
Mods / Primitive Survival
Author: SpearAndFang
Side: Both
Created: Sep 1st 2021 at 2:34 PM
Last modified: Nov 9th at 2:10 AM
Downloads: 113630
Follow Unfollow 867
Latest file for v1.19.0-pre:
primitivesurvival_3.4.1.zip
1-click install
Here's the thing - I'm a huge fan of Vintage Story and especially its wilderness survival mode. I also have a keen interest in real life primitive survival. This mod is my attempt to meld the two to provide you with a more realistic early game experience, and is largely inspired by extreme survival shows like Naked & Afraid. Primitive Survival also adds plenty of end-game type elements to entertain you later on.
The in-game handbook contains more than enough information to get you started. Look under Guides - Primitive Survival: Quick Start Guide. A couple of items that are essential for this mod are stakes (used for primitive fences, weir traps and snares) and cordage (used to make limb lines, trotlines, fish baskets, snares, and monkey bridges).
You'll get a lot of new proteins from this mod. For even more ways to cook them up, be sure to check out l33tmann's highly rated and hugely popular A Culinary Artillery and Expanded Foods!
Now watch this somewhat outdated video or click on the spoilers below that for a deeper dive into Primitive Survival!
Primitive Survival has grown beyond my wildest dreams, thanks to some great people:
Siddly - Catfish, Arctic Char, Blue Gill fish models/textures
BluryFace - Crab, Firefly, Living Dead models/animations/textures
CaptainOats - Particle designs, playtesting, mod support
Gox: modding support - Chunk based fish depletion/repletion
L33tmaan - Expanded Foods integration, moral support
Melchior - Particle design
Doip Dangerously - Earthworm Grunter concept and design
Ruddi (Lord Mixels) - Smoker, Trussed Meats, and Smoked Meat models/textures
JapanHasRice - Code Refactor - tree hollows and related dev tools
Pan Praescribens - French translations, partial code refactor
Laerinok - French translations
ZigTheHedge - Russian translations
Evil Toaster - Russian translations
Sonniydsgn - Russian translations
Vulpeep - Russian translations
Qexow - Polish translations
Kiava - German translations
Macoto_hino - Japanese translations
Yanazake - Brazilian Portuguese translations
CakesTwix - Ukrainian translations
Kinetic Knight TV - streaming Primitive Survival on Twitch
Quixjote - streaming Primitive Survival on Twitch
Boten Red Wolf - streaming Primitive Survival on Twitch
Mischief Of Mice - streaming Primitive Survival on Twitch
Papa Cheddar Gaming - even more Primitive Survival on youTube
MagGame - streaming Primitive Survival on Twitch
And to everyone else that I forgot - sorry and thanks!
Huge shout out to Tyron/Saraty and the rest of the Vintage Story Team!
DEADFALLS, SNARES
The deadfall and snare are very similar in nature. They are designed to kill small animals on contact. The only real difference is that the deadfall might kill a chicken or a hare (or a baby anything), while the snare might be able to take down bigger entities (like a fox or a boar) as well. In both cases:
• Larger entities (like a player or a wolf) will only take a minor amount of damage when coming into contact with one of these traps, and will trip it.
• Only a baited trap will actually attract animals to it.
• Once a trap has been tripped, you can sneak - right click to set it again (with nothing in your hand).
• You can right click on any unbaited set trap to bait it (with a wide variety of food in hand).
PIT TRAPS
While not a trap on its own, a handful of sticks can be sharpened at both ends to create a bundle of wood spikes, which can then be pushed into soft ground to create a pit of spikes. They're a little painful to walk across, and even more dangerous to fall on.
To make a fully fledged pit trap, use these same wood spikes but also push them into the sides of the top edge of your pit. Note: You can weave them together to span large areas. The next step is to add three layers of dry grass or some other plant based materials to seal up the surface. Pay attention to what it says in the hud. It walks you through the process. The final step is to add a layer of dirt or sand to the top. With proper planning, your pit cover will be 100% camouflaged which could be interesting in pvp play.
With dirt or sand in place, nearby mammals can tell that something still isn't quite right, and are attracted to your pit to investigate (increasing your odds of catching something). Note, you can also partially disassemble your pit trap by clicking on it (with nothing in your active inventory slot). Once you've started clay forming, you can make a mold for a Bed-O-Nails, which act as a much deadlier version of wood spikes (and can be placed on any surface).
See metal bucket below for the deadliest of pit traps...
There are currently four methods for fishing - a fish basket, weir trap, limb line, and trotline. They have some similarities but also some distinct differences. In general:
• Right click to remove fish (with nothing in your hand). Careful though, if you drop them in the water they will likely escape!
• Right click on a hook or fish basket to bait it (with a wide variety of food in hand).
• Right click on a baited hook or fish basket to retrieve the bait (with nothing in your hand).
• A fish might simply steal your bait at any time and escape.
FISH BASKETS
The fish basket is pretty straightforward. Place it in water but make sure there's free blocks of water in all cardinal directions. Now hurry up and wait...and maybe one or two fish will find their way into your basket.
WEIR TRAPS
Building a weir trap is not so obvious. You simply use stakes to build a fenced in area in the water (with one open block of water in the middle), and then right click on the far side (center) stake to complete the trap.You can use the shoreline as one side of your fenced in area, so only five stakes are actually required. You can also use a neighboring weir trap for one of your sides, in which case only 3 stakes are needed.
If the fence forms an "M" shape your trap is complete. Note: You cannot bait a weir trap.
You might want to check on your fish basket or weir trap a little more frequently than something with a hook, since fish can escape quite easily. Also note that the occasional sea shell or other trinket might drift into one of these two traps. The trotline and limb line are a little more complicated because you're also going to need hooks.
LIMB LINES AND TROTLINES
To place your limb line or trotline, face an object near water (i.e. a stake, fencepost, dirt block, tree) with cordage in hand, and right click. If you have enough cordage and there's a block to receive the far end of the cordage, you'll place a trotline. Otherwise you'll place a limb line. Once your line is in place you'll need to attach hooks (and perhaps bait them) by right clicking on a section of that line (with hook in hand). Obviously if your hook isn't in water you won't catch a fish.
HOOKS AND LURES
Hooks can be knapped with flint or one of several stones, carved from a bone, or cast in molds.
Once you've started clay forming, you can make a mold for metal fishing hooks and a mold for fishing lures. Lures are added to hooks just like baiting a hook, and like bait, they will also improve your odds of catching fish.
FILLETS, CONSUMPTION
What do I do with all these raw fish? Cook them up on a fire and eat them of course, or substitute them for meat in your favorite soup or stew!
For better inventory and cooking management, you can fillet your fish first. Worth noting that by doing so, you are removing valuable fish parts like the head, so you lose a bit of nutritional value. When you fillet a fish it may drop raw fish eggs or ovulated fish eggs. Both can be cooked or made into caviar.
FISH FARMING
Ovulated fish eggs or smaller fish can be thrown into water to replete fish stocks in that region (chunk). You'll find that areas get fished out quickly otherwise, so not doing so may force you to move to other water sources. The fish stocks in a chunk will naturally (but slowly) be replenished over time.
WOODEN LANTERNS
Build some wooden lanterns to light up your life. Not as bright as other lanterns, but they look nice and don't require glass.
FIREFLIES
Ahh yes, the primitive lava lamp. Seven species of various colors and brightness levels. Make some firefly jars and place them outside on a very warm night. Bait them with fruit and surround them with flowers. With any luck you'll return to a jar full of fireflies. Build the special wood jar holder to attach firefly jars to walls.
PELTS FOR DECORATION
Place unused pelts on the floor or roof or walls to liven up your abode.
FISH FOR DECORATION
Stuff and mount fish in the crafting grid, then place them on the walls of your crib.
RAFT
Build yourself a raft to travel on water with ease. With a raft in your active inventory slot, just jump in the water and steer your way to your destination. The raft does the rest! No need to place it, no buttons required. Jumping in shallow water helps keep you moving. There's also a raft related easter egg if you can find it.
MONKEY BRIDGE
Make these to get across large ravines, between trees, or over lakes with ease. Tips:
- The endpoints need to each be two blocks high. The maximum length of a bridge is 60 blocks.
- When you place the bridge you should be facing both of the endpoints (just like using cordage to make a trotline).
- Click on the lower of the two blocks of an endpoint to place it.
- You need enough pieces of monkey bridge to span the distance between the two endpoints.
If you still can't place it, try clearing any debris from around the endpoints.
EARTHWORMS
Collect some earthworms and put them to good use. Anywhere there's soil and a reasonable climate, you'll find worms, but you'll need to look (right click) on rocks and sticks on the ground to locate them. When you encounter a worm please remember - don't panic, breathe deeply, and maintain eye contact. Although they may look intimidating at first, they are in fact docile creatures. Handling and use:
- Right click OR sneak right click to pick up or place a worm.
- Eat them for a small protein boost.
- Use them to bait your hooks or fish baskets.
- Place them (sneak-click) on your farmland to both aerate and fertilize the soil.
- Use them to make your own fertilizer. For example:
- Dig a one block hole and use a hoe to turn the bottom of the hole into farmland
- Place some worms in the hole
- Eventually, the worms will turn that farmland into a block of pure worm castings
- Break the block of worm castings and use those drops to fertilize your garden. Retrieve any remaining worms, wash rinse repeat.
Warning: Don't introduce too many worms into your garden - eventually they will over-aerate/fertilize your farmland, turning it into pure worm castings, and the soil will no longer have the structural integrity to keep your plants growing. You've been warned! Pro-tip: Worms will occasionally leave the area or are whisked away by a predator, so pick them up if you want to extend their use. They will also die in extreme temperatures if left outside.
SNAKES AND CRABS - Four species of snakes, two venomous, two docile. Two species of crabs, one land based and one water based.
DEEP SEA CREATURES - Four unusual species that can only be seen in very deep water.
WILL-O'-WISPS - Extremely rare bioluminescent creatures, cosmetic only.
THE LIVING DEAD - "God knows it was not of this world—or no longer of this world—yet to my horror I saw in its eaten-away and bone-revealing outlines a leering, abhorrent travesty on the human shape" - H.P. Lovecraft, The Outsider
SMOKER - Build a smoker, load it with firewood and trussed redmeat, bushmeat, poultry, or fish. Light it with a torch and some time later remove your smoked meats. Substantially less satiety but it stays fresh for a long time. Eat smoked meats as is or use them in your favorite soups, stews and pies.
Add smoked meat and salt to a barrel to make cured smoked meats. Lasts a LOT longer, and again you can add it to soups, stews, and pies.
JERKY - The premise here is that you can "cure" meat to create Jerky by simply cutting it up into small strips and letting it dry in the sun. So if you cut up your redmeat, bushmeat, or fish fillets, and they will start to cure automatically*. Note: You can still cook it on a fire afterwards if you like (before it cures). *Fish Jerky requires salt.
FISH, FILLETS - See the table below, and the fishing section above for more info.
CRAB MEAT, SNAKE MEAT - Harvest snake meat and crabmeat and enjoy it over a campfire or in a soup/stew.
EARTHWORM GRUNTER
Make an Earthworm Grunter with a stake and a knife, put it in your offhand, and with a stick in your other hand you are good to go. Sneak click while looking at the ground to start grunting and attracting earthworms. Pro-tips:
- Forest floor is the most effective target for grunting. Barring that, the more fertile the ground the better.
- Grunting does not work on farmland.
- It can't be too cold or warm
- It's much more effective when it's not raining
- Store your grunter on a toolrack if you feel so inclined.
TREE HOLLOWS
Look for them anywhere new chunks of trees are spawned. Remove their contents and revisit them occasionally to see if nature has restocked them. Chop them down and use them as primitive storage at your base. Hold friendly contests by trying to throw rocks or shoot arrows into them.
IRRIGATION VESSEL
These function a lot like a large bucket (so that might be what you end up using it for), but you can fill an irrigation vessel with water and bury it to keep nearby farmland at optimal moisture levels.
- Use a hammer and chisel on a storage vessel to make one (and later restore it to a storage vessel by patching it with resin).
