Mods / One-Roof
Author: tui_smuggler
Side: Both
Created: Jan 6th at 12:49 AM
Last modified: 1 day ago
Downloads: 11495
Follow Unfollow 282
Latest file for v1.19.8:
oneroof_1.3.0.zip
1-click install
One roof is a 'single block' multi-roof mod, implementing up to four additional slopes including corners, ridges and eaves. This mod uses an intuitive system based on placement direction to infer the correct roof piece when placing. For ridge and eave block hold ctrl while placing. You can also override automaitc building behaviour using the Hatchet (OneRoof) tool (metal variants tbd). Using the hatchet allows even more complex configurations.
I suggest playing with the system in a creative world before adding it to survival, it will save you frustration and time if you have had some experience with it before placing in a survival world.
Note: Thatch and sod only support the standard + low slopes by design as I thought it wouldn't make sense otherwise.
v1.3.0
Snow update
- Also inlcudes small tweaks to building logic
v1.2.0
Content Update
- Added slate/copper
- Added Bamboo
- Added sod
Fixes
- Roofing on chiseled blocks will use the first texture of the chiseled block now
- Fixed a few bugs introduced by the networking change
- Fixed hatchet
- Block info
- some visual tweaks.
v1.1.0
- Added a new tool: 'Hatchet'. A small one handed axe used for configuring one roof blocks (no you can't cut a tree down with it).
- Hold right click to toggle through the roof options.
- Single right click to toggle between corner orientations.
- Left click is unused.. for now.
- 'Auto' blocks are compatible with the 'Fixed' blocks, meaning sometimes you only need to make a single block fixed and the rest can be auto (depending on your use case).
- Added info text to each block describing whether it is auto/fixed, slope, placement and corner orientation.
v1.0.0
- Improved building algorithm
- Fixed eaves (these actually work as intended now)
- Fixed a few minor edge cases for ridges and eaves
- Fixed some visual problems with roof combinations
- Added two new variants (Visual)
- Wodden plank trim (shingle only)
- Dynamic base texture (shingle only)
- Fixed block breaking particles
- This will likely fix colors on modded maps (old style) but I haven't tested this
- Reworked client/server code slightly - should be more stable now.
Note this is the first major version update and is NOT backwards compatible. Blocks will have to be remapped. After joining a game you will be asked to remap the blocks. Create a save copy in case anything goes wrong. After the blocks are remapped ensure the game is saved before restarting the game/server. For dedicated servers you can use '/autosavenow' command. After restarting all the old blocks should be remapped. I have tested this with bricklayers mod.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.0 | 143 | 1 day ago | Show | oneroof_1.3.0.zip | Install now | |
v1.2.4 | 364 | Dec 13th at 8:41 AM | Show | oneroof_1.2.4.zip | Install now | |
v1.2.3 | 670 | Nov 25th at 1:53 AM | Show | oneroof_1.2.3.zip | Install now | |
v1.2.2 | 503 | Nov 16th at 6:32 AM | Show | oneroof_1.2.2.zip | Install now | |
v1.2.1 | 80 | Nov 16th at 12:00 AM | Show | oneroof_1.2.1.zip | Install now | |
v1.2.0 | 46 | Nov 15th at 11:37 PM | Show | oneroof_1.2.0.zip | Install now | |
v1.1.3 | 430 | Nov 12th at 11:05 PM | Show | oneroof_1.1.3.zip | Install now | |
v1.1.2 | 673 | Nov 3rd at 10:47 PM | Show | oneroof_1.1.2.zip | Install now | |
v1.1.1 | 424 | Oct 28th at 12:19 AM | Show | oneroof_1.1.1.zip | Install now | |
v1.1.0 | 931 | Oct 12th at 8:26 AM | Show | oneroof_1.1.0.zip | Install now | |
v1.0.2 | 517 | Oct 5th at 1:59 AM | Show | oneroof_1.0.2.zip | Install now | |
v1.0.1 | 64 | Oct 5th at 12:25 AM | Show | oneroof_1.0.1.zip | Install now | |
v1.0.0 | 246 | Oct 3rd at 2:42 AM | Show | oneroof_1.0.0.zip | Install now |
tui_smuggler
Sounds good! Thanks for looking into it so quickly. I hope the benchmarking yields tolerable results.
Inflectus
I have had a chance to inspect the WorlEdit stuff. I'll have to add a rotation code to the blocks. Which will increase the total block count of the mod by a factor of 4.
If I have some spare time I'll try it out and see how much loading performance is affected. The whole point of this mod originally was to create better roofing that didn't take ages to load. The mods at the time were really nice looking but would take so long to load I didn't bother even playing with them. With the addition of the shingle trim variant I have already added way more blocks than I had hoped. Ill do some bench marking and let you know.
I think it will probably be worth adding, but again depends on performance.
tui_smuggler
If they don't have rotation, that might explain it! I'm grateful this mod exists in the first place, so if it can't be patched I'll cope and use it anyway, but if you did someday find the time to patch that, it would be super-much-appreciated! It's the only thing that makes me apprehensive about using this mod for builds that are on a larger or replicable scale.
Inflectus
I'm not familiar with how world edit works but its likely not setting the values the blocks need correctly. I think most blocks have everything encoded in the block code which is why things like rotation work. The oneroof blocks technically have no rotation.
It might be possible to patch WorldEdit to handle them correctly. If I find some time I'll take a look
I'm sure there's nothing that can be done about this, but I have an issue with WorldEdit and how it handles oneroof blocks.
