v1.10.1-rc.1
v1.10.1-rc.1
- Added fix for XSkills slots
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26483 |
May 26th at 3:54 AM |
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PlayerCorpse_VS1.19.7_net7_v1.10.1-rc.1.zip |
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v1.10.0
v1.10.0
- Fixed uids with special characters are ignored by /returnthings
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240 |
May 26th at 3:27 AM |
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PlayerCorpse_VS1.19.7_net7_v1.10.0.zip |
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v1.9.0
v1.9.0
- Updated to 1.19.0
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23496 |
Jan 6th at 7:03 PM |
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PlayerCorpse_VS1.19.0-rc.5_net7_v1.9.0.zip |
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v1.8.0
v1.8.0
- Support for both (stable and net7) game builds
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22277 |
Jul 19th 2023 at 12:52 PM |
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PlayerCorpse_VS1.18.6_netstandard2.0_v1.8.0.zip |
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v1.7.2
v1.7.2
- Updated translations from crowdin - Fixed: Items can be picked up immediately after death when the Respawn button is not pressed
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4518 |
Jul 3rd 2023 at 10:28 AM |
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PlayerCorpse_v1.18.6_v1.7.2.zip |
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v1.7.1
v1.7.1
- Updated minimal CommonLib version to 2.0.3
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9440 |
Apr 8th 2023 at 1:20 PM |
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PlayerCorpse_v1.18.0-rc.1_v1.7.1.zip |
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v1.7.0
v1.7.0
- Updated returnthings to new Command API - Updated config to CommonLib 2.0.0 - Updated CommonLib to 2.0.1+ - Added modicon
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724 |
Apr 5th 2023 at 9:45 AM |
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PlayerCorpse_v1.18.0-rc.1_v1.7.0.zip |
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v1.6.0-rc.1
v1.6.0-rc.1
- Updated to 1.18.0-pre.5 - Now depends on CommonLib
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1322 |
Mar 7th 2023 at 9:45 AM |
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PlayerCorpse_v1.18.0-pre.5_v1.6.0-rc.1.zip |
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v1.5.5
v1.5.5
- Fixed regex pattern #14
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10433 |
Nov 2nd 2022 at 5:31 PM |
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PlayerCorpse_v1.17.9_v1.5.5.zip |
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v1.5.4
v1.5.4
- Fixed corpses are not created for some people (remove any special characters from UID) #14
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377 |
Nov 2nd 2022 at 7:28 AM |
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PlayerCorpse_v1.17.9_v1.5.4.zip |
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v1.5.3
v1.5.3
- Changed minimum game version to 1.17.0
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770 |
Oct 30th 2022 at 2:23 PM |
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PlayerCorpse_v1.17.9_v1.5.3.zip |
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v1.5.2
v1.5.2
- Changed event from PlayerDeath to EntityDeath as more stable (sometimes the player's inventory was already empty)
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277 |
Oct 30th 2022 at 1:36 PM |
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PlayerCorpse_v1.17.9_v1.5.2.zip |
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v1.5.1
v1.5.1
- Updated corpse compass: - New model by @Farkoth - Can work passively in off hand - Can be stored on racks, shelves, ground storages - Added uk translation by @burunduk - Changed death system execute order, may fix CarryCapacity issue #11
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940 |
Oct 24th 2022 at 1:35 AM |
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PlayerCorpse_v1.17.9_v1.5.1.zip |
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v1.5.0
v1.5.0
- Replace EntityBehavior with Event - Force update corpse interaction time on server, should fix extra delay on overloaded servers - Added floor search for corpse spawn pos (less dancing corpses) - Now again dll mod to fix any compilation issues - [DEV] Changed project template
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1814 |
Oct 4th 2022 at 9:14 AM |
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PlayerCorpse_v1.17.3_v1.5.0.zip |
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v1.4.3
v1.4.3
- Fixed corpse disappearing if TemporalMirror or some other my mods were installed #7
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2152 |
Sep 12th 2022 at 8:28 PM |
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PlayerCorpse_v1.17.3_v1.4.3.zip |
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v1.4.2
v1.4.2
- Fixed ru lang - Fixed data location (manually move saved corpse data files from ModDataworldid to ModData/worldid if you need it) - Less dancing corpses - Update to 1.17.3 (may fix corpse disappering)
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895 |
Sep 10th 2022 at 5:30 PM |
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PlayerCorpse_v1.17.3_v1.4.2.zip |
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v1.4.1
v1.4.1
- Fixed loss of corpse contents after re-entering world - Config loading refactoring, may fix null-config issue
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1548 |
Aug 11th 2022 at 12:21 PM |
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PlayerCorpse_v1.17.0-rc.5_v1.4.1.zip |
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v1.4.0
v1.4.0
- Updated to 1.17.0-rc.4 (may fix disappearing corpses) - Lowered default corpse collection time from 3 sec to 1 sec - Added portugues translation by @xCoiotex - Changed the mod type from dll to source code, for greater stability when changing the game API - Refactoring
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418 |
Aug 8th 2022 at 2:53 PM |
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PlayerCorpse_v1.17.0-rc.4_v1.4.0.zip |
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v1.3.3
v1.3.3
- Fixed crash after death on 1.17.0-pre.1 - No longer compatible with 1.16
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917 |
Jun 28th 2022 at 11:28 AM |
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PlayerCorpse_v1.17.0-pre.1_v1.3.3.zip |
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v1.3.2
v1.3.2
- Updated to 1.17.0-pre.1
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2231 |
Jun 23rd 2022 at 12:29 PM |
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PlayerCorpse_v1.17.0-pre.1_v1.3.2.zip |
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v1.3.1
v1.3.1
- Updated to 1.16.0-3 - Added corpse compass to find corpses - Added French lang by @Cendar - [DEV] Change IDE from VSCode to VisualStudio
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6863 |
Feb 18th 2022 at 1:13 AM |
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PlayerCorpse_v1.16.3_v1.3.1.zip |
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v1.3.0
v1.3.0
- Updated to 1.16.0-pre.8
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2772 |
Dec 14th 2021 at 3:47 PM |
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PlayerCorpse_v1.16.0-pre.8_v1.3.0.zip |
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v1.2.0
v1.2.0
- Free a corpse for everyone after time (240 in-game hours by default, configurable) - Added corpse creation time to entity info - Added a new config value for corpse interaction time (3 seconds by default) - Place a corpse in the center of a block, should fix corpses climbing up the walls
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684 |
Dec 14th 2021 at 3:47 PM |
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PlayerCorpse_v1.15.10_v1.2.0.zip |
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v1.1.9
v1.1.9
- Added slovak translation by @daretmavi
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1264 |
Oct 22nd 2021 at 4:41 AM |
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PlayerCorpse_v1.15.7_v1.1.9.zip |
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v1.1.8
v1.1.8
- Fixed modinfo.json - Fixed /returnthings (Index not found)
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499 |
Oct 20th 2021 at 9:37 AM |