- Place it on the ground and click on it with a dirt block to bury it, or fill it with water first, and then bury it.
- Top it up or refill it at any time. When there's water in it, the soil around it looks wet, and that's a visual cue that it's working.
- It will gradually increase the moisture levels of nearby blocks and then retain those optimal levels (until the water runs out).
- Being underground will prevent its contents from freezing, and they're easy to walk over.
- Turn on the block info overlay if you need more help.
FURROWED LAND
Sneak click on farmland with a hoe to create a furrow for irrigation. It's similar to a regular water source but different.
- If you start at a water source the furrow will fill with water automatically. If not, you can easily fill your furrows with a bucket.
- Moisture levels of nearby soil will be slightly better than a normal water source.
- the occasional blockage will prevent moisture level improvements, and many uncleared blockages will cause bigger problems. They can be easily removed by right clicking on them.
- Unlike normal water, pumpkins and pumpkin vines can grow on and across furrowed land.
OVERHEAD IRRIGATION PIPES - Still work in progress. Stay tuned.
FIREWORKS - craft several different types of fireworks and light them up on special occasions.
FUSES - Join fireworks together with fuses for some serious pyrotechnics. Works with ore mining bombs too!
PARTICULATOR - If you're tired of chiseling maybe give particle design a try. It's fun to play with and difficult to master, but you can create some amazing effects for around the homestead. See the particulator's gui for the deets. Build a link tool to link your particle effects to other blocks.
Check out this very cool video below courtesy of Captain Oats, that demonstrates the types of things that the particulator can do!
METAL BUCKETS - Build a metal bucket to move lava around, decorate your home, or maybe pour some into your pit trap to quickly dispose of undesirables. Smith a metal handle (using one of several metal types). Combine that handle with five metal plates (iron, meteoric iron, or steel) on the crafting grid to complete your bucket.
RELICS - There's some other surprises in Primitive Survival that have been intentionally left undocumented. Have a look at the Creative Inventory to get a glimpse at these "things that shall not be named". Watch the introductory video for the best clue. Three different rituals and the chance to acquire a couple of very powerful end-game relics.
BETTER STAIRS - Put stairs back in the crafting grid to convert them to/from a smarter variation of themselves. Inside corners, outside corners, and sideways corners, right side up or upside down, and sneak click to rotate. Supports all vanilla stair types.
For Windows users, look here:
%AppData%\VintagestoryData\ModConfig and edit primitivesurvival118.json.
You can edit this json file with your favorite text editor (or notepad) to customize your Primitive Survival experience. A few caveats - don't change the overall structure of the files or remove or add rows, only change the assigned values. You can change a true to a false, or an integer to a different integer, or a decimal to a different decimal. For example, a number like 0.3 could be changed to 0.5 or 1.0, but don't change it to .5 or 1 - keep the overall "look" of the number the same. Likewise, don't change a number like 5 to 5.5 or 6.0, it's probably expecting a whole number like 6.
If things go awry, you could delete the file completely, and the next time you start the game the file will be recreated in that same location with the original (default) values. See the spoiler below for a brief explanation of each setting.
Key | Description |
---|---|
AltarDropsFish | Whether or not the functioning altars will drop fish along with everything else. |
AltarDropsGold | Whether or not the functioning altars will drop gold along with everything else. |
AltarDropsVegetables | Whether or not the functioning altars will drop vegetables along with everything else. |
DeadfallBaitStolenPercent | % chance that a deadfall will have its bait stolen and inflict no damage. |
DeadfallMaxAnimalHeight | Entities with this eye height or less can be seriously damaged by this trap (so, foxes). |
DeadfallMaxDamageSet | Maximum damage inflicted by an unbaited deadfall. |
DeadfallMaxDamageBaited | Maximum damage inflicted by an baited deadfall. |
DeadfallTrippedPercent | % chance that a deadfall will be tripped and inflict no damage. |
FallDamageMultiplierWoodSpikes | A damage multiplier applied to wooden spikes - fall velocity also a factor. |
FallDamageMultiplierMetalSpikes | A damage multiplier applied to the bed o' nails - fall velocity also a factor. |
FishBasketCatchPercent | % chance of catching a fish in an unbaited fish basket, every FishBasketUpdateMinutes. |
FishBasketBaitedCatchPercent | % chance of catching a fish in an baited fish basket, every FishBasketUpdateMinutes. |
FishBasketBaitStolenPercent | % chance that the bait will be stolen from a fish basket, every FishBasketUpdateMinutes. |
FishBasketEscapePercent | % chance that a fish will escape from a fish basket, every FishBasketUpdateMinutes. |
FishBasketUpdateMinutes | Real life minutes until fish baskets are potentially updated. |
FishBasketRotRemovedPercent | % chance that rot will be removed from a fish basket, every FishBasketUpdateMinutes. |
FishChanceOfEggsPercent | % chance of getting fish eggs as well when you fillet a fish. 50% of the time those will be regular eggs, 50% of the time they will be ovulated eggs. |
FishChunkDepletionRate | Every time a fish is caught, you are this % less likely to catch another fish. Likewise, if a fish escapes or is released into a chunk, the chunk is repleted of fish by this same %. |
FishChunkRepletionRate | % that a chunk is repleted with fish, every FishChunkRepletionMinutes. |
FishChunkRepletionMinutes | Real life minutes before a chunk is repleted with fish (by FishChunkRepletionRate percent). |
FishEggsChunkRepletionRate | % that a chunk is repleted with fish when you drop ovulated fish eggs into the water in that chunk. |
FishChunkMaxDepletionPercent | The maximum % amount that a chunk can be depleted of fish. |
FurrowedLandUpdateFrequency | How often (seconds) furrowed land waters neighbors and blockages might form. |
FurrowedLandBlockageChancePercent | % Chance of a blockage forming (every FurrowedLandUpdateFrequency seconds). |
FurrowedLandEnabled | Allow hoe to create furrowed land. Disable this if you prefer xSkills farming bonus, the Better Hoe hoe, or you just don't like furrowed land. |
FurrowedLandMinMoistureClose | Maximum moisture % of farmland directly adjacent to a furrow. |
FurrowedLandMinMoistureFar | Maximum moisture % of farmland two blocks away from a furrow. |
LimbTrotlineCatchPercent | % chance of catching a fish on the hook (with no bait or lure) of a limb line or trotline, every FishBasketUpdateMinutes. |
LimbTrotlineBaitedCatchPercent | % chance of catching a fish on the baited hook of a limb line or trotline, every LimbTrotlineUpdateMinutes. |
LimbTrotlineLuredCatchPercent | % chance of catching a fish on the lured hook of a limb line or trotline, every LimbTrotlineUpdateMinutes. |
LimbTrotlineBaitedLuredCatchPercent | % chance of catching a fish on the baited+lured hook of a limb line or trotline, every LimbTrotlineUpdateMinutes. |
LimbTrotlineBaitStolenPercent | % chance of bait being stolen from the hook of a limb line or trotline, every LimbTrotlineUpdateMinutes. |
LimbTrotlineUpdateMinutes | Real life minutes until limb lines and trotlines are potentially updated. |
LimbTrotlineRotRemovedPercent | % chance that rot on the hook of a limb line or trotline will be removed, every LimbTrotlineUpdateMinutes. |
ParticulatorEnabled | Disable the Particulator and associated Link Tool |
ParticulatorMaxParticlesQuantity | The maximum number of particles you can set in the gui. |
ParticulatorMaxParticlesSize | The maximum particle size you can set in the gui. |
ParticulatorHideCodeTabs | Whether or not the CODE tab is visible in the Particulator's gui. |
RaftEnabled | Disable the Primitive Survival raft. |
RaftFlotationModifier | How fast the raft accelerates from under water to the surface. Careful with this one, it's sensitive. |
RaftWaterSpeedModifier | Multiplier that determines the speed of a raft. • RaftFlotationModifier: Multiplier that determines the buoyancy of a raft. |
ShowModNameInHud | Show the name of this mod when looking at blocks. In the hud. |
ShowModNameInGuis | Show the name of this mod in gui popups when looking at anything from this mod. |
SnareBaitStolenPercent | % chance that a snare will have its bait stolen and inflict no damage. |
SnareMaxAnimalHeight | Entities with this eye height or less can be seriously damaged by this trap (so, pigs). |
SnareMaxDamageSet | Maximum damage inflicted by an unbaited snare. |
SnareMaxDamageBaited | Maximum damage inflicted by an baited snare. |
SnareTrippedPercent | % chance that a snare will be tripped and inflict no damage. |
SpawnMultiplierBioluminescentGlobe | Want to decrease a creature's spawn rates to 10% of the default rate? Change the number to 0.1. Want to prevent any NEW spawns of a creature? Change the number to 0.0. |
SpawnMultiplierBioluminescentJelly | |
SpawnMultiplierBioluminescentOrangeJelly | |
SpawnMultiplierBioluminescentWorm | |
SpawnMultiplierCrabBairdi | |
SpawnMultiplierCrabLand | |
SpawnMultiplierLivingDead | |
SpawnMultiplierSnakeBlackRat | |
SpawnMultiplierSnakeChainViper | |
SpawnMultiplierSnakeCoachWhip | |
SpawnMultiplierSnakePitViper | |
SpawnMultiplierWillowispGreen | |
SpawnMultiplierWillowispWhite | |
SpawnMultiplierWillowispYellow | |
TreeHollowsEnableDeveloperTools | Enable to help with adding new items to tree hollows. See the source tab above for more info. |
TreeHollowsMaxItems | the maximum number of items that can be found in a tree hollow (0-8). |
TreeHollowsMaxPerChunk | Maximum spawn count of tree hollows in new chunks. |
TreeHollowsSpawnProbability | Probability of a tree hollow to spawn in a new chunk. |
TreeHollowsUpdateMinutes | How often the contents of a tree hollow is replenished. |
WeirTrapCatchPercent | % chance of catching a fish in a weir trap, every WeirTrapUpdateMinutes. |
WeirTrapEscapePercent | % chance that something in a weir trap will escape, every WeirTrapUpdateMinutes. |
WeirTrapUpdateMinutes | Real life minutes until weir traps are potentially updated. |
WeirTrapRotRemovedPercent | % chance that rot in a weir trap will be removed, every WeirTrapUpdateMinutes. |
WormFoundPercentRock | % chance of finding a worm when you right click pick up a normal rock. |
WormFoundPercentStickFlint | % chance of finding a worm when you right click pick up a stick or flint. |
Primitive Survival is in use on more than 400 servers these days (443 last time I looked), so don't be afraid to install it on yours too!
Primitive Survival offers relatively seamless integration with some other popular mods:
Expanded Foods - a variety of additional recipes, all thanks to L33tmaan
Carry On - carry tree hollows on your back
Wildcraft - make cordage from various reed like plants (sedges, tule)
Wildcraft Trees - more tree seeds in tree hollow, and various wood related additions (wood lanterns, smoker, better stairs, raft).
Palisades - use cordage as an alternative to rope in palisade recipes - thanks Macoto Hino!
If you like this mod, please consider checking out the other mods under my purview! Click on an image below.
BraniyaKz
Thanks for the kind words.
Although this mod plays nice (for the most part) with XSkills and has some compatibility, it often doesn't because of my approach to modding. I try to keep my stuff one step removed from vanilla to ensure that vanilla changes are less likely to impact my mod and vice versa. XSkills on the other hand leans into vanilla code quite heavily.
I'll certainly make changes as required so that the two mods can coexist, but have little interest in full on integration.
@SpearAndFang - So I was trying to make a teeny-tiny XSkills patch file to add "XSkillsOwnable" attribute to your smoke huts, and even though the patch applies correctly, I still don't recieve any cooking xp while smoking trussed meats in my testing. I think it may be due to how your smoke huts do their thing, as opposed to the way campfires/etc. do crafting. Something to look into I suppose, if compat with XSkills is on the roadmap. Great mod, btw! The undead critter scared my socks off when I first saw/heard it! 10/10, mah dude.
yes😃 that worked clearing the cash thank you
@rayray
In mod manager, click "Open Mods Folder". Then exit the game completely.