Let's say I make a single 3x1 line of oneroof blocks, sloping upwards to the north.
Now, let's say I use WorldEdit to copy/paste that same 3x1 line, this time sloping upwards to the west.
Instead of pasting as a 3x1 group, each individual block will be rotated to the north.
Is this possible to fix, somehow? If not it's not a huge deal, though it does mean that if I wanted to copy/paste a build that uses oneroof blocks, the entire roof needs to be remade (by hand, too, since copy-pasting with WorldEdit sort of breaks the automatic connection between roof blocks, even if you don't change their orientation.)
Other than that, this mod works and looks amazing. It should be vanilla, honestly.
I have added basic snow shapes in 1.3.0 Let me know if you come accross any weird texture problems or anything of that sort. For now I have decided to keep things simple, adding snow to every surface (even if it doesn't quite make sense like on sod edge).
I'll possibly adjust the shapes in future, for now I just want to have something working for people to play with.
Note that the snow depth is shallower for steeper slopes.
Also some of the snow looks a bit janky, but I'm not super keen to go do it all manually by hand.
lastly, shadows are super weird on snow (I think they are janky on the roofing in general but the white textures make it super obvious)... I'll look into that at some point.
how do i make the eaves? i tried crouching right click with and without hatchet, nothing happens :(
This should be base game, the roofs seriously need some love after all this time (especially with some outstanding model bugs) and this is exactly what they need
Think you'll make a patch for the 1.20 unstable? :) I don't blame you if you wait for the stable lol
Enjoying this mod, but I am having a problem where the oneroof muilti block is not sealing a room, is there a way to fix this?
discord.com/channels/302152934249070593/1032942111437373441/threads/1291558226093146143
Also you should add a mod thread to the vintage story discord because it is easier to bring things there.
I would send an image but I just don't know how oof. Also the roofs don't insulate.
Danny2703
If I understnad you correctly, this is not a bug but how the inner corners work. Typically not an issue, though I there are issues where it would be visible (e.g. dynamic block over air).
Fixing this would require way to much extra work for minimal improvement.
psilosabina
This has come up before, apparently its gravity damage. I will have to experiment myself and see if I can find a fix.
I am having a weird bug. The meshes for the inner corner roofs are intersecting.
Hi, love this mod, makes roofing so much easier and more enjoyable. When roofing in survival, however, the shingles tend to "bite" me when I'm standing on my roof. If i have to remove a block, they bite extra hard and its killed me a couple times. Even when I'm just standing and not moving theyll damage me. I'm playing with about 100 mods so i hope its not some weird interaction, but the regular vanilla roof blocks do not deal damage.
That one slipped through. I can definetely add it for thatch. Wasn't sure if there was a desire for it, because they dont look too terrible as is. I'll add a dynamic one in next release.
Quick question. Do you plan to add a dynamic texture of the thatch roofs? They look out of place when I have all the cool roofs around my area.
Thanks for the kind words.
1. I will most likely add the new roof type (not the half block versions though), just to be vanila complete. Imo the new wooden shingle variants are very uninspired.
2. I can probably add something for that - maybe with the hatchet or something along those lines.
3. They are supposed to, I had fixed it in the past and must have broken in since then. I'll look at fixing that
This is the best thing to come to VS in a long time. I've been vocal on the forums about this exact way of making roofs, It's like you've been in my head (or played TFC+). Great work, I hope they add this to the game or you keep updating it because I won't play VS without this mod ever again! If you have a donation link PM me because I want to buy you a coffee sir! The dynamic roof blocks are chefs kiss.
Ps. Few short questions: 1.20 bring a bunch of new wooden shingle roof varients, will you be making these into one-roof parts as well? 2: Is there a way to make half awnings on the faces of buildings? I know you can shift/CTRL click the edge of a building and the roof sticks out half a block but cant seem to do this for the faces, it just turns the roof block into a small hovering square. 3. The roofs dont appear to offer insulation, is this a design thing or will this be added in the future?
Thank you :)
The dynamic one does replace the block below, but not the frame. it can still be copy-paste the textures.
Ruyeex
At this stage I don't think it will be worth adding the sod variants. That said have you used the dynamic variants yet? It will get you most of the way there with the sod block.
They're more of reskins of wood, but there's a lot of them since modded wood exists.
More roofing should be straight forward. The sod variants will require a little more investigation. I'll keep it in mind, might also be relatively trivial to add. No promises but if its just reskins then should be doable.
Any plans to make compatibility of more roofing (Metal roofings) and vanilla variants (The sod variants) on your mod
Sorry, forgot the recipe for slate in 1.2.0, fastest patch release ever.
1.1.2 broke hatchet - working on fix. Will probably release with the roof content.
RadHom
Good idea, I'll add a recipe that lets you turn a vanila roof block into the corresponding oneroof block.
Hey there! Loving the mod.
Would you consider putting in a way to uncraft the old roof blocks into their constituent parts (like shingles) to make it easier to convert buildings over to use your roofing system?
Hexwitch
Are you using a mod for the minimap? if so which mod? It should match the same as normal roof blocks. See my screenshot in previous comments.
I see mini map and normal map are actually different. Are you on the latest version? My minimap is showing the correct colours.
Any way to make the mod blocks like the same as the regular roof blocks on the minimap?
Raathur
Hold ctrl while placing the block. In most situations you shouldn't need to use the hatchet.
How do you place the top central part of a roof (for a 3x3 tower for exemple) ? I can't manage to place it, it only changes from sides and corners using the hatchet.