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PlayerCorpse_v1.15.7_v1.1.8.zip |
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v1.1.7
v1.1.7
- Fixed using the player who used the command instead of fromPlayer
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507 |
Oct 18th 2021 at 5:56 AM |
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PlayerCorpse_v1.15.7_v1.1.7.zip |
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v1.1.6
v1.1.6
- Fixed /returnthings behaviour (instead of toPlayer, the player who runs the command was used)
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441 |
Oct 17th 2021 at 3:40 PM |
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PlayerCorpse_v1.15.7_v1.1.6.zip |
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v1.1.5
v1.1.5
- Added a log for the destruction / collection of a corpse - Added EntityId to corpse creation log - Added DebugMode config value to enable chat log
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962 |
Sep 10th 2021 at 1:02 AM |
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PlayerCorpse_v1.15.1_v1.1.5.zip |
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v1.1.4
v1.1.4
- Fixed crash (removed new log from v1.1.2) - Fixed interaction ring only works on one corpse, if there are several (v1.1.3)
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1019 |
Aug 14th 2021 at 11:21 PM |
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PlayerCorpse_v1.15.1_v1.1.4.zip |
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v1.1.1
v1.1.1
- Fixed corpse without owner - Fixed crash if not your corpse (temporary replace SendIngameError to SendChatNotification)
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579 |
Jul 20th 2021 at 6:52 AM |
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PlayerCorpse_v1.15.1_v1.1.1.zip |
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v1.1.0
v1.1.0
- Updated to 1.15.0 - Updated to net461 - Added interaction ring (like in CarryCapacity)
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599 |
Jul 17th 2021 at 9:20 AM |
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PlayerCorpse_v1.15.0_v1.1.0.zip |
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v1.0.2
v1.0.2
- Fixed waypoints at world border
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1744 |
Feb 28th 2021 at 7:27 PM |
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PlayerCorpse_v1.14.7_v1.0.2.zip |
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v1.0.1
v1.0.1
- Fixed corpse with health enabled
- Fixed remove items if create corpse disabled
- Moved parts to SharedUtils
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599 |
Feb 20th 2021 at 3:13 PM |
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PlayerCorpse_v1.14.7_v1.0.1.zip |
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v1.0.0
v1.0.0
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526 |
Feb 17th 2021 at 10:57 AM |
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PlayerCorpse_v1.14.0_v1.0.0.zip |
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DArkHekRoMaNT Hi, i am getting a weird issue. Every time i die, the server stops responding and the client freezes after respawning at my last save.
There is no crash report for the client or the server, both just stop responding.
I am using the latest version on a 1.19.8 server on Windows 10- 64 bit.
I do have a lot of mods installed but it just behaves like this, when i die. This happens on both servers i am running with exactly the same behaviour. If you have any idea how to provide you with more details, please let me know.
Edit: Just a quick note, when the server crashes, it apparently saves the world changes but the character is reset to the place of the last world save, which the console displays. The corpse also stays at the place of death in the world, so there is a duplication bug in that moment.
Edit2: It seems to crash, if you move directly after respawning. So, if i wait a few seconds before moving, it seems to work.
DArkHekRoMaNT No, but I wish it did save armour in the corpse inventory.
Thanks. Replacing skeletons with players is in the plans, but it is complicated. I'll think about it, maybe some command to allow access would be a good solution. candlegirl
Armor doesn't drop on death in vanilla. Do you use some mods for it? ZriZe101
Armor is not saved after death :-/
Oh my gosh, this mod is a must-have for me from now on. This genuinely ought to be vanilla, and I don't say that cheaply. It feels much more immersive to the world, and I really like how configurable you made it. Fantastic work! If you're still following this/interested in rando ideas: I'm guessing that making the skeletons actually look like their players would be too hard, but it would be really cool. Also, it might be worth just making "anyone can loot your body" the default. That way it's closer to vanilla by default, and it won't lead to awkward scenarios where someone tries and fails to retrieve a friend's stuff and has to contact the admin.
Great work!
I need client-main.txt from %appdata%/VintagestoryData/Logs after your die to undestand this problem. Can you send it to me via GitHub or Discord? Tisma
This depends on the server settings, you can change the time after which the corpse becomes available to everyone via /cl config playercorpse FreeCorpseAfterTime 0 Basement
Hello DArkHekRoMaNT ! I've a problem with mod.
When i dead, player corpse spawn but i cant take it. Idk why. Any Bug report in server-main or client-main. Idk how i can help u !
Have a good day ! Great work, thank u β€οΈ
Love the mod! It's on almost all the servers I'm in too. Was wondering though- would it be possible to have some sort of way to abandon a corpse so a friend could retrieve it? Had a situation where we were through two translocators and one of us survived and had to make a marker trail all the way back to spawn and then guide them back to their body. But it would have been much easier if they could have just made it lootable early somehow. I'm not a mod maker though, I don't know how difficult that would be to code or impliment. Again, though, thank you so much for your work! Can't live without it!
This only work next to the player, in loaded chunks, so no. Maybe later. I need to change the search method Rag_Maggot
No Roach_
You can set FreeCorpseAfterTime 0 (in config file or via /cl config) PandaBoy
Is it possible to allow other players to loot bodies? in the case of PVP it might be nice for the winner to loot the body?
Hey, awesome mod!
Could you add a config option to edit the search distance of the corpse compass? I believe it's a radius of 3 chunks by default, would be nice to be able to increase that.
Is there a file somewhere that stores all the cordinates of corpses in the world?
Does the person attempting /returnthings have the gamemode privilege?
DoodleGarbage
I added this patch in v1.10.1-rc.1, but I haven't played with XSkills at all, so I'm very bad understand this issue. Can you check that it works right? FallenAngel
Thanks, fixed now HOST
DArkHekRoMaNT , i have been getting corpse issues, not being able to load using /returnthings list (name), it will tell me there's no data, I think this might be related to the UID having a slash command. i have tried to recover 2 different corpses and on the UID's that have a slash / the data is not shown, however I know folders cannot have a / added, this is just a wild guess
thanks for the fix, it is working now!
maybe both of you had the same issue?
AleksiMizaro
Aura_Dacella
Can we get a compatability patch for playercorpse mod, similar to 'xskillsplayercorpsecompat' but updated to the current version perhaps?
Going to echo the returnthings command not saving any death data. I've had this issue in the past, so the bug isn't new.
The bug is present on a brand new 1.19.7 world with the only mod enabled Player Corpse (Latest, v1.9.0) and Common Lib (Latest, v2.3.7). Dying never generates an entry in the returnthings list command, and returnthings give sends error of index 0 being out of bound (the array is empty)
don't seam to be compatable with xskills strong back giving exstra slots
and seams to be some problem people are talking about on the rustbound magic about the buffs magical equipment gives braking when you die for some reason, might look into the code of how the buffs of that mod work to see why it's braking because it makes you have to re-make the armor to fix it.... and making that armor is costly both in time and materials. >.<
Actually it may have been because it was at the block height limit?
