it would be one block).
I told the mod author how to do that and even showed working examples (from my mods of course), but it depends on when he remember about this mod
I assume that those millions of hive combinations will be pretty hard on load times and memory? I'd love to use this otherwise, but I'm hesitant for that reason.
@yanazake - Yeaaaahhhh... I was a baby coder/modder when I made those. When I go back to address that mod again, I'll be cleaning up a lot of stuff. Though at this stage it's looking like it's going to be a complete rewrite.
Ok, There's probably something buffing them to drop a buttload more honey. I'll have to look into it.
That said, the honey pot block has a light absorption property, it's kinda weird since it makes a pretty big shadowy area for no reason at all considering its size.
@Yanazake - No, the vanilla skeps are not buffed. RNG just loved you, apparently.
@IvanZS - Thank you for answering those questions, I should update the information about the config on the db entry here.
@Yanazake Take a look at the mod config file, there is a "showcombpoptime" option. If you set it to "True", there will be additional info available in the block info overlay. For the Langstroth hives this additional info includes how many harvestable frames are in the hive and after how many days a new frame will be filled in, if there are empty ones. I believe similar info should be available for the clay hives...
Finally been able to make the brood pot and put it to work! But how do I know the honey pot is harvestable? I believe I shouldn't keep removing it to check if there's any harvestable honey.
Also, are the skeps buffed by this?? From the few that I broke ( just to get some wax) I got 15 combs compared to the vanilla 9.
@Norbix - You're welcome, wish we had been able to puzzle it out sooner!
Okay i figure it out but i don't know exacly what helps me :D
I've VintageStoryData in different localization than %AppData% but i changed it to default and install game again. After that i've install mod and it works. So again i change my VintageStoryData to different than default localization and i copy Cache and ModConfig folder and i replaced it. After that mods work well. Thanks a lot for all help ;)!
It's working fine for me too. Thanks, BTW. Nice work!
I only mentioned it because he's down to just the base game and it's still throwing an error. Which might need a clean install, but my experience is that instantiation errors have always been cache errors.
@HoosierDaddy Thank you for trying to find a solution. This is the only individual who has reported having this error, so it's a little tricky to find out what's causing it, if anything.
Maybe you've already done this, but so far, every time I've seen that error in any mod, deleting the entire "Cache" directory ( VintageStoryData\Cache ) and letting it recreate it fixed the problem.
@Vinter_Nacht after create new save same problem. I've found logs and i've got this error everytime when my game crash after adding the mod.
02.11.2022 23:55:06: Critical error occurred
Loaded Mods: game@1.17.9, creative@1.17.9, survival@1.17.9
System.Exception: Don't know how to instantiate item of class 'langstrothpartcore' did you forget to register a mapping?
w Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) w VintagestoryLib\Common\ClassRegistry.cs:wiersz 273
w Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) w VintagestoryLib\Common\Network\ItemTypeNet.cs:wiersz 19
w Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) w VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:wiersz 561
w Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() w VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:wiersz 471
w Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() w VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:wiersz 414
w System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
w System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
w System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
w System.Threading.ThreadPoolWorkQueue.Dispatch()
In the second one, after that i've got crash.
@Norbix - No, that shouldn't make any difference whatsoever. When you say you add it to your mods folder, are you adding it "VintageStory/Mods" or "VintageStoryData/Mods"? It shouldn't matter, but mods go in the second directory, not the first.
@Yanazake - He's wrong. You don't need both hands empty, you need a bag slot empty. All the block components in From Golden Combs are carried in the bag slots, not general inventory slots.
bringitonwimps No way... I'll try it later.
ita cause you need both hands empty
I got an issue with the mod. The clay hive can't be picked up. I made it first inside a pottery kiln from another mod and it just was there, even with inventory slots I wasn't able to pick it up.
Then I thought "it's probably the other mod causing issues. Let's make it the normal way". I put it into a pit, fired it, and again, couldn't pick it up. Breaking the block makes it loose, but can't be picked as an Item. Did I have to do something to it BEFORE firing it?
Yes after copy .zip to Mods folder my game just crash when i'm loading my save. I haven't any other mods but i can give you full logs if you want. It can be problem that my save is created before install this mod?
Can you confirm this is from FGC? There's no mention of it anywhere in the error.