That makes sense about the solid sides. I'd be interested in seeing how you fix it and of course very hopeful that you can make these chiselable, I have everything crossed for that!
Bram
Interesting interaction with the chiselled blocks. The dynamic roofing checks if the block has any 'solid' sides (whatever that means) below when deciding to fill the base. I suspect a block loses that attribute when chiseled. I'll see what I can do about it, I might at the very least be able to do a check for chiseled blocks and apply the 'fill' in that case. TBH I would have expected the base to immediately dissapear when the block below is chiseled, the fact it doesn't is a bug.
Making a variant with the base chiselable would be very cool, I like the idea. Who knows, maybe its doable.
Speaking as somebody who has a lot of build ideas but has very little time to chisel out roofing this mod is bordering on perfection, the designs integrate flawlessly and it's exactly what I've been looking for!
However my only issue is that the dynamic roof block doesn't seem to like being placed onto chiseled blocks. If a dynamic roof block is placed onto a block, the block is then chiseled and the dynamic roof block is interacted with (only tested by using the hatchet) then the inner portion of the roofing block becomes transparant.
I'm guessing that it's not possible to make the inner portion of these roofing blocks chiselable? If so, I think this mod will quickly become indispensable for builders.
This could be very useful for ramps and stuff
Dafri
Sod is on the list, just finished bamboo (probably will need some tweaks) and working on slate/copper at the moment. Will release extra roofing with the 1.20 release.
tui_smuggler
I noticed Sod Rooves were not implemented, are they causing an unforseen issues?
In any case, thank for making rooving in this game now much more tolerable!
VS 1.20 will be adding black clay among others. I'll wait for 1.20 and then add any compatibility with Natural Clay - assuming it is updated for 1.20. I think it might no longer be required with the new clay in 1.20
Could you please add compability with black clay from NaturalClay mod?
tui_smuggler
tui_smuggler
I see what you mean about the slate roofing, and personally I think it'd be better to keep it more consistent with the other roof blocks in this mod. This mod kinda makes the vanilla roof options obsolete anyway, plus the weird top shingle always messes up builds that are an even number of blocks in width anyway.
On another note, remember when I said that a moose phased through my roof? I did some testing in a creative world, and it turns out mobs just straight up ignore the roof blocks altogether. Drifters and animals will just walk through it like it isn't even there, and this is the case with all roof types that I tested.
I had planned to have left click have other uses, however I think I can probably sort something out with holding ctrl for slope/corner and normal right click for the other.
I am conflicted with the slate roofing. The vanila shape is super weird in that the top 'shingle' extends far beyond the actual block, and when stacked together it just dissapears into the bottom shingle of the next roofing block.
On the one hand I want the roofing to match vanila as much as possible, on the other the current standard slate block almost seems like it was made wrong. Especially when u create a ridge with two roof blocks opposite each other (compared to the actual ridge block).
I might take some liberties on the shape of the slate one...
I think for a left click functionality, it would be better personally to seperate the right-click and HOLD-right-click features to seperate buttons to avoid confusion and accidentally changing the steepness of a roof block when you want to change the angle, and vice versa.
Love the added hatchet, makes my stuffs look sooo much better.
If you don't already have a plan for left-click, {break moreroofs block} increased speed would be cool. Would be nice to remove them faster if changing roofs after getting the higher up materials.
Thanks, Appreciate it.
tui_smuggler just tested this in a creative world with the latest version of the mod and nothing else. The issue appears to be with the mod itself, unfortunately.
So I had a look around and I think its probably something similar to this happening:
https://www.vintagestory.at/forums/topic/12741-gravity-damage/
https://www.vintagestory.at/forums/topic/3001-damage-by-an-unknown-force/
I am not sure I can actually fix this. Possibly modifying the collision shapes. But I would be guessing.
Actually, I'm getting the same issue. I'm taking gravity damage just by standing on my thatch roof. I also had a funny thing a little big ago where a Moose somehow phased through the roof of my house.
Dedalous Zeigwolf Can you guys possibly test it isn't caused by another mod? I can't seem to reproduce it. Not saying it isn't this mod, but would be amazing if you could check that for me!
Can't wait for the Slate roof type to be added. That's the one thing I've been waiting for.
Having the same issue as Zeigwolf, however, I've noticed it only happens on unsupported roof blocks (IE any OneRoof block with no solid block underneath it), eaves or no. Fall damage seems to be roughly proportional to height over ground as if you just jumped off the roof.
By popular demand - I give you the hatchet. Let me know how it feels to use. Currently it will switch between roof options every 2 seconds (while holding right click). If you guys think this is too fast/slow let me know. I found 1 sec ticks were too fast and at 2 seconds it takes 24 seconds to loop through which can be a pain if u miss the one you wanted.
Somewhat related: Right clicking on an auto roof with the hatchet will force it to do a rebuild (which in most cases will do absolutely nothing). In some very specific cases I have found this can fix visual glitches where a wooden beam is not where it is supposed to be. I intend to fix the actual root cause but thought I'd mention this as it could be helpful.
Is there a way to lock a block in one configuration? Let's say I want a single block with 22.5 degree slope, it seems the only way to get that is to place two blocks. I'd love to do that then "lock" one at that slope angle so that adding another block would not change the slope/shape of the locked block. I'm not sure if there is another way to create a single row of a different slope at a roof edge/peak/or middle. I love everything else!
I'm taking gravity damage while standing on roof tiles, it happens after placing an eave block.
And this may be a keybindings thing, but it's Shift + Click, not Ctrl + Click as it says in your image.