I have the same issue as Aura_Dacella, but only for one player on the server
Also corpses don't seem to spawn when dying on snow layers (maybe snow on top of ice?)
I love the mod though! <3
Playercorpse doesn't seem to save deaths to returnthings list tested by dying a few times with a couple items and every time returnthings list says no data found
MittyKitty
Hello,
I guess you didn't read all the description above. It's said "Requires CommonLib for VS 1.18+". So you have to download this Library too.
If I'm wrong, I cannot help you more.
"Unable to load mod. Requires dependency commonlib v2.3.0" how do I fix?
KeKc
I know this is late but you probably aren't the only one who will need this info.
/returnthings list KeKc
This will list all the saved player corpses of KeKc
/returnthing get KeKc KeKc 0
This will return the player KeKc's most recent corpse inventory to the Player KeKc, the number is the listed number in /returnthings list Keck
Its not that complicated but Its not easy to find at first. Hope this helps others find stuff quickly since the corpses do move around a bit, especially if you play with soil gravity.
What exactly is nothing with /returnthings? No saved data? Error? KeKc
Okay, I'll add this to my todo Tendi3us
What does it say in client-main.txt from %appdata%/VintagestoryData/Logs after you tried to collect a corpse? Perhaps some kind of error? Boiled
Due to its size, the moddb considers this a header and adds <hr> itself. I can't chang KonaCoffeeDrgn
Where the hell did my stuff go?!?!?!?!? I died, quit the game, then loaded back in and can't find my skeleton anywhere!!!!! I used spectator mode to go underground and there's nothing! Tried returnthings and it came up with nothing! WHAT IS THIS AND HOW DO I GET MY STUFF BACK?????
Hi, would it be possible to add a config option for the corpse compass' range?
I am currently playing with friends and using this mod without access to the map or coordinates, and I've managed to lose a couple bodies without knowing where so I cannot get close enough to use the compass. I could just cheat, but if it's an easy change I would be super appreciative if I could have a range of many chunks (10+) to guide me to bodies.
Thanks
Hey Dark, new player here. Ran into a weird bug on my first SP run.
Died in my home, corpse dropped as usual, right-click collected my inventory and only received my hotbar items back, and my skeleton did not despawn. No inventory items, nor my linen sacks. No biggie, good time to test out the /returnthings command, however when I attempt the "list" subcmd for my name, it states that no data has been saved for the player. Tried the "get" subcmd also which stated that index 0, my most recent death data could not be found, so now i'm stuck with an unretrievable player corpse in the center of my base. I'm sure I can probably despawn it in dev mode if there's no other fix. Even still have the gravestone waypoint visible on my map.
Just wondering if you've heard of any similar issues regarding this, or if it's simply user error.
Should add, I'm running 1.9.3, & haven't run into any other problems so far. Only running a few QOL mods that shouldn't conflict.
Yo Darkhekromant,
The text with the Horizontal rule `</hr>` looks like a title
Requires CommonLib for VS 1.18+
Can you change it to have a header of Requires and make a Bullet point of Common lib? I have adhd and missed reading it twice because i failed to notice it was not a header.
Many thanks,
Kona
Try /help returnthings , it requires a nickname twice (whose corpse is and who will get things) gndrneutralnoun
Already supports custom types (see SaveInventoryTypes). But as far as I remember, XSkills uses a vanilla type of inventory, not a custom one Dythanos
3 chunks horizontally radius (~96 blocks), not configurable now Venusgate
DropArmor patch should still work. PlayerCorpse follows vanilla in this case Mohandar
Should probably put in bold that this requires commonlib to work, I was assuming this was broken because it wasn't updated to 1.18.15, but it turns out it just was missing the library, it seems others in the comments had this problem as well.
Does the corpse compass have a range - and if so, is it configurable?
DArkHekRoMaNT
please, consider to add into the config something that allow to have clothes and armors stored into the corpse as well, or, as Telemachus was saying, a Partial KeepInventory of some sort.
(I alwasy considered the fact that you respawn with your clothes and armors still onto you too much op)
Having the same issue as DisjointedImages. Please help. /returnthings list gndrneutralnoun works, /returnthings get gndrneutralnoun does not.
Hey, any chance we can get a config that will ingnore specific inventory classes? For example, if we could supply the corpse mod config with the "xskillshotbar", we could have the soulbound bag ability still work with your mod.
Thanks!
Just as an fyi for anyone looking, currently incompatible with 1.19-pre.5! You will crash when you die.
This should be built into the vanilla game. Bravo. My wishlist for this would be, instead of an instant-skeleton, a corpse that looks like the player who died, and decays into the skeleton over time the longer it sits.
Be careful not to die a few seconds before a server restart, this corrupts the zone or corpses spawn
Appreciate the response. I hope you end up adding that feature!
SaveInventoryTypes only controls what goes into the corpse. Partial KeepInventory functions are not currently in mod at all. Maybe later Telemachus
How do I set what inventories will be saved? For example, I want players to keep their tools and backpacks when they respawn. The config shows that those values are there, but they have no effect in game.
Or does SaveInventoryTypes only control what parts of player's inventory get saved to the corpse upon death? Is there any way to change what they respawn with?
If a creative player, it looks for any. I don’t really understand why this might be needed outside of creative mode (for admins) Zolgrim
Would it be possible to add an option to the corpse compass to find other nearby bodies, not just your own? (If so, maybe tie into the time-delay option pre-existing for anyone to gather a corpse? Could also be a "F" option with the compass)
DArkHekRoMaNT , Thank you!
Have you installed CommonLib on server? mj_outlaw
Guys, how do you enable this mod on server? Theres also no config file in modconfig folder and the mod seems inactive. I just put the zip file in mods folder.. ?
Thank you. It will be in the new version. You can also update it on VS Mods Crowdin, I regularly take translations from there Kaofan
DArkHekRoMaNT
Polish version
pl.json
{
"item-creature-playercorpse": "ZwΕoki Gracza",
"blockhelp-collect": "Zbierz",
"game:ingameerror-not-corpse-owner": "To nie sΔ twoje zwΕoki!",
"corpse-free": "Dla wszystkich",
"corpse-created(date={0})": "Utworzono {0}",
"item-corpsecompass": "Kompas do zwΕok",
"playercorpse:item-handbooktitle-playercorpse:corpsecompass": "Instrukcja",
"playercorpse:item-handbooktext-playercorpse:corpsecompass": "Pomaga znaleΕΊΔ twoje zwΕoki. Administratorzy serwera mogΔ równieΕΌ sprawdziΔ log server-main.txt w celu uzyskania dokΕadnych wspóΕrzΔdnych wszystkich zwΕok (uΕΌywane w trybie Kreatywnym)<br/><br/><b>Szuka w obszarze 7x7 chunków wokóΕ gracza (domyΕlnie 224x256x224 bloki)</b>",
"corpsecompass-corpses-not-found": "Nie znaleziono zwΕok w pobliΕΌu",
"corpsecompass-target-set": "Ustawiono cel na ostatnich zwΕokach",
"corpsecompass-no-last-corpse": "Nie odnaleziono ostatnich zwΕok"
}
You tried? The mod should work on 1.18.x mj_outlaw
Unfortunately, the data is stored in binary format, so you probably won't be able to retrieve it from there.