Make sure things in your mods folder are neat and tidy - no more than one version of this mod, and the mod should be zipped.
While your in the mod folder, go up one folder level and into the Cache folder. Delete everything inside that folder.
Start the game, go back in the mod manager and click the "reload mods" button.
That will probably be enough to fix it.
still nothing showing in menu in game to make the new stuff , shows in mod launcher working ? 🙁
@rayray
v3.3.0
what version should i use ? nothing seem to show up in menu craft ? i am using v1 18.15 stable
SpearAndFang My apologies for the mix up. I have the latest of this but not that one. Thankyou for your response anyway :D.
@Rapidash
Are you using the latest version of Ancient Tools?
https://mods.vintagestory.at/ancienttools
Also, that is not something from this mod, it's Ancient Tools.
I am using version 3.3.0 and VS 1.18.15. I am no longer able to right click a water source with a raw hide to create a sack? I was able to before i updated.
@SpearAndFang
Oh my goodness, that was the problem LMAO I accidentally downloaded for 1.19 🤣
RiceTrispy
There are no dependencies. Are you using the correct mod version? 3.3.0 is for the VS 1.18 stable releases
Every time I start a world with this mod, nothing changes except how the game crashes when I exit back to the menu. Is there a dependency I'm missing?
AstralDragon
Not knowing is more fun. But if you figure it out you can sell that newly acquired knowledge to your friends for idk, 10 rusty gears?
Alright, possibly wont get any answer to this but the raft easter egg. I actually believe I got it (A dolphin decal on the raft itself) but I don't even have a clue on what triggered it. It was actually just placed on the ground at the time it appeared with a 'splash' effect.
So, any chance I can actually understand what caused it, or at least, what its suppose to be referencing? I was going to write it off for a while til I saw my friends didn't get it as well so now curiosity peaked I have to at least attempt to understand what i came upon.
Mossywildviolets
Some things can be removed/disabled via the mod config file (see Custom Mod Configuration above). Other assets/recipes could probably be disabled by adding this key/value pair to each of the cooresponding json files: "enabled": false
Is there a way for me to edit this so it only has a couple features? All I want are the new animals (fish, worms, snakes, crabs, deep sea creatures), jerky, tree hollows, and irrigation vessels.
@Toudi
Thanks!
Consider setting LimbTrotlineCatchPercent and LimbTrotlineLuredCatchPercent to 0, which probably should be the defaults anyway. This will at least make limblines/trotlines higher maintenance and force players to trade one food source for another. could also tweak FishChunkDepletion/Repletion settings.
I like that that method of fishing doesn't freeze over. It makes it different than other methods which do freeze over.
Once animal husbandry is up and running protein is no longer an issue so I don't see much benefit to adding even more config options to fishing beyond the 23 or so that already exist. 🤷♂️
Hi, loving this mod
would it be possible to add some kind of config that would reduce fishing during winter? or make the fish hook lines freeze over? (rationale: during winter this is a big food source - thus redues the neeed to stockpile food for winter months)
i crave more crabs!! >{´><´}<
also amazing mod! basically vanilla at this point
It would be awsome if the temporal,astral and etheral blocks would be craftable. I suggest that they could be craftable by sourrounding a corresponding gear with 8 stones
Removing the cash and rebooting the game worked! I removed the mod entirely and reinstalled as well, and now it works in game.
Thanks a lot SpearAndFang
litesout14
Are you using any other mods successfully? There's many things that could cause this - it sounds similar to the problem SoloBlood was facing below. But in that case SoloBlood told me he ended up deleting his entire VintageStoryData folder (which sounds extreme, but whatever works). Careful if it comes to that because your existing saved games are in there.
Other than that, all I can do is throw random suggestions at you - maybe something will stick.
1. In Mod Manager, is this mod enabled?
2. In mod manager, click "Open Mods Folder". Make sure things in there are neat and tidy - no more than one copy of this mod and the mod should be zipped. And no other folders - keep all of the mods right there in the root of that folder and exactly how they were downloaded (as in, zipped).
3. While your in the mod folder, go up one folder level and into Cache. Delete everything inside that folder (you may have to exit the game to do so).
4. Exit the game completely and start it again. Back in the mod manager, click reload mods.
5. Download the game again (full version) and reinstall it.
6. Create a new world and see if it works. If so then the problem is probably related to the other world.
7. In the same folder as the Cache folder is a folder called logs. In the logs folder, look at server-main.txt. There should be lines like [error] or [warning] that provide a clue as to what's happening.
For some reason when i load a game i can't find any recipies anywhere, not even the guide book. At first I had the wrong version, realised my mistake and changed for the right one, but it still wont load. Help pls
New version up!
PREEMPTIVE REPLY TO YOUR CRASH REPORT:
You are probably not using the mod version that corresponds with your game version.
mod version 3.4.0 is for the VS 1.19.0 pre-releases ONLY
mod version 3.3.0 is for the VS 1.18 stable releases
@Whiteshadoh
There are many options in the modconfig file which you can change to make it harder to catch fish. I will not add an option to prevent fishing in winter because...well...fishing is common in the winter irl.
Also, people will absolutely need to hunt to progress. Fish won't give you fat, which is pretty essential. Or bones, feathers (which is not so essential). And if you know all the little tricks related to food in vanilla, you don't need to fish or hunt to survive.
I also recommend playing with harder vanilla options with this mod i.e. wilderness survival, so higher sat requirements + no map, that sort of thing.
Can we disable the fish from working in the winter? Its crazy OP and no one needs to hunt it seems unless i tweak the settings so barely anyone can catch fish.
@SoloBlood
Try deleting everything inside of VintageStoryData/Cache as well.
Failing that, you can DM me on Discord (SpearAndFang) and send me some log files if you like. Maybe there's something in there that will catch my eye. Probably server-main.txt and client-main.txt
Or post them on the forums
https://www.vintagestory.at/forums/topic/2399-primitive-survival/
I have removed all mods I had installed and deleted every config under VintagestoryData/(ModConfig, ModData, & Mods), reinstalled the game. Started a new world with only PrimitiveSurvival3.3.0. I still can not see any recipes. I really do not know what to do besides wipe all trraces of VS from my HD and try again.
SoloBlood
It's working fine for me with v1.18.15. I don't know what to tell you. Mod conflict maybe? No one else has reported a problem like that in single or multiplayer, and I can see that the absolute latest versions of both are currently in use on 93 servers (VS 1.18.15 + PS 3.3.0)
If you open the mod manager, make sure only one instance of Primitive Survival is listed there. If there's more than one, open the mods folder and delete the one(s) that aren't enabled.
Hey SpearAndFang This mod does not work with v1.18.15. I can only see the guild in the help no recipes show up..
ATOL98
Set SpawnMultiplierLivingDead to 0.0
See the Custom Mod Configuration above for more info about doing that.
And thanks!
hi love the mod anyway too disable the undead thing from spawning or full on removing it ?
_Miourson
What were you doing at the time of the crash? Just walking around, or interacting with a tree hollow?
Regardless, that's a pretty bold mod loadout. Three of those mods were only released in the last 10 days I think (forlornhope, herbarium, wildcraftfruit), and the medieval mod has a couple of requirements that I don't even see on your list (https://mods.vintagestory.at/show/mod/4964 and https://mods.vintagestory.at/show/mod/7842).
I actually wouldn't be surprised if https://mods.vintagestory.at/show/mod/7842 fixed this specific issue...
Hi!
Thanks you for the mod, it's really great, I appreciate it :) however, after installing a whole bunch of mods, I've encountered a crash on load. Here's the log :
Running on 64 bit Windows with 32687 MB RAM
Game Version: v1.18.15 (Stable)
16/10/2023 16:12:20: Critical error occurred in the following mod: primitivesurvival@3.3.0
Loaded Mods: aculinaryartillery@1.0.15, betterruins@0.2.4, bettertraders@0.0.2, caninae@1.0.3, capreolinae@1.0.5, pantherinae@1.0.7, medieval@2.02.06, moreicons@1.1.0, TA_plainsandvalleys@1.0.5, primitivesurvival@3.3.0, game@1.18.15, wildcrafttrees@1.2.4, ancienttools@1.5.9, egocaribautomapmarkers@2.6.0, carryon@1.6.0, commonlib@2.2.0, expandedfoods@1.6.7, forlornhope@0.0.1, herbarium@1.0.0, petai@1.8.1, statushud@1.4.3, creative@1.18.15, survival@1.18.15, vsvillage@0.7.3, cats@1.8.0, feverstonewilds@1.4.3, playercorpse@1.8.0, wildcraftfruit@1.0.0, wolftaming@1.8.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 53
at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateTexPos(AssetLocation texturePath) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 99
at Vintagestory.GameContent.BlockEntityDisplay.get_Item(String textureCode) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 92
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 51
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 635
at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateMesh(ItemStack stack, Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 229
at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 178
at PrimitiveSurvival.ModSystem.BETreeHollowGrown.updateMeshes()
at Vintagestory.GameContent.BlockEntityDisplay.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 154
at Vintagestory.GameContent.BlockEntityDisplayCase.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\BlockEntity\BEDisplayCase.cs:line 193
at PrimitiveSurvival.ModSystem.BETreeHollowGrown.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolve)
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 408
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 423
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 452
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 446
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 16/10/2023 14:41:26, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.15.0, horodatage : 0x64e841c5
Nom du module défaillant : openal32.dll, version : 1.23.0.0, horodatage : 0x63dd31ad
Code d’exception : 0x40000015
Décalage d’erreur : 0x00000000000df046
ID du processus défaillant : 0x0x6e14
Heure de début de l’application défaillante : 0x0x1da002281b93dea
Chemin d’accès de l’application défaillante : D:\Games\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant: D:\Games\Vintagestory\Lib\openal32.dll
ID de rapport : b1521e3c-b828-4ca7-8e1d-7bbba97c31bf
Nom complet du package défaillant :
ID de l’application relative au package défaillant : }
--------------
{ TimeGenerated = 15/10/2023 23:52:21, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.15.0, horodatage : 0x64e841c5
Nom du module défaillant : openal32.dll, version : 1.23.0.0, horodatage : 0x63dd31ad
Code d’exception : 0x40000015
Décalage d’erreur : 0x00000000000df046
ID du processus défaillant : 0x0x2a74
Heure de début de l’application défaillante : 0x0x1d9ffa882b581e8
Chemin d’accès de l’application défaillante : D:\Games\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant: D:\Games\Vintagestory\Lib\openal32.dll
ID de rapport : 5ee4892f-4aed-4d2e-aa42-ac67f6f99ef2
Nom complet du package défaillant :
ID de l’application relative au package défaillant : }
--------------
{ TimeGenerated = 15/10/2023 22:35:49, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.15.0, horodatage : 0x64e841c5
Nom du module défaillant : openal32.dll, version : 1.23.0.0, horodatage : 0x63dd31ad
Code d’exception : 0x40000015
Décalage d’erreur : 0x00000000000df046
ID du processus défaillant : 0x0x76b4
Heure de début de l’application défaillante : 0x0x1d9ffa6f746de68
Chemin d’accès de l’application défaillante : D:\Games\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant: D:\Games\Vintagestory\Lib\openal32.dll
ID de rapport : 873ca3e9-a568-4a40-8556-908a48eeab65
Nom complet du package défaillant :
ID de l’application relative au package défaillant : }
Tysm for your help :)
Thanks for the assist @jhadred
@saxfone
So...these modconfig options are associated with an overarching and entirely independant mechanism that further restricts the odds of catching fish
"FishChunkDepletionRate": 5,
"FishChunkRepletionRate": 1,
"FishChunkRepletionMinutes": 15,
"FishEggsChunkRepletionRate": 10,
"FishChunkMaxDepletionPercent": 95,
The code does not look at bodies of water, but instead it is entirely chunk based (for performance reasons, and simplicity). The moment you remove a fish from a chunk, a number (%) between 0-100 is permanently stored in that chunk... 100-FishChunkDepletionRate. Every time you remove another fish, it decreases by another FishChunkDepletionRate.