I had a feeling this might come up. For anyone wanting to upgrade to roofing with the new wooden trimming:
Note this will only work from a version before 1.0
1. Download the new v1 version (Don't start game yet) and manually install it (extracting the files into the Mods)
2. Navigate to one-roof_1.0.x/assets/patches/
3. Open remaps.json and edit the line(s) 'oneroof:oneroof-blueclay-standard-none-free' changing 'none' to a wood code. E.g: 'oneroof:oneroof-blueclay-standard-pine-free'.
4. Run the game and follow the remapping instructions, restarting.
This can only be done once. The available wood codes are: 'aged' and the codes in vintagestory/assets/survival/worldproperties/block/wood.json
Also you could just switch to creative mode, change the roof and back to survival.
[edit] Ok, nevermind, I've found it's another recipe, nice. If I may emit a suggestion: being able to upgrade placed tiles with wooden planks, to avoid having to rebuild the whole roof
Hello, is there a way to "upgrade" existing roof from before 1.0? I say that because my current house has a very nice brown clay tiles roof, but despite the update, still no wood eaves, or did I missed something ?
Note I have also found a specific setup where the server (and client but u can just remove the block on client) gets stuck in a loop. Working on this now.
Xenoprophet_Nail
Thanks for bringing to attention. Have pushed what I hope to be a fix
Found an issue when placing roofing on Multiplayer. When someone places roofing it crashes everyone around in an area, leaving others that are far away. I'll hop back in and get booted to pass the error code along here in a second.
Running on 64 bit Windows 10.0.19041.0 with 32693 MB RAM
Game Version: v1.19.8 (Stable)
10/4/2024 6:42:40 PM: Critical error occurred in the following mod: oneroof@1.0.0
Loaded Mods: aculinaryartillery@1.2.1, ancientarmory@1.0.5, axleinblocks@1.19.8-rc.1, bannerdoria@1.0.7, bettercrates@1.7.1, irregularguybetterjam@1.0.0, cellardoor@1.4.0, chiseltools@1.12.8, decor@1.1.5, driftershaveloot@1.0.0, driedfirefuels@1.1.1, DrystoneParity@1.0.0, dye_recipes_fix@1.1.0, flourbags@1.0.4, gorilla-gum@1.0.0, HangingOilLamps@1.0.1, liberatedbeds@1.0.0, longtermfood@0.0.5, lumbersling@1.2.2, mastodontrunk@1.0.1, meltingpp@1.0.3, millwright@1.1.7, molds@0.0.9, morebanners@1.1.0, moreclay@1.0.2, nailsmold@1.0.2, natshumanskin@1.0.0, nightwatcher@2.1.0, oils@1.2.2, pickuplootvessel@1.0.0, pipeleaf@1.8.0, primitivesurvival@3.6.5, proximityprospectingpick@1.0.1, sortablestorage@2.2.6, thatchexpanded@1.1.1, traderballoonsmod@1.0.0, viesblocks@2.4.12, vintageengineering@0.2.8, game@1.19.8, wallpaperblocks@2.0.0, wallpaper@1.0.0, alchemy@1.6.35, ancienttools@1.5.18, animationmanagerlib@0.8.7, apewindows@1.1.0, flags@0.33.1, barreldough@2.0.0, bedspawnv2@1.2.0, beehivekiln@1.6.1, betterfirepit@1.1.4, biggercellars@1.0.0, brutalstory@1.0.0, carryon@1.7.4, charcoalpitdoor@1.0.0, chickenfeed@1.1.3, plaindyeing@1.1.0, Clumps@1.0.1, commonlib@2.5.0-rc.2, cuniculture@1.0.2, danacancook@0.2.3, danatweaks@3.2.2, earlychiseling@1.0.1, expandedfoods@1.7.1, foodshelves@1.3.1, fromgoldencombs@1.6.3, fruitpressmashfix@1.0.0, hangingbaskets@1.1.0, heatretention@1.0.2, immersivewoodchopping@0.7.4, immersivewoodsawing@0.2.6, kevinsfurniture@1.2.0, kscartographytable@1.0.1, lavoisier@1.3.0, lichenredux@1.8.3, medievalexpansion@3.13.1, moreanimals@1.3.5, oneroof@1.0.0, passthruchutes@1.0.1, postsandbeams@1.3.2, claywheel@1.1.1, stonebakeoven@1.1.3, stonerailings@1.2.2, tentbag@2.1.3, trailmod@1.0.8, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wgmt@1.0.2, alchemistry@1.0.2, chemistrylib@1.1.5, configlib@1.3.13, fruitpresstweaked@1.0.1, fsmlib@0.4.5, helvehammerext@1.6.0, hidenotrot@0.1.0, cookie12000stickbeam@1.1.0, stonequarry@3.3.1, thriftysmithing@1.1.0, kosfire@1.1.3, maltiezfirearms@0.5.4, statushudcont@2.1.1
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructStandardTrimSides(IdentityConfig identity, Boolean highSlope) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 795
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 722
at oneroof.src.OneRoofEntity.BuildStandard(Single dt) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 328
at oneroof.src.OneRoofEntity.Build() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 308
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Oh my god... this update is just perfect. TT_TT
1.0.0 release is here which marks what I hope to be the stable release where the roofing system is robust and works well. There will always be limitations due to the nature of the game/mod.
The next release will focus on 1.20 compatibility which as far as I know will cause issues as some clay stuff has been reworked.