If this is still relevant, I need more information to help you with the mod. Ideally, create an issue on github, where there is a template with the necessary data. This makes it much easier to find the source of the problem DrewTuber
Update this for 1.18.10 please!
One of my players said their corpse did not generate after death, and using /returnthings is not pulling their info (we have a lot of mods so its an issue we'll have to troubleshoot later on our end). I have their playercorpse files, but its all stored in .dat files. Any idea how I can go through those manually?
This is a merged version that works for stable and net7. The latest release is transition only and does not affect stable. But new updates will be released exclusively under netstandard2.0 @Kara
DArkHekRoMaNT we were using ( playercorpse_vs1.18.6_netstandard2.0_v1.8.0.zip ) but i ended up just using 1.7.1 cause its stable (enough) server is 1.18.7 Stable not using net7. IF that version is for net7, then why not name it as such? o.O
The real error earlier (above) in client-main.txt . Is just a copy of the crash you posted earlier here. You can search for [playercorpse] in the file Galejro
P.S. This happens if something in the Core ModSystem crashes. Since the game ignores, if something crashes there, game logs it and goes ahead. And then it crashes for a different reason
DArkHekRoMaNT ok this is taken from Client-main.txt nothing's different to me, It references crash written to client-crash but it's literally the same stuff. You made the mod you should know what 'ItemCorpseCompass' is I cross-checked with other crashreports on forums this hightlighted line is the line that causes the crash.
2023-07-28 21:47:37: Critical error occurred
Loaded Mods: aurafurypets@1.2.0, bettercrates@1.6.0, canmarket@0.2.7, chiseltools@1.8.4, extrachests@1.7.0, foundrymod@1.0.0, specializedbags-10Slot@0.4.2, game@1.18.6, aurafurytweaks@1.2.2, carryon@1.1.0, farmlanddropssoil@1.4.0, medievalexpansion@3.9.1, miningtools@1.1.4, creative@1.18.6, survival@1.18.6, workbenchexpansion@1.6.2, em@2.2.1, bricklayers@2.2.0
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 335
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Crash written to file at "C:\Users\PaweΕ\AppData\Roaming\VintagestoryData\Logs\client-crash.txt"
28.7.2023 21:47:37 [Notification] Exiting game now. Server running=False. Exit reason: Game crashed
Is the game stable or net7? Is there anything in the logs? Kara
There should be a true crash in the logs, it already broke later, check client-main.txt Galejro
Crashing on startup/login of AF server ... I noticed the corpse mod and commonlib are not on loaded list Idunno how to add them.
2023-07-28 00:08:41: Critical error occurred
Loaded Mods: aurafurypets@1.2.0, bettercrates@1.6.0, canmarket@0.2.7, chiseltools@1.8.4, extrachests@1.7.0, foundrymod@1.0.0, specializedbags-10Slot@0.4.2, game@1.18.6, aurafurytweaks@1.2.2, carryon@1.1.0, farmlanddropssoil@1.4.0, medievalexpansion@3.9.1, miningtools@1.1.4, creative@1.18.6, survival@1.18.6, workbenchexpansion@1.6.2, em@2.2.1, bricklayers@2.2.0
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 580
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 392
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 335
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
players on my server using: playercorpse_vs1.18.6_netstandard2.0_v1.8.0
were having their items drop on the ground, rather then leaving a body.
Yes, we had bodies enabled. =P
netstandard versions support both (stable and net7) Yanazake
Another mod with two different files relevant to net7.
Should I just get the newest one?
Any way to put player armour and clothes withing the corpse at the moment of death?
I attempted it in the config file but I didn't really figured out how to do it...
Also, any way to make the corpse lootable from everyone except the player who died?
DArkHekRoMaNT
Realized the edit might not ping as new:
Edit: Tested again (friend was putting case correct fyi) both on local game and hosted gives this response:
I am typing /returnthings get DisjointedImages DisjointedImages
It says "Index 0 not found"
That might be it - I'll test when I have a chance!
Edit: Tested again (friend was putting case correct fyi) both on local game and hosted gives same response:
I am typing /returnthings get DisjointedImages DisjointedImages
It says "Index 0 not found"
Is your player name in lowercase? It is case-sensetive: "john" is not "John".
All lower case - /returnthings get disjointedimages
That gives me the no such player in the text input box
If it's relevant - this is on a shared hosted server. No one else is able to do the command either (same error response)
How exactly are you entering the command? Works fine for me. Keep in mind that this is case-sensitive DisjointedImages
Recovering items command not working.
It prompts to choose a subcommand list, get
I try again with get
It says Argument 1 player is missing
I try with my player name
Then I get error in argument no such player
I am using the latest version of the game and the mod 1.18.6. No changes to the default settings for the mod.
The corpse creation and retrieval manually works fine. Just the /returnthings does not.
Sp0wN did you put up the commonlid as well in the server mods?
DArkHekRoMaNT sorry, don`t work in server. No error or alse.... Install CommonLib testing... It`s Ok, sorry. Awesome mod.
Update CommonLib or remove ModConfig/playercorpse.json @KingOfTheMochas
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 517
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 337
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 280
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
You can turn it off: /cl config CreateWaypoint off
But vanilla deathpoint only works for the last death Nebux
death waypoint should be removed as it is a vanilla feature in 1.18
Update CommonLib to 2.0.4, this should fix the problem with old configs FarmerSneed Edel_Recke Solacefire
Works fine for me on rc.8 with PlayerCorpse v1.7.1 and CommonLib v2.0.3 Solacefire
Playercorpse is broken as of 1.18rc6, does not spawn body.
/returnthings grue grue 0 (0 - last death, 1 - last last, 2 - last last last, etc.)
Also /returnthings grue list to display all saved deaths
grue
DArkHekRoMaNT i haven't managed to reproduce the missing corpse issue yet - had to reinstall v1.17.11, so old logs are no longer available. /returnthings still consistently fails to work, though.
server-main: 13.4.2023 21:51:43 [Notification] Handling Command /returnthings grue grue
client-debug: 13.4.2023 21:51:43.861 [VerboseDebug] Lang key not found: Index {0} not found
client-chat: 13.4.2023 21:51:44 [Chat] Index 0 not found @ -2
the rest of the log files either have nothing relevant around that time or have entries extremely similar to the above.