The lowest it can actually go is 100-FishChunkMaxDepletionPercent, and it automatically increases by FishChunkRepletionRate every FishChunkRepletionMinutes (that's irl minutes)
This magic number is not available for players to see, but the impact of this system is noticable if you rely heavily on fishing for food. In terms of realism it probably should be even more aggresive (faster depletion and/or slower repletion), but I tend to set all default settings on the easy side so that people don't think it's broken and report it as a bug.
Also, thanks so much for such a heartfelt compliment! I've never modded anything other than Vintage Story and am not much of a gamer (or coder for that matter), but I fell in love with this game and it inspired me to give a little something back.
saxfone
Search the word "chunk" in here and you'll find some comments about fish balancing, server configs, and how stock is based on a chunk, there's a respawn rate, and that throwing fish and eggs back in increases the stock and discussions from SpearAndFang about the balance from experienced players and inexperienced players and why those server configs exist. I remember seeing it recently, maybe at most a page or two back. At the very least, it's not infinite and can run out but would slowly regrow. I still have my traps on a large multichunk body of water so I don't think about it much.
This mod is absolutely goated. One of the most perfectly-designed and -implemented mods I've come across in about 20 years of playing modded games. It should be integrated into vanilla; every part is balanced perfectly against it. It adds just the right amount of richness without adding unnecessary complexity, and it carefully avoids overlapping with vanilla mechanics in a redundant or confusing way. It perfectly gels with the overarching design goals, aesthetics, and theme of vanilla, too. You understood the assignment completely. Sublime.
Maybe my only criticism is that it's hard to tell how the fish traps are balanced (specifically: is there a limit to how many fish can latently "exist" in a given body of water, independent from the number of fish traps?) - the ingame tutorial doesn't seem to mention this. It would feel a little cheesy if you could farm infinite fish per day from a tiny pond/lake by placing traps in every available volume.
Ideally. Hahaha, cheers thanks for the help.
Poompers
Just get something that's alive nice and close to them. Ideally not you.
Ohhh interesting, I actually did that by accident in that case, not sure how I'd do it again. Any tip on how an offering actually works? Do I just drop something in from of them?
Poompers
In the case of that altar, fish raining from the sky is a gift from the sacrifice, not a bug. What you sacrifice is up to you.
Yeah I'm sorry, I'm trying to not spoil too much for the people that will try to figure them out on their own. Basically I did see that video and figured out how to puzzle my way into the two water based ones, haven't found the other pieces yet.
Currently they are both emiting some sort of particles and they do say they are completed, I'm not sure what they do but I swear at some point I had fish raining from the sky. Can't tell if that's the effect or my game bugged for a moment lol.
@Poompers
Not sure exactly what you're meaning here, but 1:45-1:55 of this video is a pretty good introduction to relics.
If you get that far, then sacrificing yourself is a proven strategy for reaping the rewards that relics provide.
I managed to get two of the relics to the hovel? phase but not sure where to go from here, tried offering myself as sacrifice but not much happened lmao. Any tips?
VaelophisNyx
Days would be so much better if they were 96 hours long, honestly.
Fortunately for you, I offer a 100% money back guarantee on all of my modding efforts.
mods like this would be so much better atomized, honestly.
When JapanHasRice contributed some hollows code to the mod, I added some new random things to hollows in order to test out his code. Mostly shiny things that a raccoon might steal and hide in a hollow.
I just saw the new update, I don't have any log to help with that, sorry. If it happens again in the future, I'll be sure to share that.
Also, we found some purple sparkling loot in a hollowed tree this week 👀 Since when did those drop from tree hollows? I thought they were only from fishing baskets.
❤️
Much appreciated :-) talking about a quality approach to modding :-)
NukoSan
Thanks, I will investigate and fix it on my end if possible. I've added it to the to-do list.
ArchiosS
Maybe the CAN crops modder can take a look at this. The description for that mod does not instill a lot of confidence in me..."WIP mod, only for testing now..." 🤷♂️
Personally I would hold off on using that mod until it gets another update. idk.
@Yuzu
hmmm...I just tried with latest game version and mod version and it seems to be working aok. The functionality is the same as a normal bucket. I do also get the same red text but it doesn't prevent the bucket from working. The lava you are targetting must be a full block of lava though, perhaps that is the problem?
If not, is it possible that you have a mod that is causing an issue - maybe "Blacksmith Gloves" or "No Heat Resistant Inventory" or even "xSkills"?
My only other suggestion is to test quickly like I did. Start a new world (perhaps with less mods or only Primitive Survival enabled), switch to creative mode ( /gm 2 ), grab a metal bucket and block of lava from the inventory, place the lava in a hole and then scoop it out with the bucket.
i found the problem for my problem
it's a compatibility problem with "CAN crops" ^^
HI there SpearAndFang seems like the "Better Stairs" is overriding the Slabs & Stairs recipe (1 set of stairs in 4 adjacent crafting boxes) https://mods.vintagestory.at/show/mod/7887 ,any chance for a wee fix?
SpearAndFang hi !
the problem is that, when i deactivate primitive survival, the problem disapear, and when i reactivate it, the problem is back
so it must be a problem related to primitive survival ?-?
and in vanilla i dont have this problem too
for the worms, yeah i was maybe at >30°c
but normally, even when there is no worms, you should have a "moisture : 0%" text when you look at a farm block ? because i dont have this line :/
Hello, I have tried using the metal bucket to move lava and I cannot figure out how to be able to even put lava in the bucket. I keep getting red text that says "It is too hot to put my hand in" whenever I try. I've tried using tongs and even flooding lava with water. I really don't know what I am supposed to do to make it work. Any help would be appreciated.
ArchiosS
Primitive Survival does not change anything related to what happens when you transform soil into farmland, nor does it cause anything to grow on farmland.
Maybe this is another mod, maybe this is vanilla behavior.
How hot is it where you are at though? Worms will disappear (die) immediately if it is too hot (above 30C or so) or too cold (below 0C). Worms will also occasionally just leave, but this happens quite rarely.
i need help with the mod please TnT
i have a problem with soil fertility and worms
when i transform a soil into a farm
the P, N and K of the fertility drop to 0 and say it's "depleted"
it does that with every type of soil, even terra preta plus, when i transform a soil in a farm, there is a plant that pop instantly on it such as grass, horsetail, fern, things like that
and for the worms, when i try to use them to make "turricules", i put a bunch of them on a farm in a hole, and they just dispear after a few seconds, without making it a turricule block and it does "moisture" the farm too :/
can anyone help me with my problems ?
i tried the 3.2.8 and 3.2.7 version, but the problem is still the same 🙁
SpearAndFang tried something and it worked this time T_T i was so close this whole time.
@Zerxal
Do you have an astral gear? And read the hint that it provides from the necronomicon? It's not a great hint so here you go: water is required around the base of the altar.
so far i figured out 2/4 of the relics but im stumped on what to do with hydra/dagon and the "hint?" in the necronomicon doesent help could i get a hint for what im missing?
@Wveth
Yup, any type of soil, any fertility. with or without grass. Better odds if you right click pickup sticks or flint, but rocks work too. If it's above 30c or below 0c you won't find worms. Alternatively, you could make an earthworm grunter and use it on soil, or better yet forest floor. works best if it's not raining.
@ThreeCubed
I'll certainly consider it, although it's a fair amount of work and I'd rather spend my time on other things...
I love this mod, but I can't figure out how to actually get a worm. Does grass not count as soil? I've been running around right-clicking on every rock I see, but haven't found a single worm.
Unsure if this would be compatible but would there be a way of adding tree hollows for Wildcraft Trees? Feels weird to get hollows from only the base game trees, even though it makes sense. Not sure if there'd be a method to automatically add them, since hollows do have a unique-ish looking model? Hopefully so though, since we'd really like a Douglas Fir or Honey Locust hollow.
That and also hoping for hollows of other tree variants like ebony or purpleheart. All a hollow is is just a hole in a tree right?
SpearAndFang
I definitely did not have multiple versions of the mod in the mods folder, the config file was left untouched from default.
It seems some things have combined in unfavourable ways. I have tried reproducing the issue under hermetic conditions, but haven't succeeded so far.
Thanks anyway, and I'll make world backups before updating mods from now on.
yrlf
I'm sorry to hear that. But I don't *think* that this mod caused the issue, but rather was just a victim of circumstance...
1. v3.2.8 is currently running on 41 servers and has over a 1000 downloads, and nobody else has reported an issue to me.
2. The changes between v3.2.7 and v3.2.8 were not all that serious.
This sounds a lot more like the game was started without the mod enabled, or with two versions of this mod in the mods folder (even if one is disabled, this is not a good idea - always remove disabled mods completely from the mods folder). Or another mod interfered with the loading process. Or the config file was edited incorrectly.
There's probably no coming back from this without restoring a backup. I hope you have a backup.
Related: I'm always leery of messages related to "missing block mappings" or running the /fixmapping command. This often makes matters worse.
After updating to from Primitive Survival v3.2.7 to v3.2.8 (with VintageStory 1.18.10) a lot of blocks from this mod (snares, tree hollows) have turned into white blocks with question marks on them. Downgrading back to v3.2.7 fixes the issue.
It seems either something is wrong with the new version of the mod, or it is missing some block mappings for `/fixmapping applyall` (don't know how exactly that works, haven't looked into the specifics yet; correct me if I'm wrong).
EDIT: it seems the contents of our tree hollows have disappeared by downgrading.
JaeLyn
Sorry, no. And I normally don't consider mod requests unless it's to fix something that needs fixing or it REALLY piques my interest. Modding is a way for me to unleash my creativity and I generally like to be involved in the entire process - concept to deliverable. I've also got a pretty long laundry list of things I'd like to get done on the modding front. I'd like to say that I have some contributors helping out, but the truth is that my modding efforts are mostly a one person show (with a couple of exceptions). I'll basically credit anyone who looks in my direction.
There have been some people working on the types of things you describe, mayhaps there is something on the modDB already or coming soon.
Anyways...thanks for the appreciation. It means a lot!
SpearAndFang I love your mod! I was wondering, any plans to add stuff for spinning (or are you or other contributors open to the idea)? There are tailoring features already, as well as a lot to draw from in the game such as existing plant and animal fiber. I could see simple stuff like a drop spindle made from a knapped whorl and a stick. You could then use animal fiber from goats, sheep, rabbits, etc either by clipping the fur or by chance of drop on the animal's death like with leather. This could be spin into yarn, or even some the existing things in the game like thread or cordage (for more advanced things like flax). Once you have slighly more advanced technology you could craft a spinning wheel, and other tools (like these: https://possumjimandelizabeth.com/xhtml/spinning_flax_tools.html) Making dye exists as well, so I could see adding that to the fun to be able to dye the clothing/yarn/fiber. I would love to see this feature as a primitive survival add!
@Plumeria
New version up. Finally added customizable spawn rates directly to the modconfig file. See the changelog for details.
Oh thank you I overlooked that part my bad~ I will get on that :) I don't have a problem at all with the crabs they are just spawning in like crazy lol
@Plumeria
You'll either need to follow the instructions at the very bottom of the "custom mod configuration" section above
or
Use this mod to address the issue.
I've also noticed that spawn rates have gone weird again in the newer releases of the game, and can only assume that something has changed in vanilla. I will definitely be fixing this in my mod for the next release.
Hello o/ is there a way to turn down the spawn rate of crabs? They are somehow spawning in like the millions on my server lol
NukoSan
Thanks! Sorry, you currently cannot seperate it unless you smoke it. I will fix that for the next release.
Hi, great mod looks like quite a bit of thought and time went into it, question about the Trussed Bushmeat - once created there's no way to separate it?
Laerinok
Thanks so much for this! I will include it in the next mod release.
SpearAndFang
Hello,
There were somes errors in the french translation (l.822 & l.825). And lines from 830 to the end were not translated in French.
So this is the fr.json : https://pastebin.com/45VWCHTB
SpearAndFang
My bad! My apologies for this and thank you for pointing me to the right direction.