Hmm ive got error when im loading a save in 1.17.9
System.Exception
w Vintagestory.Common.ClassRegistry.CreateItem(System.String)
w Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
w Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
w Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
w Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
w System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
w System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
w System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
w System.Threading.ThreadPoolWorkQueue.Dispatch()
Norbix Yes, it does. I don't have any of the clay beehives and can't say if there are any problems with them, but everything else works ok.
@Norbix - I haven't tested it yet myself, neck deep in another project. I can say it should be.
Is mod working on 1.17.9?
Yanazake That's correct.
Ok, can I still find bees the usual way? I just listen to them?
gndrneutralnoun - Yes, I should probably add a feature that announces that the bees are hibernating when it's cold out. Will add that to the next release. (It may be a hot minute before that comes out)
Hey, I just set up a ceramic hive with a populated skep, but it's been sitting there for days in a field of flowers, stuck on "The bees are scouting for flowers" with the nearby flowers count at 0. Is this a bug or something I can circumvent? Is it because it's late fall (already snowing where I am)?
@MightyGooda - That error is even weirder than you think. Taking off an incomplete pot should restart the hives counter. Further, it shouldn't show when you put it back. I'll look into it. Also, this is the sole report I've had of this. What mods are you playing with? (Not that this should matter in any way)
Hi. Im having a weird glitch where ceramic hives dont show that they have honey. When I take the pot out, and place it again, imediately the wax ring shows, and if i take out again the pot has honey..
@Kail -> Langstroth and Ceramic Hives cannot be held in your inventory. They can only be held in a bag slot. This is easily the most common "bug" I get reports about. It is behaving as intended.
Kall I run into the same situation, but I emptied one of my hand baskets and removed it from the slot just to see if it works. it works, hive jumps happily in the slot. Don't know yet what next but so far so good🧐
Made a ceramic hive and set it to dry out, came back after it completed but can not pick up the final product, the item just floats on the floor and is not interactable. Wonder if it is a mod conflict or something.
Thank you for that! Hammer's Ringing Fall and Fields of Gold both need so much love though.
It's here!
You have probably my favorite 3 mods on here, glad to see the 1.17 release mate.
@Iphour - That is the usual issue.
To Everyone - I am resolving a non-code issue with the 1.17 release. I will be reposting the current release shortly pending that being handled.
BlueFuryDragon The brood pot can only be carried in an empty backpack slot. That might be your problem
Ok so I can create and fire the brood pot and honey pots, but when I goto pick up the brood pot from the pit kiln it just falls to the ground and I can not retrieve it. So I can't use this as intended in 1.17.3. Anyone else have this issue?
I would like to remedy an oversight on my part. macoto_hino is responsible for adding the Japanese translation to the mod, for which I am eternally grateful!
@BlueFuryDragon - That decision was made deliberately to reduce the amount of handbook clutter. There doesn't appear to be a way to comfortably have all the potential options exist in a single handbook entry, and I find that ugly and unnecessary. So, you can make it from any type of Langstroth parts. I did try to make that clear in the handbook, but may have fallen short.
It also occurs to me that I should rename Langstroth Parts to Langstroth Panels in the next update.
Um, I was looking at the recipe for the Langstroth Hive, and the only one that seems to come up is the Ebony/Cypress one. If I look at say a Walnut log the the stand shows up but it doesn't show the recipe and you can't click on them. I can not create this yet as I can't do boards yet, but thought that that was odd so I'm posting it I'm on 1.17.3. I do realize that you haven't updated the mod yet for 1.17.3.
Just want to note that the below bug was player created, apparently. (Word of melodelic)
Hello! In 1.17.1 my Langstroth "disappeared", but when I put a new Langstroth base on where the old one was, I got the following crash:
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.1 (Stable)
9/1/2022 1:59:37 PM: Critical error occurred in the following mod: fromgoldencombs@1.3.14-pre.1
Loaded Mods: bettercrates@1.4.2, extrachests@1.5.2, moreminerals@1.0.3, game@1.17.1, zoombuttonreborn@1.3.0, carrycapacity@0.6.5, farmlanddropssoil@1.4.0, fromgoldencombs@1.3.14-pre.1, medievalexpansion@3.7.1, prospectorinfo@3.1.2, creative@1.17.1, survival@1.17.1, workbenchexpansion@1.4.1, accessibilitytweaks@3.0.0, campaigncartographer@2.2.2
System.NullReferenceException: Object reference not set to an instance of an object.