Are there any logs? Works fine for me on rc.5 with PlayerCorpse v1.7.1 and CommonLib v2.0.3 Edel_Recke
EDIT: As far as I can see, you are playing on 1.17?
For the /returnthings command, you need to specify the player twice. For the first time, the one whose things you want to return, and the second time to whom to give them out.
In any case, I need logs after death (server ones if you play in multiplayer) grue
Are there any logs? What kind of exception are you getting? This worked fine in rc.2 FarmerSneed
v1.5.5 stopped working after a few deaths - no corpse is created and /returnthings doesn't find anything for player id 0. items are also not dropped on death, so they cannot be recovered.
is this a known issue? other mods active at the time: better ruins v0.0.7, braziers v1.0.0, drop resin anyway v1.0.1, farmland drops soil v1.4.0, simple hud clock v2.8.0, immersive crafting v1.1.0, more torch holders v1.0.0, vshud v2.1.2
busted in rc5.
Looks like this is busted again in RC2. We loaded up just the latest commonlib and corpse versions uploaded yesterday and if we have drop on death enabled, our items stay in our inventory and a skeleton doesn't generate, exceptions are thrown in the server log on startup about the config. If we remove the corpse mod drop on death begins working again. Also have a friend slay me to test this generated an exception which dropped his connection.
Fixed NerdScurvy
This is old problem that I can't reproduce. It would be better if you open new Issue on GitHub and give me more info. This error is completely absurd Blackmare
Hey Dark,
Added the mod to our rc2 server and half the time we join for some and most times for others we get the following crash:
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.0-rc.2 (Unstable)
4/7/2023 11:49:10 AM: Critical error occurred
Loaded Mods: tonwexp@1.1.0, betterruins@0.0.8, canmarket@0.2.1, chiseltools@1.8.2, claims@0.2.2, effectshud@0.2.0, fieldsofgold@2.1.6, mannequinstand@1.0.1, medieval@1.3.50, naturalpatcheslite@0.0.4, TA_plainsandvalleys@1.0.1, primitivesurvival@3.1.5, game@1.18.0-rc.2, wanderedisles@2.1.1, alchemy@1.6.9, animalcages@2.1.0, betterfirepit@1.0.0, carryon@1.0.0-rc.1, claimsext@0.2.3, commonlib@2.0.2, electricity@0.0.8, hammersringingfall@1.2.5, hardcorewater@1.0.0, hudclock@2.9.0-pre.2, sailboat@1.0.0-pre.1, lichen@1.6.2, morebags@1.2.0, mcrate@1.0.4, outlawmodcan@0.2.0, claywheel@1.0.1, prospectorinfo@4.1.5-pre, usefulstuff17@1.1.3, creative@1.18.0-rc.2, survival@1.18.0-rc.2, em@2.0.0-pre.4, helvehammerext@1.5.0, playercorpse@1.7.0, bricklayers@2.0.0-pre.4
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 517
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 337
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 280
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
If you don't manually add the latest CommonLib then VS will automatically download version 2.0.0 which breaks the mod.
Mod follows vanilla config. You can just turn on the armor drop MarcAFK
I wondered if you have considered a function that makes player armour drop on the corpse rather than being retained, it would be a nice addittion to balance the extra help from retaining all your stuff on the corpse.
Working great now ty for your work! DArkHekRoMaNT
Ruddi do you have commonlib installed? I was getting crashes because i didnt have the dependency.
You can disable deathpoints in config Zanzibar
/cfgplayercorpse CreateWaypoint off
But keep in mind that there can only be one vanilla death point and it changes after next death. There are no conflicts, except that if vanilla point are enabled, then the last death will have two points
Might want to look at your mod, there is now a built in death icon. I believe this might be causing some collision with your mod. Im on 1.18pre7, had to uninstall mod, idk for sure tho. DArkHekRoMaNT
What exactly doesn't work? Ruddi
π this does not work.
Thx!!! π
Updated Ruddi
Hola DArkHekRoMaNT
Will there be an update for version 1.18?
Experimental 1.17.11-rc.1 (Net 7) version available on GitHub
Waypoints are not deleted, only created
This log is not related to PlayerCorpse
BoolyStudy
14:46:24 [Server Error] BETransient @518401, 110, 517531 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518402, 110, 517531 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518403, 110, 517532 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518403, 110, 517533 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518404, 110, 517534 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518404, 110, 517535 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
14:46:24 [Server Error] BETransient @518404, 110, 517557 for Block tallplant-coopersreed-land-harvested-free, but there is tallplant-coopersreed-land-harvested-snow at this position? Will delete BE
How are automatically created waypoints deleted when we die?
What does it show in the console with this version? bringitonwimps
PlayerCorpse_v1.17.9_v1.5.5-dev.1.zip
DArkHekRoMaNT
First try same thing happened
no corpse for specially crafted, and i crashed upon killing her for test of update. Second time that has happened.
23:51:17 [Server Event] SpeciallyCrafted 172.124.44.60:58088 joins.
23:51:21 [Server Notification] A Client attempts connecting via TCP, assigning client id 11
23:51:21 [Server Notification] Client uid POWaoA2WNwAtrfZV06TVdHir attempting identification. Name: bringitonwimps
23:51:21 [Server Debug] Client uid POWaoA2WNwAtrfZV06TVdHir, mp token PBo87bHwVP8FUEfVfpCbNdxbIewpwHCB75viCRmOmB8=: Verifying with auth server
23:51:21 [Server Debug] Response from auth server: {"playername":"bringitonwimps","entitlements":null,"valid":1}
23:51:21 [Server Notification] Sending server identification with remap False. Server control privilege is True
23:51:21 [Server Notification] Placing player at 512128.21875 110 256327.15625
23:51:22 [Server Event] Client disconnected.
23:51:29 [Server Notification] A Client attempts connecting via TCP, assigning client id 12
23:51:29 [Server Notification] Client uid POWaoA2WNwAtrfZV06TVdHir attempting identification. Name: bringitonwimps
23:51:29 [Server Debug] Client uid POWaoA2WNwAtrfZV06TVdHir, mp token PBo87bHwVP8FUEfVfpCbNdxbIewpwHCB75viCRmOmB8=: Verifying with auth server
23:51:30 [Server Debug] Response from auth server: {"playername":"bringitonwimps","entitlements":null,"valid":1}
23:51:30 [Server Notification] Sending server identification with remap False. Server control privilege is True
23:51:30 [Server Notification] Placing player at 512128.21875 110 256327.15625
23:51:46 [Server Event] bringitonwimps 172.124.44.60:63778 joins.
23:53:48 [Server Warning] Exception at client 12. Disconnecting client.