Bunker
That's....erm...not my mod. It's Expanded Foods, and yes it is an amazing mod.
https://mods.vintagestory.at/expandedfoods
So what am I doing wrong when it comes to scrambled eggs then? I put .2L of liquid egg in the first slot, nothing. Add .2L of liquid egg to the second slot so both have liquid egg, still nothing. Add in meat to the other slots, nothing.
If I have to do something else to make scrambled eggs, what?
I know the fire's gone out. I spent the entire time it takes to burn through four logs to get it to start cooking with various combinations and they all did nothing. This is when I finally, pardon the pun, cracked and took the screenshot.
If it needs more egg, I have 1L of liquid egg ready.
But yeah-- some feedback aside from the scrambled egg issue (that may be my fault) is that there should be a space between each section to make it more readable (imo).
All this aside, it has been an amazing mod. Thank you for making it!
@Bunker
No plans on doing that, no. Everything edible in this mod is a protein, and if you're familiar with the vanilla cooking systems you shouldn't have much trouble cooking with them. Whole fish, fish fillets, crab, snake, smoked meats, and smoked+cured meats are all a direct replacement for vanilla red meat. Red meat is fairly well documented here
https://wiki.vintagestory.at/index.php/Cooking and here https://wiki.vintagestory.at/index.php/Pie
Jerky is much more limited. Basically just make it, let it cure, and eat it. Same with fish eggs - not much to do there and I usually just eat them raw or make caviar (a simple crafting grid recipe).
Joethemonk
simply not implemented yet.
How do i aquire temporal/astral/etheral blocks? And how do i craft the alcove?
Is there a way or is it simply not implemented yet?
Is there any plans to write out/screenshot recipies, especially for cooking? The stuff in the handbook is vague and I learn better through seeing pictures than I do having to sift through a block of vague text.
RamenBard wXDogeKingXw
You are both the same person or are on the same multiplayer server? Because the error messages are basically the same.
Were you or someone else on the server playing with the particulator link tool at the time of the crash? It was multiplayer, correct?
FWIW, I have about the same setup - Windows + 16GB ram + same game and mod version, and cannot recreate that in single player...so any additional about what was happening just prior to the crash might be helpful.
Other things that come to mind:
1. Ensure that there are not any other versions of this mod in the mod folder (or two copies of the same version) - disabling them in the mod manager is not enough - they need to be deleted from the mods folder.
2. Ensure that your .NET is up-to-date. via Windows updates.
3. If you are playing multiplayer, #2 applies to the server as well. And if the server/host is linux, ensure that mono is up-to-date.
Having crashing issues with on my rig and was wondering if there could be any help, this mod seems to be the culprit
Running on 64 bit Windows with 16318 MB RAM
Game Version: v1.18.8 (Stable)
8/22/2023 2:21:06 AM: Critical error occurred in the following mod: primitivesurvival@3.2.7
Loaded Mods: aculinaryartillery@1.0.14, ancienttools@1.5.8, betterruins@0.2.2, dummyplayer@1.2.1, extendedcrafts@1.0.9, fantasycreatures@0.6.0, fieldsofgold@2.1.6, caninae@0.1.1, capreolinae@1.0.4, pantherinae@1.0.7, hideandfabric@1.3.0, instruments@1.2.2, meteoricexpansion@1.2.4, millwright@1.0.7, primitivesurvival@3.2.7, RangedWeapons@0.6.2, rustandrails@1.0.4, game@1.18.8, wildcraft@1.6.6, alchemy@1.6.15, branchcutter@1.0.1, canmarket@0.3.10, carryon@1.3.0, coinage@1.7.0, commonlib@2.2.0, cooperativecombat@1.1.1, expandedfoods@1.6.7, fairplayguardian@1.1.3, fromgoldencombs@1.4.20, hideplayers@1.0.1, sailboat@1.1.0, lavoisier@1.3.0, medievalexpansion@3.10.0, petai@1.7.10, stonebakeoven@1.0.5, th3dungeon@0.1.3, creative@1.18.8, survival@1.18.8, wildfarmingrevival@1.1.2, workbenchexpansion@1.7.0, xlib@0.7.4, xmelee@0.0.12, zatlasassets@1.0.0, chemistrylib@1.1.5, em@2.3.0, maltiezfirearms@0.1.8, stonequarry@3.1.5, wolftaming@1.7.3, xskills@0.7.5, bricklayers@2.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at PrimitiveSurvival.ModSystem.ItemLinkTool.OnLoadedClientSide(ICoreClientAPI capi)
at PrimitiveSurvival.ModSystem.ItemLinkTool.OnLoaded(ICoreAPI api)
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i)
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass55_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 954
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 322
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/22/2023 2:19:24 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1273209627708249444, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.8.0
P3: 6492041a
P4: openal32.dll
P5: 1.23.0.0
P6: 63dd31ad
P7: 40000015
P8: 00000000000df046
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7C03.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F30.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F41.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F4F.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F6F.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8de098f737c744fcb2cfb2449b6f09668c35b_9d23d9f5_f8b18347-e1ce-4fca-a2d9-8d2008c5546e
Analysis symbol:
Rechecking for solution: 0
Report Id: 5cf98738-4de0-4582-ac72-525504ff0084
Report Status: 268566528
Hashed bucket: 42c222969642167ad1ab596920285564
Cab Guid: 0 }
--------------
{ TimeGenerated = 8/22/2023 2:19:22 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.8.0, time stamp: 0x6492041a
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x12c0
Faulting application start time: 0x01d9d4c03e0059c4
Faulting application path: C:\Users\takhi\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\takhi\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 5cf98738-4de0-4582-ac72-525504ff0084
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/22/2023 2:16:49 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1273209627708249444, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.8.0
P3: 6492041a
P4: openal32.dll
P5: 1.23.0.0
P6: 63dd31ad
P7: 40000015
P8: 00000000000df046
P9:
P10:Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1BAC.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER2199.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21B9.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21B7.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21D8.tmp.txtThese files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8de098f737c744fcb2cfb2449b6f09668c35b_9d23d9f5_4b10e525-578f-47bc-b629-f3ad41390133Analysis symbol:
Rechecking for solution: 0
Report Id: 5c932719-24dc-4d40-b2a5-9eabbf651f8b
Report Status: 268566528
Hashed bucket: 42c222969642167ad1ab596920285564
Cab Guid: 0 }
Running on 64 bit Windows with 16318 MB RAM Game Version: v1.18.8 (Stable) 8/22/2023 2:21:06 AM: Critical error occurred in the following mod: primitivesurvival@3.2.7
Loaded Mods: aculinaryartillery@1.0.14, ancienttools@1.5.8, betterruins@0.2.2, dummyplayer@1.2.1, extendedcrafts@1.0.9, fantasycreatures@0.6.0, fieldsofgold@2.1.6, caninae@0.1.1, capreolinae@1.0.4, pantherinae@1.0.7, hideandfabric@1.3.0, instruments@1.2.2, meteoricexpansion@1.2.4, millwright@1.0.7, primitivesurvival@3.2.7, RangedWeapons@0.6.2, rustandrails@1.0.4, game@1.18.8, wildcraft@1.6.6, alchemy@1.6.15, branchcutter@1.0.1, canmarket@0.3.10, carryon@1.3.0, coinage@1.7.0, commonlib@2.2.0, cooperativecombat@1.1.1, expandedfoods@1.6.7, fairplayguardian@1.1.3, fromgoldencombs@1.4.20, hideplayers@1.0.1, sailboat@1.1.0, lavoisier@1.3.0, medievalexpansion@3.10.0, petai@1.7.10, stonebakeoven@1.0.5, th3dungeon@0.1.3, creative@1.18.8, survival@1.18.8, wildfarmingrevival@1.1.2, workbenchexpansion@1.7.0, xlib@0.7.4, xmelee@0.0.12, zatlasassets@1.0.0, chemistrylib@1.1.5, em@2.3.0, maltiezfirearms@0.1.8, stonequarry@3.1.5, wolftaming@1.7.3, xskills@0.7.5, bricklayers@2.2.0 System.NullReferenceException: Object reference not set to an instance of an object. at PrimitiveSurvival.ModSystem.ItemLinkTool.OnLoadedClientSide(ICoreClientAPI capi) at PrimitiveSurvival.ModSystem.ItemLinkTool.OnLoaded(ICoreAPI api) at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass55_0.<OnAllAssetsLoaded_Items>b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 954 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 322 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75 at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame() at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 8/22/2023 2:19:24 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1273209627708249444, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.18.8.0 P3: 6492041a P4: openal32.dll P5: 1.23.0.0 P6: 63dd31ad P7: 40000015 P8: 00000000000df046 P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7C03.tmp.dmp \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F30.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F41.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F4F.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER7F6F.tmp.txt These files may be available here: \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8de098f737c744fcb2cfb2449b6f09668c35b_9d23d9f5_f8b18347-e1ce-4fca-a2d9-8d2008c5546e Analysis symbol: Rechecking for solution: 0 Report Id: 5cf98738-4de0-4582-ac72-525504ff0084 Report Status: 268566528 Hashed bucket: 42c222969642167ad1ab596920285564 Cab Guid: 0 } -------------- { TimeGenerated = 8/22/2023 2:19:22 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.18.8.0, time stamp: 0x6492041a Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0x12c0 Faulting application start time: 0x01d9d4c03e0059c4 Faulting application path: C:\Users\takhi\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\takhi\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 5cf98738-4de0-4582-ac72-525504ff0084 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 8/22/2023 2:16:49 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1273209627708249444, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.18.8.0 P3: 6492041a P4: openal32.dll P5: 1.23.0.0 P6: 63dd31ad P7: 40000015 P8: 00000000000df046 P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1BAC.tmp.dmp \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER2199.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21B9.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21B7.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER21D8.tmp.txt These files may be available here: \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8de098f737c744fcb2cfb2449b6f09668c35b_9d23d9f5_4b10e525-578f-47bc-b629-f3ad41390133 Analysis symbol: Rechecking for solution: 0 Report Id: 5c932719-24dc-4d40-b2a5-9eabbf651f8b Report Status: 268566528 Hashed bucket: 42c222969642167ad1ab596920285564 ... (1 linha)
waterdrinker
did you watch the video?
https://www.youtube.com/watch?v=Gmq1iN99Ri0&t=4s
Other than that - yeah you need one piece of cordage for each block between the two endpoints. And maybe clear anything on the ground right next to the endpoints (including snow). Should work for you.
I am having an issue trying to set limb lines and trot lines. I have tried multiple objects (fences, dirt, stakes) and I have plenty of cord. I have tried with short and long distance between the two stakes. Is there some kind of trick to this or is this an error?
dotyerts
yeah the raft has always had some issues, especially in multiplayer. Some people are ok with that. Other people might want to disable it via the RaftEnabled modconfig option, and use something that's much more fleshed out (like the sailboat mod).
When holding raft in one hand, you can travel at lightspeed through water. Is this intended?
Exigent
This mod isn't terribly texture heavy, but it sounds more like your texture atlas(es) are overflowing. Maybe more textures were added to vanilla with this release? This typically happens when you have many mods, especially texture heavy mods. By default the game doesn't have very big atlases for performance reasons. Use these chat commands in game, and then reload the world:
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
This is a client side thing, so it's a safe bet that everyone will need to do this.
This seems to have broken on all of me and my firends saves come the 1.18.8 update today. Textures are missing and inaccessible. Not sure if anyone else is having this issue.
wXDogeKingXw
Salmon are an item in this mod only, not an entity. So here
github.com/SpearAndFang/primitive-survival/blob/main/PrimitiveSurvival/PrimitiveSurvival/assets/primitivesurvival/itemtypes/fishing/psfish.json
If you're looking for the salmon entity for some reason, that is part of the vanilla game...so look in the game's asset folders.
SpearAndFang
Ok, thanks for the info. For some reason all three of my pumpkins grew similarly, so I think something must have stopped them from growing further... 🤷♂️ I replaced the furrow with soil and water and they seem to be doing fine now. I'll let you know if I figure out something relevant.