at FromGoldenCombs.Blocks.Langstroth.LangstrothCore.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at FromGoldenCombs.Blocks.Langstroth.LangstrothStack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 890
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 536
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1362
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 709
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/1/2022 12:57:14 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1919827734955322183, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.1.0
P3: 63108555
P4: KERNELBASE.dll
P5: 10.0.19041.1889
P6: e9ede6d6
P7: c000041d
P8: 0000000000034fd9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERAFD.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE1B.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE2B.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE3B.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE6B.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_dffbb55777596c2bc4d4e4878a1dbde58261d_068ded3f_8be54100-775a-4756-9aeb-983d5cd93642
Analysis symbol:
Rechecking for solution: 0
Report Id: 965f842a-f789-4323-86de-5c26d903b59e
Report Status: 268566528
Hashed bucket: e5b968ba568cb67efaa499273bf46b47
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/1/2022 12:57:12 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.1.0, time stamp: 0x63108555
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1889, time stamp: 0xe9ede6d6
Exception code: 0xc000041d
Fault offset: 0x0000000000034fd9
Faulting process id: 0x9b18
Faulting application start time: 0x01d8be2aa78e85ea
Faulting application path: C:\VSTEST\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 965f842a-f789-4323-86de-5c26d903b59e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/1/2022 12:57:11 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1572828544854242255, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.1.0
P3: 63108555
P4: KERNELBASE.dll
P5: 10.0.19041.1889
P6: e9ede6d6
P7: c0020001
P8: 0000000000034fd9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFA15.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFF84.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFA5.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFA3.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERFFD3.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_2ccaa6e43a2434369e8fb2c2754254f8692_068ded3f_7b22e320-7e03-4c5b-bd6e-0cdc80ca8fe3
Analysis symbol:
Rechecking for solution: 0
Report Id: 7f46a8c6-2adc-4cd0-96b9-46d1f61f7cce
Report Status: 268566528
Hashed bucket: 0898979100c981b3c5d3cf3a74a1b3cf
Cab Guid: 0 }
I love this mod to pieces and can't wait to see what else you add into the future! I've been fascinated by natural beekeeping since I've read Dr. Leo's book "Keeping Bees With a Smile," and this mod is one of my *biggest* loves in this game. Thank you for making it, and I can't wait until you make the Layens Hive!
Keep up the great work, and thank you so much for what you've done! Bless you!
Fix for that issue coming up, in testing now.
Right clicking frame rack with 3 lined frames in it caused crash.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.0-rc.5 (Unstable)
Loaded Mods: chiseltools@1.5.4-pre.1, composter@1.0.4, justmoreruins@0.1.1, aaamakeitcompatible@0.0.2, meteoricexpansion@1.2.1, moredungeons@0.1.1, primitivesurvival@3.0.3, qptech@1.10.3-pre.5, rustandrails@1.0.1-pre.1, ruststones@1.0.1, riflemod@1.0.0, sod@1.0.0, sortablestorage@1.4.0, spyglass@0.4.5, translocatorengineeringredux@1.2.0, viescraftmachines@1.17.2, vtpp@1.0.0, game@1.17.0-rc.5, egocaribautomapmarkers@2.4.0-pre.1, carrycapacity@0.6.5, fixhandbookclutter@1.0.5, fromgoldencombs@1.3.14-rc.1, immersivecrafting@1.0.0, lc@1.0.0, morepiles@1.2.2, mcrate@1.0.4, offhanddebuffpatch@1.0.0, pei@1.2.4, playercorpse@1.4.0, prospectorinfo@3.2.0, ruinvariants@1.0.1, creative@1.17.0-rc.5, redirectlogs@1.0.0, survival@1.17.0-rc.5, bricklayers@1.0.0-pre.3, carryablelogwithresin@1.0.0, tradercamps@1.0.1, stonepiles@1.0.6
10.08.2022 23:31:24: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at FromGoldenCombs.BlockEntities.BEFrameRack.OnInteract(IPlayer byPlayer, BlockSelection blockSel)
at FromGoldenCombs.Blocks.FrameRack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 890
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 536
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1362
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 704
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 608
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 87
-------------------------------
Vinter_Nacht If FGC repository is private, why it is allowing me to view and fork your project? Is it github bug? If it is public, then I don't see why my idea is invalid.
@Voidseeker
In all honesty, I don't mind that people upload and change the code. However, I'd point out that github has a private option for repositories for a reason. Major corporations use Github for managing their code. So I can't agree with your ideas regarding github and its use as a private versioning option.