After that I'd like to add the bamboo and slate roofing. The process for creating models in VS is extremely timeconsuming and laborious. The VS model creating tool has got to be the most user hostile program I have ever used. Because of that I will hopefully find a way to more easily create extra roof shapes - either by scripting/programming or using a different tool like blender.
I can't promise anything soon as this has already taken way more time than I had ever planned (fixing those damn bugs).
I will however address any actual issues with the mod as fast as possible.
hello in a next update will there be slate roofs? or I just don't know how to do them
hello in a next update will there be slate roofs? or I just don't know how to do them
I'm sorry, I tiped in a hurry and it ended up being nonsense. Lmao
I meant the lower part of the roof block being the same texture as the block below, just like you were experimenting with. It looks awesome, by the way.
Chavajoth
I dont fully understand what you meant by 'have the lower part of the roof to be the sabe texture as the roof below'.
ScorchedAce
See my screenshot - any additonal details you could supply that may help find the cause?
Not something crazy or gamebreaking so if you don't want to spend the time fixing it, no worries, but the minimap view of the roof blocks is just white. Is that something that would be easy to fix? I like having the map view showing my buildings and having white stripes through it kinda ruins the view. BUT again, super not like a critical bug or anything.
Had some time to play with the textures - I'll try get something out soonish. I need to decide if this will be a new block or if it will be something you could toggle - maybe by rightclicking the roof tile.
Its pretty funny to experiment with because it just grabs the first texture available which works pretty well but sometimes has interesting results. Also you may notice the UVs (texture alignment) is a bit off and may be hard to resolve.
Lets not celebrate until we can be sure the mod isn't breaking! As for the textures - I like the idea. I actually explored the posibility a while back, iirc there was no way to dynamically update textures (without adding new blocks for every possible combination). I could be wrong though so i'll look into it again.
edit: Looks like it is possible. I'll see what I can do.
THANK YOU SO MUCH! This was the one notification I was looking for everyday here. TT_TT
By the way, is there a way (whenever possible, since it sounds complicated) to have the lower part of the roof to be the sabe texture as the roof below? Since we can't use chizel, it would haelp a lot with the visuals.
Managed to reproduce and I think I have fixed it - but I am not 100% certain. So far I havent been able to break it - but you guys will let me know. Thanks everyone.
Just wanted to come back with a bit more info, I just slept and the oneroof slopes, the ones that alter what the slope looks like both the steeper versions as well as the flatter versions, actually disappeared this time. It's purely visual, but just wanted to come in and mention that since most previous comments are saying that it always happens on only the "normal" slope versions and I just slept in game and came back to half of my roof missing. Though, this time, I only had to break one and ALL of them became visible, unlike the other problem where it usually only makes adjacent ones visible. I hope this helps...
Also, suggestion, have an option to cycle through the variants on an individual tile. It is really nice to have it happen magically, but there are a lot of cases to where I would like to be able to force a shallow roof just for one block to fit the space right.
I can confirm that the issues of the block dissapearing reported earlier very much happens in singleplayer as well, and only occurs on one block slopes(the ones that are the same as the normal roof). It is an entirely visual glitch. As the block is still technically there, and it only needs and update(specifically by a oneroof block), to reappear. This happens to a random block that's part of the roof structure. It happens anytime you re-log into a world in singleplayer. I hope this can help trace. I think a possible solution would be to force the blocks to re-render their mesh whenever they are first visited in a world, instead of a fixed mesh, but I am uncertain as to how your blocks do their mesh so I can't help too much.
I can also concur on the issue of blocks disappearing on servers. I would also agree that it always seems to be the "normal" type of roofing, not any that are changed due to connection.
Can concur on the issue of blocks disapearing. It seems to only be normal sized blocks, ones that can be easily replaced with normal shingle blocks, so it's not a big deal. Also on a server. If you'd like to join my server to try and figure out the issue, you're welcome to. Message me here or on discord. tui_smuggler
Thanks for the messages. So I have been unable to reproduce the issue - I am guessing this is because I have no way to add any latency to the server-client setup. I will look to see if I can find a no-cost solution (I don't want to buy a server just to test this). I am worried the problem stems from the game engine, though that is unconfirmed so far - so please dont start spreading rumors otherwise! :D.
As for bamboo roofing - I can totally add that, its just time consuming and I want to fix the bug(s) before spending any more time on this mod - that also goes for the snow bug the engine has issues with.
Hey, dude. Awesome mod! But I'm having the exact same problem as Goosewrld. The blocks simply disapear, but the game acts as if they're still there (I can't place blocks where they should be). Sometimes, it's just a few here and there. Others, is the whole roof. If I destroy one, all the conected roof blocks reapear, so right now it's fixable, even tho it's a pain. It seems to me as if the blocks assume a "position" that doesn't have a mesh or something like that (like when you connect multiple roofs).
Also, I don't know about the other roofs, but the black clay one doesn't appear on the map (it appears as a white block).
The screenshot I wanted to post was 1080p and seemed a little too big, so here's a link to it.
This mod could be perfect but every time I log off and then log back in I end up with holes all over my roof :( Not sure if this is a multiplayer only issue
Is there a plan to eventually do bamboo roofing for the mod?
Otherwise, I adore your work, easily one of my favorite mods, very inuitive to use.
Skyve
Thanks for the backtrace, ill check it out when I have time. This may have to do with an issue I have posted here. The mod shouldn't crash your game though - so i'll look at making the mod more stable/ less error prone when weird stuff happens.
This crash is after teleporting into an area with the roofs present.