@stahl

hmm. I just tested (latest stable VS, latest mod version) and my patch seems to be working. without the patch no pumpkins would even grow. I'm seeing vines outside of the furrowed land as well. Maybe a mod conflict or poor weather conditions?
I made a furrowed farmland moat around a pumpkin but it didn't grow over it. 😓
Moon_Dew
Sorry, I normally don't consider mod requests unless it's to fix something that needs fixing or it piques my interest. Modding is a way for me to unleash my creativity and I generally like to be involved in the entire process - concept to deliverable. I've also got a pretty long laundry list of things I'd like to get done on the modding front.
Having said that, I've certainly considered larger/live animal traps in the past so one day perhaps...
Can we get some bear traps for late-game trapping?
And some non-lethal traps for capturing animals?
RagondinMan
Yes and yes. Decorative things (pelts, fireworks, fireflies, and more) aside, there's some gizmo's that will help with the day to day life around the homestead:
- Irrigation Vessel for moving liquids in barrels and for watering those really hard to grow crops
- Furrowed Land as an upgrade to water channels on your farmland
- Smoker for extending the life of your meats
- Passive fishing to help keep your protein levels up
- Earthworms for making fertilizer
- The raft as a zippier and easier to use alternative to the vanilla raft
As always, I recommend making a backup of your saved game prior to adding or removing mods.
can this be added mid save and if yes would it still be worth adding it in the early copper age?
SpacePerson
Not a bug, no. Those land crabs use the locust climbing behavior. They're pretty passive though, so as long as you don't step on one or build a chicken coop nearby, you shouldn't have any problems coexisting with them.
I can't tell if this is a bug or not, but crabs tend to hop over fences like they're regular blocks... Built a fenced in farm next to a pond and theres always hordes of land crabs jumping over the fence.
DandyDan
I recommend making a rolling pin out of logs instead of using rocks! Also, that's not from this mod.
SpearAndFang You area Genious and hero. I saw a few errant posts about texture atlas on other mod pages but didn't explain how or why. I immensely appreciate you explaining not only the commands but what exactly was happening!
Madman2429
Sounds more like your texture atlas(es) are overflowing. This typically happens when you have many mods, especially texture heavy mods. By default the game doesn't have very big atlases for performance reasons. Use these chat commands in game, and then reload the world:
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
Strange bug to report? Apparently Primitive Survival is hammering the textures on bricklayers and wildcraft trees. I reported it on wildcraft trees (thought it was that mod having issues) but further testing has shown that primitive survival seems to be causing odd artifacting.
Specifically and entirely limited to: wildcraft trees fruit trees, and bricklayers planters and glass. Outside of those the rest of the textures are fine.
@DandyDan
Wrong mod my friend. Expanded Foods is probably the mod you're talking about,
Running net7 i am noticing that the recipe to smash meat is consuming the rock. It's annying in early game when i am running out of rocks for cobblestone to have to use 20 of them to smash my bushmeat for stew.
I confirm that the issue described in https://mods.vintagestory.at/primitivesurvival#cmt-14189 still exist. Thanks @Guayo for the temp fix !
ColbyFrancis IDG now has a net4-compatible version of the latest update. Still has a few bugs (can't saw logs on the ground), but it works.
@Dmhir
Thanks for that. I was assuming all along that NET7 was the common denominator, but it may in fact be in Dappled Groves (or in Dappled Groves + NET7). I'll investigate that combination and see what I come up with.
ColbyFrancis Doesn't In Dappled Groves add tree hollows from this mod? Seems like an obvious mod conflict or that mod with the addition of tree hollows doesn't play nicely with an experimental build of the game not fully fleshed out. I would also report the issue there. Sorry to not add anything helpful but I just thought it was worth pointing out
@SpearAndFang
Yup. I would play the stable build, but a few of the mods I play with (In Dappled Groves, specifically) have updates I like that are specifically for Net 7
ColbyFrancis
Are you also running the .NET7 (experimental) build of Vintage Story? Because I've been playing extensively on the latest stable build of VS and tree hollows are working perfectly (single player, anyways).
@UltimaHeart4
Hey! Had the same issue you were having. As it turns out the game breaks around 6 hours in--which is coincidentally the exact amount of time it takes tree hollows to refresh.
Go into your mod config (should be in your appdata's Roaming folder if you're on windows) and type "999999" in the treehollow's refresh rate. This instantly fixed all my issues, but i'm not sure if it will help you.
Seems tree hollows just do NOT want to cooperate with this game at the moment.
TokageNeko
Sorry, I have no idea what's going on there. As big as this mod is, it's extremely light touch when it comes to the base game. It's simply adding new content, not really changing anything about the game itself (except a small change to the vanilla hoe). It certainly doesn't touch player or entity damage modifiers. I believe that CarryOn increases player hunger when you are carrying something though, but I have never had a problem with it.
As you might imagine, I playtest with all of my mods enabled a LOT (single player, latest stable VS version and mod versions) - over 40 hours in the last week alone. I always use CarryOn as well, and a few other mods. I have never experienced anything like what you describe, nor has anyone reported anything like this to me.
One thing I might suggest is that disabling mods via the mod manager isn't necessarily enough. Pull those disabled mods out of your mods folder completely. Then start the game and in the mod manager click reload mods. It *might* also help to delete the contents of your ../vintagestorydata/cache folder.
SpearAndFang
Thanks for getting back to me about it, I got it to work. One other question, so I only have 2 mods installed CarryOn and this. I noticed that both my multiplayer and singleplayer games randomly started to just extremely rapid deal hunger damage once the food bar empties. Reapeated 0.13 HP damage ticks in the log causing death from full health in ~3-4 seconds when the damage starts as well as instant death at full health from animals, a single wolf attacking once and hitting 3 times in the damage log causing instant death. Base game and my multiplayer and singleplayer matches roughly a day ago didn't have this issue. Are there any hunger damage modifiers from this mod, or any idea as to what is causing this? I had momentarily installed your Zoom mod as well but uninstalled it after the issue started, but it has persisted so I am unsure if it was that.
TokageNeko
You need 8 Primitive Survival fish fillets, or 4 of the vanilla ones. I kinda shoe-horned the PS ones in - they are half the size of the newer vanilla ones.
Can someone please explain to me how to use the smoker? I've loaded it up with wood. I have one flax twine and 4 fish fillets but couldnt figure out how to craft the trussed meat or put it inside.
@SpearAndFang
Thanks for the support!
Sadly the recommendation you provided did not work, however I believe I found an alternative.
The issue with the Tree Hollows isn't so much it's item amount or it's contents, at least from what i can tell from the Server Logs. It's more about the fact the game cannot fufill it's coding about SPAWNING them in the chunks around it.
I still tried your suggestion, but it didn't work. However, I did notice the following:
Originally the TreeHollowUpdateMinutes was set to 360 (6 Hours), I did notice that my server consistently crashed after doing the temp fix of removing/launching/readding/launching the server with the PS mod, so I editted the UpdateMinutes to 9999 (1,600+ Hours) and have no longer experienced any crashes.
Not really a fix, I tried setting MaxPerChunk & Spawn Probability to 0 but that crashed the server outright, one of my friends suggested I change the spawn probability from 0.1 to 0.00000001 so that it doesnt break the mathematical formula but also guarantees that there is little to no chance of the spawn from occurring.
Ultimately though, what I believe I've done is essentially identified the cause of the crash:
I'm not sure if this is helpful at all, if it illuminates a way to easily fix the problem in this way, but ultimately I think this might help others who are having the same issue, until the next update that is.
Thank you again for your support! I hope this helps you someway or another.
@Guayo,
Perhaps you could eliminate the error by modifying the mod config file, like set TreeHollowsMaxItems to 0.
I'm sorry but I'm not ready to support the .NET7 version of Vintage Story just yet, If it was even a pre-release I might consider it. But it's tucked away and tagged as experimental, with little consideration to how modders might handle two different releases on the modDB.
That's assuming that that's even what's causing the problem. I haven't had any other reports as serious as yours, so a mod conflict or some such isn't out of the question. I'm still seeing this mod running on over 300 servers, so I'm a little surprised to not see other issues reported here.
Hello, Im here to report that the issue has reappeared again, meaning I have to go thru the process of deleting the file, launching, then readding the mod into the server in order for it to reset the Hollow Log situation.
Edit: Server is soft locked now, unable to use the temporary fix anymore, when players join server logs start filling up rapidly with this error code as noted before. If there's any info I can provide to help, please let me know, thank you for your time and assistance!
SpearAndFang
Thanks for the update!
However, just now when trying to play we ran into this error once more:
17.7.2023 17:34:59 [Server Fatal] System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at System.Collections.Generic.List
1.get_Item(Int32 index) at PrimitiveSurvival.ModSystem.ShuffleBag
1.Next() at PrimitiveSurvival.ModSystem.TreeHollows.MakeItemStacks(Block block, ICoreServerAPI sapi) at PrimitiveSurvival.ModSystem.BETreeHollowGrown.TreeHollowUpdate(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Common\EventManager.cs:line 59 at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Server\ServerEventManager.cs:line 124This essentially was stuck on a loop as before, still breaking the server/unable to load.
The way I fixed it (temporarily I assume) is by disabling the server, removing the mod, launching the server...
Then, shutting down the server, re-adding the mod, and launching it once more.
I believe the only thing Im doing is delaying or resetting the Hollow Tree segment from spawning.
Since that's why I assume the mod is attempting to use the hollow log area in the first place.
Thank you for your assistance, I hope we can resolve this issue, it's an excellent addition to my server!
@Guayo
Thanks for the report - although I couldn't recreate the issue, I did go ahead and roll back any recent changes to tree hollows which will hopefully fix this once and for all. I did have a couple of other recent similar reports of late, although those were apparently not game breaking.
New release up.
@Zephyran
Sorry but I can't recreate that issue. Mod conflict maybe (have you added any mods recently, in particular mods that "touch" every block in the game)?
I tested using the latest stable version of Vintage Story - v1.18.6 (not the ,NET7 experimental version), PrimitiveSurvival 3.2.4, and Wildcraft Trees 1.2.3.
Hello, getting this code error repeatedly which kills the multiplayer server, not sure if this is related to the mod code or not.
I don't know what i did or what caused this but was placing some black poplar staircases from the mod and the game crashed and now every time i try to load the game it crashes with no report... i kinda want to report this bug but the game wont say anything :/
SpearAndFang
then yeah i have no idea. it was strange for that world to break only when i made it to that hollow then. sorry i couldnt be of more help. but if i have the same issue again ill try to get better information for you.
hmmm. Probably not carry on. I love that mod and ALWAYS have it enabled in my list of mods, whether I'm testing or playing.
SpearAndFang
yeah sorry i havnt had any issues either as of my latest testing. the only mod i could think of would maybe be the new carry on? i think i had that in one of my itterations of testing my broken world, but then took it out and it still had the issue. i dont plan on using carry on in my current list so hopefully i can avoid it if that was the issue. thank you for testing and trying to figure out why my old world broke and hopefully prevent a new issue from appearing in my new world.
Ultimaheart4
No it's much more likely to be a mod conflict, or even a vanilla bug. A hollow is essentially a hollow - if there's no log below it it's simply switched to the ground variant. And direction is random, so it's not uncommon for the opening to be facing a dirt block.
FWIW, I turned hollow spawn rates way way up and have done quite a bit of testing (with the latest stable VS version and mod version), and haven't had anything unusual happen.yet.
SpearAndFang@ would the ground hollow be the issue? i just loaded a world and found a hollow log with other mods installed and no issue with world loading. but i do recall now that the hollow logs i found that broke the world were ground varients? or looked like they were sitting on the ground with the fat part/opening in the dirt block. idk if that was the actual part crashing/not loading correctly. it was also a birch log iirc. so after running around a new world and finding both bottom of tree hollow logs and normal hollow logs on multiple tree's i havnt had a "crash" like last time. im not sure anymore how or why it crashed before. but i do know that the log didnt look right on the bottom part of the tree like most of the ones ive currently found do. if i do have any more issues with the mod ill let you know.