Vinter_Nacht Yeee, thanks for the update. For the "clever" answer... If you don't want people to fork and change your code, you probably shouldn't publish it on github. ;) Sad to hear that you've lost hardware and data.
I'm installing it immediately. And getting ready to report bugs.
I had to rebuild this from an old version, and then update it to correct all the extant errors from that previous version. (Had to change PCs, lost some things in the process). There's nothing "new" in this version of FGC. But it seems to work great in 1.17. Let me know if you find any bugs! Also might have solved a previous lag issue that made it unplayable for some players.
Voidseeker - Damned fine question. I want to say something clever like, "So people can't update it to current without my input", but the truth is somewhat sadder. The truth is it's presently on a machine that is no longer in operation, and I forgot to update it to the current version. The good news is, that updating it will be relatively trivial. Except I immediately ran into a problem. More than ever, it is utterly killing the frame rate once it's installed. I ran into this problem with one other mod, but I'm not sure what I did to fix it. (It wasn't my mod, I was helping).
Vinter_Nacht Why source code on github is not from the latest version of the mod?(
It's coming. :D Working on a new mod, once I release it, it's time to go back and do a thorough update of all my existing monsters.
Could you please build this masterpiece of a mod for 1.17?
You should be able to change the showcombpoptime config option to true in fromgoldencombs.json the VintageStoryData/ModConfig folder. This, in turn, is usually found in your version of C:\Users\Owner\AppData\Roaming\VintagestoryData\ModConfig.
I maybe having an idiot moment but how do you edit the Configuration Options? I would like to turn on the Optional display for when the hive produces more comb. I have tried everything I can think of and just can't seem to figure it out. Any help would be greatly appreciated.
I bear a question. Is the mod already outdated. I only got the game, I would say, a week ago, so I am not familiar when it was last updated, but I can't get the mod to work, which seems to already be updated for at least game version of 1.16.4 and currently the version of the game is 1.16.5. I put assets in assets and .dll into Mods folder, but the game is "Unable to load mod." asking me to "Check log files.".
I would be very happy of any answer I could receive.
Nevermind. 'Twas but a certified dumb moment. I just had to stick the .zip file into the folder.
Hi Vinter_Nacht
Thanks for the tip!
I've never actually done anything with the bees in game, so I didn't know how they work.
Brood Pots and Langstroth blocks can only be carried in your bag slots, like a vanilla populated skep.
Hello Vinter_Nacht
I don't know if it's a bug or because of the mods I'm using.
But I can't pick it up after burning the brood pot. If I pick it up with the right mouse button, it lies on the ground as an item and it is not included in the inventory. Like the inventory is full, but it isn't
Oranje -> You need to put the empty frames in a frame rack and click them with liners in the frame rack. The frame rack is where you do all your maintenance of your frames. You fill them with liners, harvest your honeycomb, and repair the frames all in the Frame Rack. It's a separate block from the supers.
Hey, id like to use these new hives to get more fun out of keeping bees and am at the point where i made a base, super and a brood box, now i want to put the frames in the super and fill these with frame liners, and i think i should now right click the empty frames with the liners to fill them, yet all this does is pick them up, i cant put them together in any way i have tried, could you tell me what i am missing here?
Liwosz, that seems to be an incompatibility with xSkills.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.16.5 (Stable)
Loaded Mods: advancedsmithing@1.1.0, ancienttools@1.3.1, buildingplus@1.1.2, dragonflies@1.2.0, expandedfoods@1.5.3-pre.9, primitivesurvival@2.8.0, sticksfromfirewood@1.16.4, game@1.16.5, alchemy@1.5.1, carrycapacity@0.6.5, fromgoldencombs@1.3.13, hudclock@2.7.0, morebags@1.0.0, nobells@1.0.0, nodrifters@1.0.0, nolocusts@1.0.0, nobellsdrifters@1.0.1, petai@1.4.4, usefulstuff@2.3.2, creative@1.16.5, survival@1.16.5, xlib@0.6.8, xrowboat@0.0.2, metalrecovery@0.1.16, wolftaming@1.4.1, xskills@0.6.8
03.05.2022 12:12:08: Critical error occurred
System.MissingMethodException: Nie odnaleziono metody: 'Void Vintagestory.GameContent.BlockEntityClayForm.CheckIfFinished(Vintagestory.API.Common.IPlayer)'.