Running on 64 bit Windows 10.0.19045.0 with 32699 MB RAM
Game Version: v1.19.8 (Stable)
19-Jul-24 20:57:48: Critical error occurred in the following mod: oneroof@0.11.3
Loaded Mods: aculinaryartillery@1.1.5, backpackpackplus@1.0.3, betterarchery@3.0.0, bettertraders@0.0.7, chiseltools@1.12.3, foundrymod@1.0.0, HangingOilLamps@1.0.1, millwright@1.1.5, moredrifterloot@1.5.4, playeralias@1.1.5, primitivesurvival@3.5.8, richerthandirt@1.2.1, swordz@1.1.8, tinytweaks@1.2.1, translocatorengineeringredux@1.5.0, viesblocks@2.4.8, viescraftmachines@2.3.1, game@1.19.8, xmastimecont@0.2.6, AgeOfConfession@2.0.5, alchemy@1.6.34, ancienttools@1.5.18, animalcages@3.0.2, egocaribautomapmarkers@3.1.0, beehivekiln@1.5.4, betterruins@0.3.6, canjewelry@0.2.32, carryon@1.7.4, commonlib@2.5.0-rc.2, cooperativecombat@1.1.1, expandedfoods@1.6.9, fixhandbookclutter@1.0.5, fromgoldencombs@1.5.1, labeledtrunk@1.0.4, lichenredux@1.8.0, medievalexpansion@3.13.1, oneroof@0.11.3, petai@2.2.6, prospecttogether@1.3.0, rivers@3.1.0, rustboundmagic@1.9.74, sailboat@1.3.1, stillnecessaries@1.1.2, stonebakeoven@1.1.3, creative@1.19.8, vsquest@1.2.0, survival@1.19.8, wildfarmingrevival@1.2.1, woodbarrels@1.1.0, xlib@0.8.6, metalrecovery@0.1.19-pre.1, em@2.6.3, feverstonewilds@1.5.0-rc.2, simplewinddirection@1.0.2, stonequarry@3.3.1, tpnet@1.14.3, vanity@2.2.0, xskills@0.8.8, moreroads@1.5.7
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.MaxInteger[T](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 451
at oneroof.src.OneRoofEntity.BuildStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 263
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Please excuse the visual glitching (particularily when creating corners). It is a result of changing the netcode - I may be able to improve this and will add it to the list :D
I have been able to reproduce the issue - relatively consistently. I believe I have a fix in the works but I will need to do further testing to make sure its working correctly. Ill also look at the bricklayers support for next release. Once the roof is stable I'll look at tweaking small things to get it to match the quality of vanila roofing (particle collisions, snow cover etc).
Edit: I believe I have found a bug in the actual vintagestory code that is partly to blame - will get an update out as soon as it is resolved (assuming it will/can be).
VaelophisNyx
I assume this is a server/client setup. I wish there was something in the game to force the snow updates. I'll see if I can hack something in. Btw the hastebin you posted was emtpy. I'll try find some time to get this working right. A stable version would be great.. alas.
Apparently snow melting off a one roof block causes it to scramble itself
I've installed this mod because I thought the roofing looked awesome and I couldn't be bothered to replicate it with chiseling, but the only problem is I have no idea how to use this mod. I have the latest version installed, but I can't find any blocks or commands in game that allow me to use this mod. I do have Bricklayers installed, but I don't think that would interfere with the vanilla roofing blocks, of which I can't seem to get working with One-Roofing. I may just be overlooking something, but guidance would be appreciated, thanks! :^)
Update: So I decided to do some troubleshooting to see what could be the issue. I thought maybe the Bricklayers mod may have been causing the issue of the missing One-Roof blocks since Bricklayers adds in new roof types and clays. I disable Bricklayers, loaded up a new creative world, and I was able to see the One-Roof blocks, and they were working perfectly fine! I decide afterwards to enable Bricklayers again to confirm that it was the issue, but when I loaded that same creative world, the One-Roof blocks were there along with the Bricklayers variants. I loaded up my survival world afterwards, and every mod was functioning as expected!
tldr: Basically turned Bricklayers off and on again and problem solved! :^)
It appears on a LAN server, clients sometimes become unable to see OneRoof blocks, but can if they have an adjacent block added or removed
Bricklayers' compat needs a bit more work it seems. Colored clay shingle oneroof blocks have bleu-grey clay shingles on the sides
Thanks for bringing this to my attention. it also appears some of my snow 'fallthrough' code no longer works. Something weird happening when it switches between snow and back (I have seen some blocks even get misconfigured).
when snow layers on the roof, the roof vanishes o.o
it comes back when the snow melts but you can fall through the roof it's not there x.x
Getting some errors on 1.19.7. See info posted here on Hastebin: https://hastebin.skyra.pw/ratawaxuqu.sql
Running 19.5 stable and I tried to place a two long roof piece from behind one that was placed next to one already placed beside the piece. It also locked me out of the server I used it in so I have to remove the mod entirely to use the server.