23:53:48 [Server Event] Player bringitonwimps got removed. Reason: Threw an exception at the server
23:53:48 [Server Error] System.UnauthorizedAccessException: Access to the path '/xefad5U8M+boUkV2baiwqlR' is denied. ---> System.IO.IOException: Permission denied
--- End of inner exception stack trace ---
at System.IO.FileSystem.CreateDirectory (System.String fullPath) [0x001f1] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at System.IO.Directory.CreateDirectory (System.String path) [0x00033] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at Vintagestory.Common.APIBase.GetOrCreateDataPath (System.String foldername) [0x00014] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at PlayerCorpse.Systems.DeathContentManager.SaveDeathContent (Vintagestory.API.Common.InventoryGeneric inventory, Vintagestory.API.Common.IPlayer player) [0x00038] in <d9bf9f0521f743fa8154beb49251900c>:0
at PlayerCorpse.Systems.DeathContentManager.OnPlayerDeath (Vintagestory.API.Server.IServerPlayer byPlayer, Vintagestory.API.Common.DamageSource damageSource) [0x000cb] in <d9bf9f0521f743fa8154beb49251900c>:0
at PlayerCorpse.Systems.DeathContentManager.OnEntityDeath (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.DamageSource damageSource) [0x00011] in <d9bf9f0521f743fa8154beb49251900c>:0
at (wrapper delegate-invoke) <Module>.invoke_void_Entity_DamageSource(Vintagestory.API.Common.Entities.Entity,Vintagestory.API.Common.DamageSource)
at Vintagestory.Server.ServerEventAPI.TriggerEntityDeath (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x0000a] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.API.Common.Entities.Entity.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00021] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00086] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityPlayer.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00000] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single& damage) [0x0012e] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00047] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00000] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.OnInteract (Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.MathTools.Vec3d hitPosition, Vintagestory.API.Common.EnumInteractMode mode) [0x0032f] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x00275] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <f8e7e0ea709348ba8693d95fd255ff41>:0
23:53:48 [Server Notification] Handling Command /waypoint addati bee =512150 =120 =256252 True crimson Death: 2022-11-02 23:53:48
23:53:56 [Server Notification] A Client attempts connecting via TCP, assigning client id 13
23:53:56 [Server Notification] Client uid POWaoA2WNwAtrfZV06TVdHir attempting identification. Name: bringitonwimps
23:53:56 [Server Debug] Client uid POWaoA2WNwAtrfZV06TVdHir, mp token PBo87bHwVP8FUEfVfpCbNdxbIewpwHCB75viCRmOmB8=: Verifying with auth server
23:53:56 [Server Debug] Response from auth server: {"playername":"bringitonwimps","entitlements":null,"valid":1}
23:53:56 [Server Notification] Sending server identification with remap False. Server control privilege is True
23:53:56 [Server Notification] Placing player at 512150.78125 120 256250.46875
23:54:07 [Server Event] bringitonwimps 172.124.44.60:63816 joins.
Should be fixed in v1.5.4 bringitonwimps Axaxel
We have exactly the same problem as @brightonwimps
The creation of corpses works for everyone but me. Server is running in an Docker-Environment on Linux.
When dying i get the following Error-Message in the server.log:
31.10.2022 14:54:10 [Fatal] System.UnauthorizedAccessException: Access to the path '/xIZslwstELrpBftXcJpxdkn' is denied. ---> System.IO.IOException: Permission denied
--- End of inner exception stack trace ---
at System.IO.FileSystem.CreateDirectory (System.String fullPath) [0x00191] in <de882a77e7c14f8ba5d298093dde82b2>:0
at System.IO.Directory.CreateDirectory (System.String path) [0x0002c] in <de882a77e7c14f8ba5d298093dde82b2>:0
at Vintagestory.Common.APIBase.GetOrCreateDataPath (System.String foldername) [0x00014] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at PlayerCorpse.Systems.DeathContentManager.SaveDeathContent (Vintagestory.API.Common.InventoryGeneric inventory, Vintagestory.API.Common.IPlayer player) [0x00033] in <ee4d75f043b7410ab9d48b7626411d5b>:0
at PlayerCorpse.Systems.DeathContentManager.OnPlayerDeath (Vintagestory.API.Server.IServerPlayer byPlayer, Vintagestory.API.Common.DamageSource damageSource) [0x000cb] in <ee4d75f043b7410ab9d48b7626411d5b>:0
at PlayerCorpse.Systems.DeathContentManager.OnEntityDeath (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.DamageSource damageSource) [0x00011] in <ee4d75f043b7410ab9d48b7626411d5b>:0
at (wrapper delegate-invoke) <Module>.invoke_void_Entity_DamageSource(Vintagestory.API.Common.Entities.Entity,Vintagestory.API.Common.DamageSource)
at Vintagestory.Server.ServerEventAPI.TriggerEntityDeath (Vintagestory.API.Common.Entities.Entity entity, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x0000a] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.API.Common.Entities.Entity.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00021] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00086] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityPlayer.Die (Vintagestory.API.Common.EnumDespawnReason reason, Vintagestory.API.Common.DamageSource damageSourceForDeath) [0x00000] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single& damage) [0x0012e] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00047] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00000] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute (System.Single dt) [0x0013d] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x000e4] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00076] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <f8e7e0ea709348ba8693d95fd255ff41>:0
Thanks so much for the quick response. I love this mod so much. You are much appreciated β€οΈ
So we have this issue where ONE and only one player does not create a corpse when dieing. it works for everyone else. we have tried all the way to entirely revo uninstallling VS on her pc and even using a vpn. just to elimnate everything we can think of. me and her are at same location so we thought maybe ip had something weird to do with it. anyways, no matter what we do and after updates and everything this player still does not create corpses on death. instead EVERYTHIng she is carrying vanishes. So now we are at must be something related to server side. Is there a specific file that we can maybe reset or delete or something to maybe fix this issue? We are at a loss cause we cant use the mod becausew it breaks it for that player.
v1.5.2 also fixes any conflicts with CarryCapacity v0.6.5
Fixed in 1.5.2 Iphour HorizonAdmin
Restarted the server and checked just now, no errors regarding Player Corpse and nothing on the console upon player death either.
Iphour check your server-main.txt for errors
Some extra information which may be helpful is that Mortal Damage applies 1 poison-type damage sourcing from Void when you bleed out.
If I had to wager a guess I would say somewhere in your code you assumed that a player dying from the Void shouldn't produce a corpse.
Having Mortal Damage installed will make Player Corpse not work. If you die from bleeding, a corpse won't be created.
Took a read in the forum, copygirl has vacated working on Vintage Story mods last month. Sorry you have to figure this out yourself, but oomf and I are using latest versoins of both mods when we saw this issue come up.
Best of luck figuring it out.
It's CarryCapacity. Collaborate with copygirl about this so you two can bang out a solution.
Already explained in the CarryCapacity ModDB page, but tl;dr oomf and I tested this, with just defaults, latest of both carrycap and this, this mod fails to function.
Confirmed with oomf the issue with a new world, just those two mods have issues with each other.