w XSkills.BlockEntityClayFormPatch.Prefix(BlockEntityClayForm __instance, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode, ClayFormRenderer ___workitemRenderer, ItemStack& ___workItemStack, Cuboidf[]& ___selectionBoxes)
w Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch1(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode)
w Vintagestory.GameContent.ItemClay.OnHeldAttackStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
w Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
w Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
w Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
w _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
w Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
w System.EventHandler`1.Invoke(Object sender, TEventArgs e)
w OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 479
w OpenTK.GameWindow.DispatchRenderFrame() w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 454
w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 375
w _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
w _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 03.05.2022 10:53:06, Site = , Source = Application Hang, Message = Program Vintagestory.exe w wersji 1.16.5.0 przestał współpracować z systemem Windows i został zamknięty. Aby zobaczyć, czy jest dostępnych więcej informacji dotyczących tego problemu, sprawdź historię problemów w oknie Zabezpieczenia i konserwacja w Panelu sterowania.
Identyfikator procesu: 3718
Godzina rozpoczęcia: 01d85ec36f8327ef
Godzina zakończenia: 4294967295
Ścieżka aplikacji: E:\Vintagestory\Vintagestory.exe
Identyfikator raportu: cb560acb-cbac-4a6a-b495-69af15395c84
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji powiązanej z pakietem powodującym błąd:
Typ zawieszenia: Top level window is idle
}
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.16.5 (Stable)
Loaded Mods: advancedsmithing@1.1.0, ancienttools@1.3.1, buildingplus@1.1.2, dragonflies@1.2.0, expandedfoods@1.5.3-pre.9, primitivesurvival@2.8.0, sticksfromfirewood@1.16.4, game@1.16.5, alchemy@1.5.1, carrycapacity@0.6.5, fromgoldencombs@1.3.13, hudclock@2.7.0, morebags@1.0.0, nobells@1.0.0, nodrifters@1.0.0, nolocusts@1.0.0, nobellsdrifters@1.0.1, petai@1.4.4, usefulstuff@2.3.2, creative@1.16.5, survival@1.16.5, xlib@0.6.8, xrowboat@0.0.2, metalrecovery@0.1.16, wolftaming@1.4.1, xskills@0.6.8
03.05.2022 12:12:08: Critical error occurred
System.MissingMethodException: Nie odnaleziono metody: 'Void Vintagestory.GameContent.BlockEntityClayForm.CheckIfFinished(Vintagestory.API.Common.IPlayer)'.
w XSkills.BlockEntityClayFormPatch.Prefix(BlockEntityClayForm __instance, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode, ClayFormRenderer ___workitemRenderer, ItemStack& ___workItemStack, Cuboidf[]& ___selectionBoxes)
w Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch1(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode)
w Vintagestory.GameContent.ItemClay.OnHeldAttackStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
w Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
w Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
w Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
w _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
w Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
w System.EventHandler`1.Invoke(Object sender, TEventArgs e)
w OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 479
w OpenTK.GameWindow.DispatchRenderFrame() w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 454
w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 375
w _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
w _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
-------------------------------
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 03.05.2022 10:53:06, Site = , Source = Application Hang, Message = Program Vintagestory.exe w wersji 1.16.5.0 przestał współpracować z systemem Windows i został zamknięty. Aby zobaczyć, czy jest dostępnych więcej informacji dotyczących tego problemu, sprawdź historię problemów w oknie Zabezpieczenia i konserwacja w Panelu sterowania.
Identyfikator procesu: 3718
Godzina rozpoczęcia: 01d85ec36f8327ef
Godzina zakończenia: 4294967295
Ścieżka aplikacji: E:\Vintagestory\Vintagestory.exe
Identyfikator raportu: cb560acb-cbac-4a6a-b495-69af15395c84
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji powiązanej z pakietem powodującym błąd:
Typ zawieszenia: Top level window is idle
}
AFTER I TRY TO MAKE CLAY HIVE
You may have noticed I've been working on doing a lot of bug fixing and optimization lately. I have plans for the next stage of the mod, but I need to make sure that everything that's currently out is stable and looking good!
Can you send me the error logs @Voicebox? Also, be aware that you must have an empty BAG SLOT to pick up hive parts.
i dont know whats happening, but i cant pick up and hive parts, and if i right click any existing ones, it crashes my game.