Running on 64 bit Windows 10.0.22631.0 with 31962 MB RAM
Game Version: v1.19.4 (Stable)
4/4/2024 1:41:11 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.3, betterdrifters@2.1.3, immersivecorpsedrop@1.0.2, millwright@1.1.4, MoreShingles@0.0.2, nailsmold@1.0.1, primitivesurvival@3.4.7, rooffix@0.0.1, rustcreatures@1.3.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.9, game@1.19.4, abcsreborn@0.2.0, animationmanagerlib@0.7.2, BedRespawning@1.0.1, beehivekiln@1.5.1, betterruins@0.3.3, carryon@1.7.4, commonlib@2.3.7, electricity@0.0.11, expandedfoods@1.6.8, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.2.8, loreweapons@1.0.1, medievalexpansion@3.13.1, mcrate@1.2.1, nbcartographer@2.0.9, oneroof@0.9.9, petai@2.2.3, prospecttogether@1.3.0, rivers@2.7.0, scythemold@1.0.1, stablesurface@0.0.2, stonebakeoven@1.1.3, storageoptions@1.0.2, creative@1.19.4, vsimgui@1.1.1, survival@1.19.4, wildfarmingrevival@1.1.8, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, configlib@1.0.2, electricityextensions@0.0.3, feverstonewilds@1.4.5, fsmlib@0.2.15, helvehammerext@1.6.0, koboldplayermodelport@1.2.6, playercorpse@1.9.0, stonequarry@3.2.1, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, kosfire@1.1.3, maltiezfirearms@0.4.3
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.MaxFloat[TSource,TResult](IEnumerable`1 source, Func`2 selector)
at Vintagestory.API.Common.EntityPlayer.canPlayEdgeSitAnim() in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 995
at Vintagestory.API.Common.EntityPlayer.onAnimControls(AnimationMetaData anim, Boolean wasActive, Boolean nowActive) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 930
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 491
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 678
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 19
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 81
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGaenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/4/2024 1:40:32 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0xb2c
Faulting application start time: 0x0x1da86b7182bdb60
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: F:\Vintagestory\Lib\openal32.dll
Report Id: 5eb513aa-305f-437d-86e5-a3ac57ae557e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/28/2024 12:20:59 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: KERNELBASE.dll, version: 10.0.22621.3235, time stamp: 0x2b72307b
Exception code: 0xe0434352
Fault offset: 0x0000000000065b0c
Faulting process id: 0x0x17c4
Faulting application start time: 0x0x1da812a79857452
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: c15e7cff-45b0-4978-af5e-1ac13bea8647
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/7/2024 7:39:16 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x376c
Faulting application start time: 0x0x1da70f0f2c6ecfd
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: F:\Vintagestory\Lib\openal32.dll
Report Id: 91a4bab8-b48e-44bc-8e8c-e733ccbb85d1
Faulting package full name:
Faulting package-relative application ID: }meLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.Scre
Have been super busy lately with work and life. Haven't forgotten about this though.
Just wanted to say that I'd appreciate any crash reports so I can address them. Posting here is probably as good a place as any, if it becomes annoying I'll look at opening a github repo or something for it.
Been having an issue with rare crashes while placing some of the blocks. Looks like the game doesn't always perfectly switch between 1 tall and 2 tall roofs. Still a great mod tho, despite the annoying crashes.
Would be really neat to add diagonal roofs to this. I know that that might be opening a whole other can of worms, but it would be just perfect for tower roofs.
That, as well as having slim roofs that aren't based on the vanilla block shape.
Great work though, it's by far the best roof mod around!
I dont know if it would be possible to make, but being able to change the texture of the "side" of the roof, like how you add another block to a chiseled one, would be amazing. and maybe a possibilty to make the roofs have or not have overhang would be cool.
Awesome work! Is the issue with the outer corner models on the roof blocks on your radar? The vanilla models for outer corner have a flat bottom but the ones in the mod seem to be missing the bottom plane. Pretty minor, but annoying sometimes.
Yes I use Bricklayers, no problem I just wanted to let you know all is well. Game version is 1.19.1
Cpt_C0nfus3d I'm assuming you are using bricklayers or some mod that adds a whole bunch of extra colors. It shouldn't be too much trouble to add support but the other tasks will take precedence.
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-blackclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-blurpleclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-darkgreyclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-greenclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-lightclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-malachiteclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-orangeclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-pinkclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-purpleclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-yellowclay-free cannot be resolved
I noticed the translation for this mod is simple, but I translated it on Crowdin anyway :3
By the way, how is the insulation on these? Or were the insulation issues on vanilla roof blocks fixed already?
VaelophisNyx For low slopes it works somewhat, but standard + high slopes its not working. I'll add it to the to do list!
edit: I have patched the high slopes. The mesh could use a tweak. But as it is it 'works'.
Does this cover the situation where you need to T-junction with a roof ridge? vanilla's roofs don't have that bit
tui_smuggler
Thanks for the fast response, the issue is totally fixed, no trace of it, but rather a funny visual "feature", Thanks for the work done in such a short span time, and here's the vid about that funny "feature" we found: https://youtube.com/live/B-_ZFCKFrE4
I have deleted all releases prior to 0.9.7 as they had major problems with multiplayer. Please let me know if you experience any performance (fps) issues. Note, a little delay on the roof building is to be expected with slow connections on MP games. Performance is very important to me and is the main reason I started this mod (compared to some other fancy roofing mods that ate up all my RAM and took minutes to load a game).