That gives me some idea of what to look for. I'll do some testing. And no, I don't know that there would be any old crash-info. I wasn't sure if you experienced an outright crash which is why I was more interested in seeing your "main" logs. The main logs alone often tell us a lot about what's going on anyways.
so VS is stable 1.18.6, i thought it was the firepit mod that was accidentally on net.7 but i fixed it and loaded a new world and got the same issue initially. unfortunatly i would have to recreate said crash/world issue because i cant find any old files of the crash it was trying to throw or any old info in my files. is there a way to pull up old crash info? it was on singleplayer, mod version should be primitive survival 3.2.4. like i cant find it in my client-crash.txt either seeing as it didnt fully crash. sigh sorry i cant be of more help as of right now. i will try to replicate this later. i just am not sure i want to travel around that much to find a tree hollow to recreate the issue again after needing to restart a world so many times already. but will try to replicate the issue at a later time. should i see said issues in the client-main.txt and server-main.txt? or crash log area? ive only downloaded that one version of primitive survival ever. so im not sure if that couldve been the issue.
Ultimaheart4
That's not a lot to go on. Maybe you can post some details here?
https://www.vintagestory.at/forums/topic/2399-primitive-survival/
Namely: VS Version number (+ Stable or .NET7), Mod Version, Single or Multiplayer, Operating System (windows or other), along with some log files (client-main.txt, server-main.txt)
I will say that one common problem is having mutliple versions of a mod in one of the two mods folders. It's not enough to simply disable them in the mod manager, you need to delete them completely from the mods folder.
so a few days ago i seem to have ran into a bug with tree hollows, every time on a new world that i ran into a tree hollow it made the game break, i would be unable to collect any resources from breaking grass, leaves, tree's, dirt, etc. i also couldnt sleep to skip the night, i could however run around and watch time pass, animals roam around, etc. sometimes i couldnt even load the new world after i left the world at all. sometimes it would load up at the exact moment i left and still would be unable to do anything. it only happened after finding a tree hollow. not sure if there could be issues with other mods items trying to appear in the hollow so i turned off all other mods but it didnt fix any issues with tree hollows in new worlds. i saw an update for knife/tree hollow issue in a changelog but i used a version after that date so not sure if it could still be an issue.
@MrGr33n
I believe that if you enable Furrowed in my mod that it will simply override a single farming related xSkill (the one that allows you to hoe multiple blocks of farmland at once, like a 3x3 area). So no real issues - you just have to decide which thing is more important to you.
Unfortunately I wasn't unable to make the two things work together. Hence the modconfig option. Xandu (the xSkills modder) also couldn't come up with a solution.
SpearAndFang Actually i do run XSkill but i didn't turn off the configuration in the Primitive survival configuration. Thank you for the anwser, It might just be a mod conflict then and i always have the same mods together.
Have a good day!
Edit: what happen if i leave XSkills and (I saw that Furrowed was disable in my configuration) and i want to activate the option? Will it break everything? Or just prevent some of XSkills stuff to work?
@SpearAndFang Using the command: /entity remove e[range=3] worked when standing next to it. Thanks for the timely and helpful response!
@Adam827 sorry but you've made a friend for life.
Actually the server command /entity wipeall would remove the sea creature, but it will also remove all other entities in loaded chunks. So be careful with that!
https://wiki.vintagestory.at/index.php/List_of_server_commands
Beyond that, I'm not sure what your options are as they have no hit box and are unkillable. They're currently cosmetic only. Restore a backup? Dig a hole below it in creative mode and let it fall down, then cover over the hole?
And thanks!
Great mod! Just one question though: I was going through all the things added in the creative inventory and placed a bioluminescent sea creature, which are neat, but I don't see a way for me to remove it once placed. Is there something I'm missing, or is it just stuck wherever they're placed?
@MrGr33n Not sure. I just tested it and it is working for me. Latest version of Primitive Survival, latest STABLE release of Vintage Story. Windows OS. Also using a vanilla flint hoe. Hoe once to make farmland, then sneak hoe the same block to turn that farmland into furrowed land.
You might try deleting the configuration file "primitivesurvival118.json" (see Custom Mod Configuration above) and restarting the game to recreate it. There is a setting in there "FurrowedLandEnabled" which can be set to false to disable it - so that the xSkills mod can work properly.
Beyond that, maybe it's a mod conflict of some sort, or maybe you're running the experimental .NET7 build of Vintage Story? I have not tested the mod with that build at all, although I suspect that it mostly works.
Alright now i will ask, Why FURROWED LAND doesn't seem to work for me. I saw people show picture of it and i really can't get it to happen. I sneak and use a flint hoe but the only thing i see is my character shadow do the hoeing animation but nothing happen at all.
@DandyDan
Agreed. But balance is a tricky thing to discuss, and I'm not even sure if it exists. Experienced players often say that gathering food in vanilla is far too easy. Inexperienced players often say it's far too difficult. And I'm fairly convinced that with all of the vanilla settings that can be changed and all the mods that are available, that no two people are even playing the same game.
Which is why there are so many mod config options - I've tried and given up trying to "balance" fishing. For example, there's nothing stopping players from relatively easily setting up, say, 100 weir traps in four neighboring chunks, and catching lots of fish. The default settings are on the easy side so that players can see that the gizmos actually work. How they want to remedy that is up to them - change the mod config, adjust the vanilla sat rate, change other settings to make the game harder. idk.
I reduced the config setting for fish catch rate. I had 3 weir traps and 4 limb lines and was able to make fish stew every day. I think it needs a little rebalance. I cut it to 20% of default setting which means i might get 1 or 2 fish per day for those 7 traps. I also doubled the impact on the fish stock levels from 5 to 10.
I think the default setting generates 1 fish per day per chunk if you arent throwing eggs in.
Aljistar spawn conditions for crabs are quite restrictive. In single player it is not uncommon for me to go 200 irl hours without even seeing one. I would definitely check with your server admin first to see if they've adjust spawn rates or are using a mod that adjusts spawn rates.
Other possibilities (1) there are a lot of players on your server - spawn rates of all entities are increased by the game itself based on the number of players (2) you just happen to live right where the spawn conditions are ideal for land crabs.
love the mod. dont know if my server admin made it so but Land crabs spawn like locusts, raiding homes and murdering my chickens.
Thanks Laerinok
I have fixed that for the next release.
SpearAndFang
Hello, there a small error at the line 50 fr.json at line 50. It's writen "item-psfish-perch-raw": "Perche (cuite)", and it should be "item-psfish-perch-raw": "Perche (crue)",
Thanks for your mod !
@Moon_Dew
My original thinking was that less dense (and therefore lighter) stones wouldn't make a good deadfall (not unlike tools). And it was a little less clutter for the handbook. But I honestly didn't do much research or put a lot of thought into it. I can add more stone types, and have put it on the to-do list.
Is there any reason why you can only make deadfalls out of granite, andesite, basalt, obsidian, or peridotite? This is really a pain when the only stone for miles is something like shale or claystone.
SpearAndFang
Ah, that's where I went wrong. I already had the furrow all carved out before I connected it to a source block.
Moon_Dew
When you furrow land, you need to start right next to a water source block and then work your way inland in order for the furrow to automagically fill wilth water. Otherwise, it behaves just like a normal hole/water block (you'll need to use a bucket to fill the furrows).
I have my furrowed land connected to a water source, but it seems like the water only wants to go two or three blocks before stoping. Is that normal if the water source is on the same level as the furrow?
And yes, I did check to see if there was any blockage. Ironically the only blockage was in a furrow that didn't have water in it.
thank you!!
@Rangelost
Thanks again - I'll take another look.
SpearAndFang
The latest version seems to fix it, though it is still possible to take continuous fall damage while standing on the handrails of a monkey bridge that is exactly 4 blocks high — but players probably shouldn't stand on those. Well done!
@Tomaso @Rangelost @gumwyrm
Really appreciate the assist with the whole monkey bridge weirdness. I believe I've got it sorted out. New release up.
gumwyrm
Fascinating. I was easily able to reproduce your fall-through issue by building a monkey bridge that goes up to 4 blocks high. I do indeed take fall damage while standing at a 4-block height, or by walking onto the bridge, wherein the server-side version of my character will continue to walk and then fall from such a height within a server-side physics tick (~1 second).
As I theorized, this is fixed by making fall damage client-authoritative. The problem is on the server's side. I do not know how this can be fixed in the game's current state, but I wish you good luck!
Rangelost
The damage happens even when the bridge is only 1 block above the ground, so fall damage is very unlikely. Unless the monkey bridge is forcing acceleration onto the player, physics is not to blame.
I would assume the event of taking damage itself is what's shoving the player through, though that's a bit of a stretch... Regardless, something is causing the player to take damage from an unknown source ... gravity. I just checked the logs.
23.6.2023 21:16:45 [Chat] Lost 0.7 hp through gravity @ -5
23.6.2023 21:18:04 [Chat] Lost 0.57 hp through gravity @ -5
23.6.2023 21:26:13 [Chat] Lost 1.7 hp through gravity @ -5
but that last one was literally right at the beginning, just as it drops to a 1-block height. I don't take damage from a fall, just from walking on the bridge.
Seems like a doozy of a problem, but hopefully this helps somewhat, SpearAndFang
looking forward to this being patched out <3
@gumwyrm @rangelost thanks for the additional information. I'll try my best to recreate and then prevent this from happening for the next release.
gumwyrm
Is your monkey bridge about 4 to 5 blocks high above ground? If so, the reason why you take damage and then fall through may be due to the server updating your position following undue fall damage. In creative mode, you cannot take fall damage (or any damage at all), and so your position is not updated.
Currently, the game's server-side physics are less than ideal, and result in players taking fall damage under a large array of circumstances when they should not. It is possible that within one physics tick, the server-side version of the player sometimes has enough time to fall through the monkey bridge for some reason, and hit the ground below, triggering this effect.
If you and your friend are the only ones playing on the server, you may try to install Fall Damage Options on the server, and enable the
client_authoritative
option (You will need to run the server once to generate the config file, then shut the server down to edit the file, then run the server again). If this fixes the issue, then this mod may not be at fault.SpearAndFang
the only shared mods myself and Tomaso have are this mod and xskills, but something of note they left out is that just prior to falling through the monkey bridge, the player is hurt very slightly...
and that you only fall through on the bottom section, not the handrailing. I've taken to running down the handrail instead of the actual bridge portion of it for this exact reason -- I won't fall through.
as well, it seems that whether i fall through or not is entirely up to chance -- it's entirely inconsistent... but that's only on a short bridge
to top it all off, i could be standing completely still and fall through after a short while. further, this bug doesn't happen in creative mode at all (at any speed, from 1 to sprinting at 10), only survival (from standing still to sprinting at any movespeed)... so it's something about taking damage that throws everything off.
really hoping this gets fixed, because i really like the aesthetics of a short rope bridge vs actual blocks... and it saves me some time spent chiseling :)
@Tomaso sorry I cannot recreate that issue. The monkey bridge itself consists of pretty standard blocks, but with rather odd collision boxes (which are easy to see in game when looking at the bridge). I can't imagine the collision boxes ever going missing, although it is worth noting that they are intentionally different at the bridge's endpoints (to make it easier to get on and off of the bridge). My best guess is that the issue is related to the xSkills mod, which can altar both movement speeds and step height. Perhaps having too high of a movement speed is allowing you to pass right through the bridge's collision boxes.
SpearAndFang
Thank you for your answer.
I use following mods:
ACulinaryArtillery 1.0.12_RC
autosifter
Bullseye_2.5.0-rc.1
ExpandedFoods 1.6.5
hudclock-2.9.1
PlayerCorpse_v1.18.0-rc.1_v1.7.1
PrimitiveSurvival3.1.9
spyglass_v0.4.5
Wildcraft Trees-1.2.3
wildcraft-v1.6.6
xlib_v0.7.1
xskills_v0.7.1
game version: v1.18.6-rc.1 (unstable)
No gliders or things like that..