Sorry for the late reply!
The issue is that FGC is (from what I've read) overriding some attributes on shared items, like beeswax. This makes the beeswax unusable in other recipes from Bricklayers and Ancient Tools.
I actually just did a quick test, and sadly the issue still seems to persist. With FGC installed, beeswax cannot be inserted into Ancient Tool's salve container to create beeswax salves.
New public post covering what's coming next in From Golden Combs on my Patreon!
Come check out the post and follow me, or show your support for my mods by becoming a Patron!
www.patreon.com/aetheriallabs
The issues with Ancient Tools and Bricklayers were the same error, I believe. So they both should be fixed.
Can you remind me what the error was again so I can confirm?
I'm not looking for that much.
It would be sufficient if you could just put a notation in the changelog or something.😆
I was just wondering if the compatibility issues with Bricklayers and Ancient Tools have been fixed yet on Golden Comb's end? My friends and I are patiently waiting to install this once they are. XD
Ooops! I released it with an old piece of test patch regarding doors left in! My apologies! New release out sans unwanted patch.
macoto_hino -> you mean Credits to translate.google.com? Sounds reasonable and fair!
New release to address a crash in multiplayer environments where placing a ceramic hive crashed everyone else on the server.
Thanks for using Japanese files!
And while you're at it, please specify the translator, even though it's a machine translation.😅
macoto_hino -> Thank you! I'll include it in the next update!
YourCreator -> Hold your banana, I'll have it out soon!
It is nice to be able to do beekeeping without reeds.
I made a Japanese translation, so please use it if you like.😁
FromGoldenCombs_1.16.0-v1.3.6-rc.4 - ja.json
I'm going to try to get back into the swing of things. If you've detected an error that has yet to be reported on the issue tracker, please post it there now.
I'll tentatively say by the end of the month. I haven't had an opportunity to work on the mod due to personal issues. Hope to be back and have things fixed before March.
Is there an ETA on when the bug fixed 1.16.-0 versons will be avaliable for everyone to use?
Hi Vinter_Nacht.
Thanks a lot for the update! 👍
I'll test it later today and let you know if I find new issues.
Apologies for the delay in handling these issues. I hopefully will be putting out a release that addresses both these issues Kruber/Drayton. I encourage you to use the Issue Tracker to report issues like this.
Added temp fix that doesn't address ceramic hive crash (right or shift+right click with something, not a honeypot), or the incompatibility for bricklayers and ancient tools. However, barring any conflicts, all features are able to be used with the new release.
I'll address these other issues ASAP.
Frameliner is not craftable since all waxed linen will be crafted to bandages no matter how the items are arranged in the crafting grid.
Sincerely
K
Hi there.
I found out that FromGoldenCombs-1.16.0_v1.3.6-rc.3 interferes with the water recipes of BrickLayers 0.8.1
hey, it seems like the recipe for linen liners is the same for bandages, and is conflicting with the recipe.
Any chance we can get 1.16.0 version now that the stable release is out? Really like the mod.
Gods blessings you, sir. Thanks for update!
v1.3.5-rc.5
1.15.10-v1.3.5-rc.5
- Honey pots can no longer be set on unstable surfaces
- Russian translation updated
- Fixed bug with ceramic hives vanishing when right-clicked with full bag slots
This is using the 1.3.5 version:
Version: v1.15.7 (Stable)11/26/2021 08:45:55: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at FromGoldenCombs.Blocks.Langstroth.LangstrothBrood.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _gt983m53spH3zIRFvTrVgBj5MUb._T9YfRFmW6X4ZcWzG7vSwet0Rgrs(Single )
at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single )
at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] )
at _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )
Tried with a handful of different types of wood for the brood box but all so far instant crash when trying to right click when using a non-backpack slot free hand
I believe this bug has been fixed in the 1.3.5 bugpatch release.
When interacting with a built brood box on the ground (not on a base/super stack) with empty hands it causes CTD. Can replicate this on both 1.5.7 as well as 1.5.9. (worth noting the pinned error on your github for the clay pot CTD is very similar to this one)
Also this may just be on 1.5.9 but previously made clay hive pots, when harvesting honey it killed the hive inside and was empty. Happened on at least 2 clay hives
New Release! Not tested on 1.15.8-9, please report any issues with these.
It's reached the point where (I think) it's ready for testing! This version adds a great deal to the apiculture experience while also laying the groundwork for future growth.