I can provide some better input than just it do no work:
12.10.2022 00:57:47 [Notification] Handling Command /kill
12.10.2022 00:57:47 [Error] Mod exception: OnPlayerDeath
12.10.2022 00:57:47 [Error] Exception: System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.EntityServerProperties.Attributes'.
at CarryCapacity.Common.DeathHandler.OnPlayerDeath(IPlayer player, DamageSource source)
at Vintagestory.API.Common.PlayerDeathDelegate.Invoke(IServerPlayer byPlayer, DamageSource damageSource)
at Vintagestory.Server.ServerEventManager.TriggerPlayerDeath(IServerPlayer player, DamageSource source) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 750
I can report the mod is working — it makes me want to commit suicide and release the corpse inside of myself any time I die because no waypoint and no skeleton is generated.
But no seriously, mod is broken af in multiplayer rn. Single player works just fine.
Yup, I'm also having the same issue. I get no corpse and I get no map marker made. I even deleted my configs and relaunched just in case.
Using the latest version, 1.5.0 on VS 1.17.6, the corpse doesn't seem to appear, I checked the config and CreateCorpse is set to true, these are the mods I use
I changed the mod back to a dll instead of the source code. It may also fix weird ItemPlayerCorpse and compilation issues.
Also, the mod now uses not a custom behavior added to the player, but an event. So corpse spawning should be more reliable and not easily broken by another mod.
Please report again if they stay. It's hard for me to check this, because I can't repeat these problems
This is the error I get after inputting the command to get my items back "since my corpse wasn't there, nor items"
17.9.2022 10:07:51 [Error] Player PrussianV/RbB8qKzD/TnObw3IsFZ3RUqM caused an exception through a command.
17.9.2022 10:07:51 [Error] Command: /returnthings
17.9.2022 10:07:51 [Error] Arguments: PrussianV 1
17.9.2022 10:07:51 [Error] Exception: System.NullReferenceException: Object reference not set to an instance of an object
at PlayerCorpse.Commands+<ReturnThingsCommand>c__AnonStorey0.<>m__1 (Vintagestory.API.Common.IPlayer p) [0x00006] in <c6505c26d9484283bb5c6664d0c6cabe>:0
at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <5b415632df1f4365ae2242b1a257bb5b>:0
at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <5b415632df1f4365ae2242b1a257bb5b>:0
at PlayerCorpse.Commands.ReturnThingsCommand (Vintagestory.API.Server.IServerPlayer player, System.Int32 groupId, Vintagestory.API.Common.CmdArgs args) [0x001b9] in <c6505c26d9484283bb5c6664d0c6cabe>:0
at Vintagestory.API.Common.ServerChatCommand.CallHandler (Vintagestory.API.Common.IPlayer player, System.Int32 groupId, Vintagestory.API.Common.CmdArgs args) [0x00000] in <3cdbf5280d60457f85295e780f5884f1>:0
at Vintagestory.Common.EventManager.TriggerChatCommand (Vintagestory.API.Common.IPlayer player, System.Int32 channelId, System.String command, Vintagestory.API.Common.CmdArgs args) [0x00045] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.CoreServerEventManager.TriggerChatCommand (Vintagestory.API.Common.IPlayer player, System.Int32 channelId, System.String command, Vintagestory.API.Common.CmdArgs args) [0x00015] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.HandleCommand (Vintagestory.API.Server.IServerPlayer player, System.Int32 groupid, System.String command, System.String argument) [0x00026] in <6215ae1029cd4696b4c4b2c34106b061>:0
17.9.2022 10:07:51 [Error] at PlayerCorpse.Commands+<ReturnThingsCommand>c__AnonStorey0.<>m__1 (Vintagestory.API.Common.IPlayer p) [0x00006] in <c6505c26d9484283bb5c6664d0c6cabe>:0
at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <5b415632df1f4365ae2242b1a257bb5b>:0
at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <5b415632df1f4365ae2242b1a257bb5b>:0
at PlayerCorpse.Commands.ReturnThingsCommand (Vintagestory.API.Server.IServerPlayer player, System.Int32 groupId, Vintagestory.API.Common.CmdArgs args) [0x001b9] in <c6505c26d9484283bb5c6664d0c6cabe>:0
at Vintagestory.API.Common.ServerChatCommand.CallHandler (Vintagestory.API.Common.IPlayer player, System.Int32 groupId, Vintagestory.API.Common.CmdArgs args) [0x00000] in <3cdbf5280d60457f85295e780f5884f1>:0
at Vintagestory.Common.EventManager.TriggerChatCommand (Vintagestory.API.Common.IPlayer player, System.Int32 channelId, System.String command, Vintagestory.API.Common.CmdArgs args) [0x00045] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.CoreServerEventManager.TriggerChatCommand (Vintagestory.API.Common.IPlayer player, System.Int32 channelId, System.String command, Vintagestory.API.Common.CmdArgs args) [0x00015] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.HandleCommand (Vintagestory.API.Server.IServerPlayer player, System.Int32 groupid, System.String command, System.String argument) [0x00026] in <6215ae1029cd4696b4c4b2c34106b061>:0
17.9.2022 10:08:10 [Event] Player PrussianV left.
Using v1.4.3. The corpse does not appear when the mod is used on a server (all items drop on the ground) but works fine when used in SP with the same mods. This is the mod list if it helps (PlayerCorpse has been updated since the screenshot):
im part of Thomas's server, but for me, i KEPT the error, even after fully reinstalling game, im playing on ARCH linux (Steamdeck)
anything that i can still try at this point?
I died, but no corsps and all stuff gone. So, I tried installing an older version and I still can't get the mod to work. I don't know what to do.
1.4.2 reintroduced the vanishing corpses
Player says they'd already deleted all the modsbyserver and let the server attempt reinstallation, to no avail. As for the server, the corpse mod has been deleted from the server files so the player can play again.
Clear ModsByServer folder. If an old version of PlayerCorpses (without compass) and a new version are installed at the same time, the game behaves strangely. Even if the old version was disabled Thomas_Jefferson
A bug has occured on a 1.17.3 server with other mods upon join attempt, using the latest version of your mod. Some (including myself) got in fine, others got this crash report:
reateItem(String itemClass) in VintagestoryLib\Common\ClassRegistr y.cs:line 273 dItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\Item TypeNet.cs:line 19 cketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Gene ralPacketHandler.cs:line 561 cketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\Gene ralPacketHandler.cs:line 471 cketHandler.HandleServerAssets_Step 1() in VintagestoryLib\Client\Systems\Gene ralPacketHandler.cs:line 414 unInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) un(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) allback.System.Threading.IThreadPoo lWorkItem.ExecuteWorkItem() e.Dispatch()
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.C
at Vintagestory.Common.ItemTypeNet.Rea
at Vintagestory.Client.NoObf.GeneralPa
at Vintagestory.Client.NoObf.GeneralPa
at Vintagestory.Client.NoObf.GeneralPa
at System.Threading.ExecutionContext.R
at System.Threading.ExecutionContext.R
at System.Threading.QueueUserWorkItemC
at System.Threading.ThreadPoolWorkQueu
We'd greatly appreciate your help in fixing this issue, whether it's on our side or yours.