Louskil thanks for the video, very helpful! I will do some multiplayer/networking testing and bugfixing asap (after work when I have some spare time). I have a bit of an idea of what has gone wrong with the mod. Thanks again for posting the video.
tui_smuggler
Thanks for the response! So we got the 9.5 version, and still the crash occurs at the moment the block is placed the log:
Running on 64 bit Windows with 16320 MB RAM
Game Version: v1.18.15 (Stable)
09.01.2024 23:36:22: Critical error occurred in the following mod: oneroof@0.9.5
Loaded Mods: aculinaryartillery@1.0.15, betterbalance@2.1.3, betterruins@0.2.4, immersivecorpsedrop@1.0.1, millwright@1.1.1, MoreShingles@0.0.2, nailsmold@1.0.1, primitivesurvival@3.3.0, rooffix@0.0.1, rpgitemrarity@1.0.4, rustcreatures@1.2.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.7, game@1.18.15, wildcraft@1.6.6, abcsreborn@0.1.4, animationmanagerlib@0.2.1, BedRespawning@1.0.1, canbeignited@1.1.0, carryon@1.6.1, commonlib@2.2.0, compatmaster@0.0.2, electricity@0.0.10, expandedfoods@1.6.8, fieldsofsalt@1.1.2, hudclock@3.3.0, immersivecrafting@1.1.1, sailboat@1.2.4, justanarrowheadmold@1.0.1, lavoisier@1.3.0, loreweapons@1.0.1, medievalexpansion@3.11.1, oneroof@0.9.5, petai@1.8.1, prospecttogether@1.2.4, rustyshell@0.0.11, scythemold@1.0.0, sharablewaypoints@1.3.2, stablesurface@0.0.2, stonebakeoven@1.0.5, storageoptions@1.0.1, temporalsmithing@0.2.2, creative@1.18.15, survival@1.18.15, wildfarmingrevival@1.1.6, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, feverstonewilds@1.4.3, foxtaming@1.3.0, fsmlib@0.1.13, helvehammerext@1.5.2, linearpower@0.2.1, playercorpse@1.8.0, stonequarry@3.1.5, kosfire@1.1.3, maltiezfirearms@0.3.9
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructSecondaryElements() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 617
at oneroof.src.OneRoofEntity.BuildSecondaryStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 283
at oneroof.src.OneRoofEntity.BuildSecondary() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 234
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 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
I guess it's just not backwards compatible(for multiplayer at least, as the problem may just be on the networking), but i doubt it(it being not backwards compatible). Anyways, i wish you luck in that future endeavor of testing related stuff. All i can provide right now is probably a video of how we produced such a bug\crash to occur in our server. https://youtu.be/s6n8qw26y-A (Sorry for our constant rambling as we try our best to guess the source of the issue :D)
Would be a nice feature to be able to make not shingle part (like sides and other parts of the models) to have different texture, ideally one that player can choose to match surrounding blocks
Ruyeex
I hope it would rather become an extension for this mod that just adds more variation, cause the core mechanic here is a must-have one
The mod more roofing isn't dead since it will include more types of roof soon.
But wow...
I might even wanted to have more roof types soon like the ones I wanted to ask Catasteroid to add more metal roofing tiles
Louskil thanks for bringing this to my attention. So if I understand correctly, a 2nd player placing a block caused your client to crash, but the 2nd player was unaffected? Sounds like some fun networking race condition. See 0.9.5, has a patch that should stop client crashing where it did (in theory).
It will be hard for me to reproduce however I plan to do some live dedicated server testing with a small group in the near future which will hopefully allow me to sort out any crashing edge cases. I have been testing almost exclusively in creative single player.
For everyone else, just beware this is still unstable for multiplayer.
Louskil Your game version doesn't match the mod version...
Was running it with a friend of mine on 1.18.15, causes that crash log to appear once one of the crest blocks is used by the said friend:
Running on 64 bit Windows with 16320 MB RAM
Game Version: v1.18.15 (Stable)
09.01.2024 02:14:23: Critical error occurred in the following mod: oneroof@0.9.3
Loaded Mods: aculinaryartillery@1.0.15, betterbalance@2.1.3, betterruins@0.2.4, immersivecorpsedrop@1.0.1, millwright@1.1.1, nailsmold@1.0.1, primitivesurvival@3.3.0, rooffix@0.0.1, rpgitemrarity@1.0.4, rustcreatures@1.2.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.7, game@1.18.15, wildcraft@1.6.6, abcsreborn@0.1.4, animationmanagerlib@0.2.1, BedRespawning@1.0.1, canbeignited@1.1.0, carryon@1.6.1, commonlib@2.2.0, compatmaster@0.0.2, electricity@0.0.10, expandedfoods@1.6.8, fieldsofsalt@1.1.2, hudclock@3.3.0, immersivecrafting@1.1.1, sailboat@1.2.4, justanarrowheadmold@1.0.1, lavoisier@1.3.0, loreweapons@1.0.1, medievalexpansion@3.11.1, oneroof@0.9.3, petai@1.8.1, prospecttogether@1.2.4, rustyshell@0.0.11, scythemold@1.0.0, sharablewaypoints@1.3.2, stablesurface@0.0.2, stonebakeoven@1.0.5, storageoptions@1.0.1, temporalsmithing@0.2.2, creative@1.18.15, survival@1.18.15, wildfarmingrevival@1.1.6, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, feverstonewilds@1.4.3, foxtaming@1.3.0, fsmlib@0.1.13, helvehammerext@1.5.2, linearpower@0.2.1, playercorpse@1.8.0, stonequarry@3.1.5, kosfire@1.1.3, maltiezfirearms@0.3.9
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 407
at oneroof.src.OneRoofEntity.BuildStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 242
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 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
One thing to clarify, the server is a dedicated host on a rented server, but my friend doesn't crash himself in the process. Disregarding that, good job on that neat roof building option expansion!
I wonder if it would be simpler to place roof blocks it the single-block used "tool modes" instead of special hotkeys.
Looks nice!
If you can make a "thin" roof like this, which has a customizable wall material to look good from the side, then it will be absolutely gorgeous.