Mods / GloJack
Author: Ket
Side: Both
Created: Nov 14th 2023 at 11:22 PM
Last modified: Apr 17th at 7:00 PM
Downloads: 1165
Follow Unfollow 27
Latest file for v1.19.7:
GloJack-1.3.0.zip
1-click install
Did you know that jack-o'-lantern mushrooms glow in the dark? Now you do.
----
1.3.0 Update:
Do you remember when you could see the glowing inside the locust's bulbs? Pepperidge- Errr... I mean, I remember. I've been playing clockmaker class recently, and it's pretty hard to tell when a locust is hacked without looking directly at it to read it's name. I figured out how to fix it. I don't understand how what I did fixes it, but tada! It works! This mod isn't really meant for repairing vanilla assets, however, so I also added glowing eyeballs to the bronze locust so that it matches its corrupt partner. Went through the ruins clutter and changed/fixed those as well for parity.
Known issues:
'Uhmm... actually they glow green.'
- Yah I know, can't do that without making the texture green.
Changelog:
1.1.0
- Added glow to the dangly bit on the rotwalker mask to match the pipes.
1.1.1
- changed from client-side to universal, not required for either.
- changed game version dependency to wildcard to prevent annoying compatibility flag. May not work on versions where the shape files are dramatically changed from current version.
1.2.1
- added green spore-like particles to the jackolantern mushroom. Thanks Maltiez for the suggestion and advice, as well as Modding Tools which made it pretty easy to learn. https://mods.vintagestory.at/moddingtools
1.3.0
- fixed hidden bulb filaments in bronze, corrupt, and hacked locusts
- added glowing eyes to bronze locust to match corrupt locust
- fixed hidden bulb filaments in locust ruin clutter
- added eyes to locust ruin clutter to match changes to bronze locust entity
- added modicon Maltiez made. Thank you!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.0 | 372 | Apr 17th at 7:00 PM | Show | GloJack-1.3.0.zip | Install now | |
v1.2.1 | 246 | Feb 3rd at 4:47 PM | Show | GloJack-1.2.1.zip | Install now | |
v1.1.1 | 117 | Feb 2nd at 1:16 AM | Show | GloJack-1.1.1.zip | Install now | |
v1.1.0 | 133 | Jan 30th at 10:34 PM | Show | GloJack-1.1.0.zip | Install now | |
v1.0.0 | 297 | Nov 14th 2023 at 11:24 PM | Show | GloJack-1.0.0.zip | Install now |
Anyone try this mod out with 1.19.8?
...I apparently can't read and didn't realize this was yours, Ket.
OK, I run this mod with A Culinary Artillary, it's a mod I use all the time. I have no been getting the same issue. Volumetric Shading is also included in the base game. If you want to provide a mod list or find any other information please let me know.
This is from the crash reporter.
System.Exception: SendServerAssets failed. See log files.
at Vintagestory.Server.ServerMain.BuildServerAssetsPacket() in VintagestoryLib\Server\ServerMainNetworking.cs:line 1078
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueLongDurationTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 122
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
I do have other mods and I have not tested it alone, but it consistently crashes as soon as it tries to load “A Culinary Artillery” on startup. I think there could be a conflict there, but that’s just a guess. The following is from the client crash log but it’s a bit weird because it says there is an issue with “Volumetric Shading” which I absolutely, double-checked, do not have.
System.NullReferenceException: Object reference not set to an instance of an object.
at VolumetricShading.SystemRenderShadowMapPatches.OnRenderShadowNearBaseWidthCallsite()
at Vintagestory.Client.NoObf.SystemRenderShadowMap.OnRenderShadowNear_Patch0(SystemRenderShadowMap this, Single dt)
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 787
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 845
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 711
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 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 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
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
Game Version: v1.18.14 (Stable)
10/6/2023 1:03:32 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.12-pre.2
I hope any of that helps. I can send the full log but didn’t want to clog up the comments.
Hi Runescholar, I'd need more information than that. Can you give me like, any log files or a mod list?
For some reason, this mod gives me consistent crashes on startup.