I'm running a local 1.17 rc 5 server with player corpse v1.4.1. I died for the first time, but when I went back I had no corpse. I disconnected and reconnected, still no corpse. I picked up a stick, died again, and tried /returnthings name name 0, and it says there's nothing in index zero.
Disappearing corpses issue fixed in 1.4.1 π
Disappearing corpses issue should be fixed in 1.4.0 (at least it works correctly for me now)
WORKAROUND:
/returnthings [YourPlayer] [YourPlayer] 0
FYI: I'm still using 1.3.3 with 1.17-rc4; 1.3.2 did not even generate a corpse for me.
i put in a bug report on github like rquested in the discription on the 29th. I am guessing the mod creator is away right now. But hopefully it will get taken care of soon.
Also having this issue with corpses disappearing. both on MP and solo play, on 1.17.0 pre-.5 and RC.2
Same bug as the last 2. playing version 1.17.0-rc.2
Get to the corpse and right click it starts the wheel then stops. Server log states corpse destroyed.
Same bug as Zarugast in 1.17 pre 5
After not holding right click ( just clicked) my corpse disappeard and when I tried using /returnthings to myusername it said "player not found", am I doing something wrong?
v1.3.2 is also compatible with VS 1.17.0-pre.1
pls add timer config to corpse. Clean corpse after chosen time
Suggestion: Add an option to let the corpse emit particles so that people can find them more easily in high grass, at night etc.
a suggestion for something ive wanted for a while, could you make a config option to put the corpse randomly within a chosen block distance... so like say 500 blocks. this way when you respawn the idea is someone, a previous person died, cause your a new dif person in the world and you or campanions may come across the loot of a previously unfortunate soul. ive wanted it for a more hardcore "punishment" for death but something that wont remove the items from the game, just make em a lucky find on some random future day. idk if anyone else would like this idea. but i think it would be like a little treasure hunt mechanic as well. youd have an idea of the vacinity based on setting but not know EXACTLY where the stuff was.
Hi!
I updated my french translation for Player Corpse 1.3.1
Link to the fr.json file:
mega.nz/file/05BxSJhL#ME907w1A12BDLmZ0-uKtmqBEFsTejqsdo3CmN2ZmgVc
Could we perhaps have an option to decrease the time it takes to retrieve items from a corpse? The time it takes to do so is probably a little too much when your corpse is down inside a cave and you're being swarmed by locusts or drifters.
Also, something I noticed is that the backpacks will not always be added to your character in the same order. It would be nice to do so if possible but it's nothing serious.
Try deleting the folder %appdata%/VintagestoryData/ModsByServer spaceslug
DArkHekRoMaNT
He now gets this exception.
Game Version: v1.16.4 (Stable)
Loaded Mods: game@1.16.4, playercorpse@1.3.1, prospectorinfo@3.1.0, stepup@1.2.0, creative@1.16.4, survival@1.16.4
28/02/2022 20.18.31: Critical error occurred
System.Exception: Don't know how to instantiate item of class 'ItemCorpseCompass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(_V5KVIg6AZCt8Xw4s8zyEyfYSGfh packet, IWorldAccessor world, ClassRegistry registry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssetsStep1()
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _eaiE9OWXDVmX2r6n7JaWPscBEkO._LvzIyYpsQCoC78JubjSO0HCjtTg(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(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) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
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 _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
Should be fixed in v1.3.1 spaceslug
I have a friend that gets exceptions when connecting to my server after dying and later loging back on.
Game Version: v1.16.3 (Stable)
Loaded Mods: game@1.16.3, playercorpse@1.3.0, prospectorinfo@3.1.0, stepup@1.2.0, creative@1.16.3, survival@1.16.3
05/02/2022 14.31.59: Critical error occurred
System.MissingMethodException: Method not found: '!!0 Vintagestory.API.Common.IModLoader.GetModSystem()'.
at PlayerCorpse.EntityPlayerCorpse.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(_PfIpUpnyNzoeAvZNfeMyhnhKDaA entitypacket, ClientMain game)
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(_PfIpUpnyNzoeAvZNfeMyhnhKDaA entitypacket, ClientMain game, Boolean addToLoadQueue)
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityLoadedPacket(_Dp1aKZ8iZypdvDG8MmoQfv915eG serverpacket)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _TcPKe0ld0EAbHR8YsMG1OLy9q8O._G7ImpIHUCfpaZwTmd8In2KuoHYA(Single )
at _SbWHHe8Ad6lBV8IRbvWFqut7ren._mSnyaJUIQhBb8A1j3UUn7uh5BBO(Single )
at _SbWHHe8Ad6lBV8IRbvWFqut7ren._b365Cpnna1p8GSaDyyO3EH2VfOD(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) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
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 _muFH2BhSjNKo8GSc2o33Nm6Ckup._SwLkq72vc0vcc3OnHXTAS19pm9p(_tVmXPdKJ3JBDWFc8tBtvgftcfhl , String[] )
at _XL1Xa21FKJVFetNmIumId5p6UDU._SwLkq72vc0vcc3OnHXTAS19pm9p(ThreadStart )
-------------------------------
Are there perhaps a way to purge all player corpse data?
The items my friend had are not importaint, I just want him to be able to join my server again.
Hi! I made a french translation for your mod, feel free to add it if you want. π
fr.json - PlayerCorpse 1.3.0
Suggestion: This mod would be very cool if it had the ability to cost.
for example if you die with a temportal gear on you, it removes the temporal gear but creates the grave.
If you dont have a temporal gear, the mod wont activate and you drop your items like normal.
Great mod though, keep it up
1.1.2 may cause crash, 1.1.1 or 1.1.4+ is recommended
I had an issue where nobody on my server could recover their corpse. They would hold the RMB on the corpse and nothing would happen. Upon restarting the server, I'd crash with the following stack trace -- I had to unload the mod, start the server, stop the server, load the mod, start the server, recover my items with the return things command, unload the mod in order to recover my stuff:
Running on 64 bit Windows with 64 GB RAM Version: v1.15.3 (Stable)2021-08-05 8:23:20 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) at PlayerCorpse.EntityPlayerCorpse.OnEntityLoaded() at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.b__0() at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() at Vintagestory.Server.ServerMain.ProcessMain() at Vintagestory.Server.ServerMain.Stop(String reason) at _Km7YT9SY1sKIj5UBhEpQfHc3XzB._HhrVFdJkFhMrwQkFcwlyS1F1C6h() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()
@Vallen, are you using VSMovementMod? Please update it if you are using it. I immediately testing my mod in multiplayer, it should work.
Just tried version 1.1.1 on a server with the default values and the player did not generate a corpse but dropped their stuff like usual. :(