New Features:
New Blocks
Langstroth Base - The bottom block of your new hive.
Langstroth Superstructure - Also known as supers, these boxes will be where your bees do their hard work.
Langstroth Broodbox - This is where your bees live! Place a super on the ground and right-click it with a brood top made from the same materials. Boom! Bee home! Right-click it with a populated skep to put a colony in it.
Langstroth blocks can be stacked in any combination up to 6 high. In order to be considered a hive, the stack must have a populated brood box at the top, a base at the bottom, and up to 4 supers in between. There can't be anything but supers between the brood box and the base.
All Langstroth blocks come in any of 169 different colors.
New Items
Frame Racks - These racks are used for finishing your frames, and for harvesting them! Just place them in the rack and right click with a knife to clean them
Waxed Flax Twine - Made by sealing flax twine in a barrel with beeswax. Used in repairing damaged frames.
Waxed Linen - Made by sealing linen in a barrel with beeswax, or from 4 pieces of waxed flax twine. Used to line bee frames
Frame Liner - Made by cutting waxed linen in two with a knife (crafting menu) and then placing it in a bee frame using a frame rack.
Bee Frames - Bee Frames are made using a Langstroth part, 3 sticks, and a blob of resin. Place them in a frame rack and right-click with a frame liner. Available in all 13 wood colors.
Good luck with your new hives!
Alright! So... The new version is out for bug-testing, you can find the link on my Patreon available to everyone. Once it's had some more live bug testing, I'll do a formal release here.
The update is steadily moving towards completion: Status report:
The new Langstroth Hives are as functionally bug-free as I can make them without player testing.
I've updated the Clay Hives (Now called Ceramic Hives). The new version should be entirely compatible with the old release and will, in fact, automatically update your old Clay hives to the new clay hives on your first interaction with them.
We're hard at work getting the recipes working for everything, and I still have to write the handbook for the new hive. On that note: I should probably figure out how to add a handbook tab and if that step would be necessary. Probably not.
Just a thought, but couldn't you have a knife and the pot be put in the crafting grid to extract the honey instead of having to put the pot on something and then clicking on it with a knife to extract honey? That would save me a lot of running back and forth.
Hmmm. I may have to get a second set of eyes on the code. Either I encountered that problem and fixed it already, or it's not being replicatable.
Vinter_Nacht After more closely watching, it seems that if I have honey in my hotbar, it could turn into a false pot. However, it doesn't seem to matter which pot I choose, after restarting the game the real pot is whichever one I did not return to the hive.
I'll look into it for the next update. How consistently does this happen? Are there any other factors in play you can think of?
Sometimes after I harvest the honey from a pot, the pot becomes duplicated while entering my inventory (one remains on a table and the other enters my inventory). The duplicated pot will not produce honey and disappears after restarting the game. I'm using the most current version.
Concept piece for potential additional content.
Shelves on which you can store your brood box/pot if you so choose. Each shelf could hold up to two brood box/pots, or one of each.
Note that both wooden and clay brood box tops would be made somewhat smaller than they currently are (clay pots) or currently shown (brood boxes) to ensure they would logically fit on the shelves.
I would take some steps to ensure that they could hold items other than just brood boxes/pots.
https://gyazo.com/ec0e49101da5deb7f0996abd9626f3a8
Hope progress updates aren't getting annoying, but I'm excited to show the work progressing.
gyazo.com/3e0dc4308d6535bfc9156bcad6037430
That's accurate for the released edition. It shouldn't be far off from what skeps can drop.
Thanks for your mod. I have a question: When I harvest the honey, I randomly get between 1 and 4 honey combs - is this intended behaviour?
https://gyazo.com/b1ab6bdc782f23760ed1444b789e89d9
Ongoing progress. Working on the stacks you'll be able to store supers in until you're ready to harvest them or put them back in the hive.
https://i.gyazo.com/8820b10f560fdf490bef1aa28d89462b.mp4
Today's labors. The Langstroth Cometh
Started work on adding the Langstroth hives. This may end up being the labor of days, or weeks, depending on complexity. Primary focus right now is interaction with the block itself, IE - Adding and removing the top, and the internal frames.
So folks should be aware that the release of the Langstroth hive is bound to be delayed a little. I've learned that there will be a tool introduced for modding in 1.16 that will make developing multi-block structures much easier. However, I may have a single block high (Think base, super, and brood box only) released before then.