Tomaso hmmm. Do you have a vanilla glider anywhere in your inventory? I hear that it's got some strange bugs. Or maybe you are using some sort of movement mod (Move Like Kaji, Step-Up, something else) that is affecting your player's position? Failing that, if you tell me what game version and Primitive Survival version I can try and recreate it here.
Hi there!
I keep falling through the monkey-bridge-thing.
Not instantly! I can walk maybe half a bridge and then I fall down.
At first it thought it was a lag, but it happens very often, even in single player.
Any ideas what makes this happen?
thx and keep panning
Hello Drevarius
I'm not familiar with all of those other mods, but if I had to guess it would be entities that are the cause of the lag. This mod adds quite a few, and along with the Vanilla creatures, and mods like Medieval Expansion, Feverstone Wilds, and perhaps others, you are probably experiencing creature overload. On top of that, the game itself spawns more of all creature types based on the number of people playing.
I talk a bit about decreasing spawn rates at the bottom of the "custom mod configuration" section above (but it's a bit of a pain to customize), and I believe that there's a mod on the modDB that allows you to more easily adjust creature spawn rates.
Beyond that, I would maybe guess that your server could use more resources? Or too much latency for some of your players? I only say that because this mod is running on 255 servers at this moment and I rarely hear about issues such as yours.
Other info that might help:
https://wiki.vintagestory.at/index.php/Troubleshooting_Guide#Multiplayer_lag_/_Host_not_responding_messages
https://wiki.vintagestory.at/index.php/Debugging
Good luck, and don't get eaten by them bears!
Hi SpearAndFang !
I run a fairly heavily modded server for my friends and coworkers (with a hosting service) and I've recently added your mod to the server - this is my first experience with it.
Really enjoying the content, but I'm seeing a bit of an odd issue with it:
I am getting very high server strain whenever someone is moving through the world and causing areas to load - not generating new terrain, just loading previous existing spaces. The faster they move, the worse it is. It doesn't matter if the terrain is civilized or wilderness. It is especially obvious doing things like riding on server authoritative mounts. It causes significant hangs and will pop the "server not responding" alert message after a point until it can catch up.
If I disable just Primal Survival, this issue goes away. I am aware that the mod is complex, but it is a bit odd for it to drop server perf so much on it's own, and primarily during travel, even with just one player connected - the server typically handles 5+ simultaneous players connecting from disparate regions like NA, EU, an NZ simultaneously without any noticeable perf issues - and with a large mod list that includes expanded mechanics, new NPCs, companions, etc.
Since I am just installing this for the first time, I am unaware if this behavior is consistent with past behaviors and expected, or is a recent symptom you should be made aware of. Perhaps some server call or functionality related to loading in new areas is being made or ticking an excessive amount of times? Perhaps you know of or could suggest a part that could be modified or disabled to improve the performance while maintaining the majority of the mods functionality?
I've had to disable the mod for now, but would love to get it back up and running if the issue can be resolved.
Here is my current mod list on the server if you are interested in that info:
ACulinaryArtillery 1.0.12_RC
altgliderimplementaton
BetterDrifters_v2.1.3
BetterRuinsv0.1.0
CarryOn-1.18_v1.0.0
CommonLib_v1.81.0-rc.6v2.0.4
cooperativecombat
crateful_v1.0.3
DungeonsRemastered-1.0.0
ExpandedFoods 1.6.6
FeverstoneWilds-v1.2.0-1.18.x
GrassierGrass_v1.0.0
humanlikeskintones_v0.0.3
immersivecorpsedrop_v1.0.1
instruments_1.2.1
joyofsailing-1.1.0
medievalexpansion-3.9.1
morenails_v1.1.0
petai_v1.7.9
PlayerCorpse_v1.18.0-rc.1_v1.7.1
ResinOnAllSides-v1.0.0
she1fish
SimpleWindDirection_1.0.2
StepUp-v1.2.0
SticksFromFirewood
th3dungeon_0.1.2
varacrafting
ViesBlocks-VS1.18.3-v2.4.2
VSBiggerWindmill
wolftaming_v1.7.3_petai_v1.7.+
Thanks for your attention and the mod!
I see, thx!
Cinobi I think you are talking about "the living dead". They only spawn VERY deep underground (unless you are making them spawn using an altar relic, which is quite difficult to do).
I doubt that your chiseled house is anywhere close to the mantle. I have heard that at least one server has changed my mod so that they spawn on the surface, but that's not my doing.
EDIT: I see that the Conquest of Blocks server has a thing called a "Bone Collector". That *might* be a customized version of my living dead. You will need to talk to them.
Please add some way to disable bone collectors spawns in certain radius. If u make a chiseled house(which, due to current "enclosed" system cant be recognise at house) u just doomed to be killed with them spawns on ur head all the time. Not very nice :c
@Ruyeex yes. It adds a lot of new content and is extremely large compared to most mods on the modDB. 25,000 lines of C# and even more lines of json. On my potato it adds about 20 seconds to load time.
The mod extends a lot of loading time to render my world. (With other mods)
Version 3.2.2 released. Just me crushing a couple of recently reported bugs.
ha ha yeah sorry. It was the best word I could come up with.
SpearAndFang ah ok i see didnt realise what it meant by trussed
TheFuriousGamer search the handbook for "trussed" and look at the grid recipes. You need to bind meats with flax twine or cordage to hang them in the smoker. Also make sure that you have Settings - Interface - Block Info Overlay turned on. I relay a lot of info about the state of things in there.
so im not sure if im doing something wrong but in my world I finally made the smoker so my food will last much longer. i can add firewood to it and that's it I tried to add fish and fish filet and even normal meat but it just closes and opens the door any help will be appreciated
@rboys2 yeah I just did some testing and it doesn't seem nearly as effective as it once was. It's pretty good at keeping nearby blocks at 100% (if they've been watered once with a watering can) but it kinda falls over when the chunk isn't loaded for a while. I will need to rework that code a bit. In the meantime, try using it for filling barrels with water and moving liquid around in barrels. It's very good for that. Thanks for the heads up!
What is the purpose of the irrigation vessle?
From my very small ammount of testing it seems to do less than just a water source block
@SnowVoid. You are right. Very strange indeed. I will investigate.
cant place knife on the ground with the latest version.
but i can with 3.1.9 instead
No worries at all. Thank you for dealing with it so quick!
@Spleen Apologies. I will optimize that bit of code and release an update tonight.
Igniting blasting bomb causes my server to overload. I need to uninstall the mod and blast without the mod. Any idea how to fix this? Can't find any information in any logs. Something about BEBombFuse.
What l33tmaan said. Also, as I dabble with modding a wide variety of things, I quickly discovered that fauna is actually one of my least favorite things to mod. I may sometimes revisit and try to improve the creatures that currently exist in this mod but have no plans of adding more any time soon.
Unfortunately for Spang, Wildcraft has a whole (if small) team behind it that can help divide up the workload. It's a lot easier to expand an entire dimension of the game when you have help!
It would be very cool if your mod was the center of a whole direction in VS modding, which would be aimed at developing the fauna of the world and developing interaction with it, as Wildcraft is starting to do with flora. You can recruit the recently released fishing expansion to your side, as well as the Stone Age fauna developer.
<3 <3 <3
Parsalin ok
Please make grubs a fishing bait!
Yanazake But...but...there is a changelog, just not a very good one. Files -> Changelog -> Show
Also, I'm deeply concerned by your level of trust in me - although not breaking things is a pretty high priority for me.
I kinda need a changelog, but I believe nothing will break my server when it's you on the wheel of the updated mod >XD
SpearAndFang Thank you for the quick response, I will look into those other mods.
Whiteindia Thanks!
This mod does not change resin collecting in any way, other than it showing up VERY rarely in a tree hollow. I use it in a recipe or two. Not sure why it would come up in a search otherwise. No treetap for this mod, no. There's a couple of mods that aleady do that. Or you could try Wild Farming - Revival which lets you score pine trees with a knife...
Love the mod, I'm a little confused. I searched for resin trying to find something to help with collecting resin and this mod came up in the search. I've had this mod on my server for a while, but I haven't noticed anything for that in particular. Am I missing something? I had the culinary and expanded foods mods by l33tmaan before the update which included a tree tap, but they haven't updated. If you don't have something like that, would you consider adding a tree tap?
Thx for the info ^^
Yeah sure, I don't "expect" anyone to do mod integration, but I thought I'd mention it just in case ^^
Burgersim Oh yeah, the underwater trotline cheese. I forgot about that and am not sure if I will ever fix it. I would rather call it a feature than a bug.
As I mentioned a couple of times below, I'm done with mod integration for a while. It's a good idea though.
SpearAndFang ok, I guess I did something wrong then. I placed it at the edge of the water and it was basically inside the top water block of the lake (like occupying the block above the water and the top water block a bit) all the way to the other side and it kept the top water blocks from freezing the whole way through to the other side.
Another question or suggestion btw: We are using the Hide & Fabrics mod, which adds Hides for the different animals, and since your mod is adding pelts that you can lay out for decoration, you could basically use the different animal hides to put down the decorations, id Hide & Fabric is present. Not a biggie, but I thought I'd mention it.
Burgersim the water below a trotline should absolutely freeze over. The trotline itself is above the water block and should not affect it in any way. BUT saltwater does not freeze over in vanilla, so....year round fishing!
Holy moly I thought I was going crazy with only my trot line working! Thanks for the fix!
SpearAndFang hey there, a quick question, but should something like the trot line freeze over during a cold winter? because on our server with the newest version it doesn't at all and so we're relatively easily able to still get fish and I was wondering if that was intentional
Maldrak ThreeHeadedDingo My apologies, I did indeed break those two traps. New release up. Thanks so much for reporting this!
I had tested fishing after adding saltwater support, then afterwards remembered I needed to address world generated boiling water. And didn't test again after dealing with boiling water. Small typo. Huge facepalm.
ThreeHeadedDingo WELL NOW. Maybe I broke it when I added saltwater support. I will investigate! Thanks
Same report as Maldrak. Weir trap catches nothing, fish baskets catch nothing. Trot lines still work. Playing on dedicated MP.
Several weeks into a game and a weir trap has never caught anything, whereas trot lines in the same pond have caught plenty, so chunk in our case is definitely not fished out and has not been all this time.
Nope, 1 block deep is all you need (unless it's winter - lake ice can cause all kinds of problems). Maybe that chunk is fished out? I use weir traps often and catch plenty of fish. I'm assuming your weir is set up properly, but there's a video in the fishing section above.
SpearAndFang It's clear in all the right spaces. Do I need to go into deeper pond or in the ocean only?
Maldrak Fish basket needs 4 full empty water blocks around it (nsew). The weir trap also needs an open water block just outside of it (at the entrance). Maybe that's the problem?
I'm 13 days in on a local game with 2 people, the other person is the host. I have yet to get anything in the fish trap and the wier. The fish trap is baited. Anything I can do to get it working? Catching good on a trot line in the same pond.
@Lithos fishing should be working entirely with the version I released last night. Although I only did minimal testing.
v3.1.8
FIXED: Fishing - weir traps, fish baskets, trotlines, and limb lines now work in saltwater - but salmon and bass are the only saltwater fish you can catch. Also can no longer fish in boiling water
Just put this on my server last night, loving it so far.
I know you already know seawater stuff isn't working, but not sure if that applies to the fishing mechanics. After several minutes wondering if I was missing something between the video and the guide notes, I've found that weirs cannot be set in saltwater. As soon as I tried on a nearby pond it worked fine. Limb and trotlines seem to work on oceanfronts, but I'm not certain if they'll catch anything.
SpearAndFang
I'm not only patient, I'm happy to have given you a good suggestion :) Hopefully I'll be playing soon on 1.18 too!
Yanazake - I'm not completely opposed to the idea, but as I said earlier I'm about done with mod integration for a while (other than maybe a few more loose ends with Wildcraft Trees) - I want to focus on tidying up some outstanding issues and work in progress with Primitive Survival itself.
Doon11 thanks for the bug report. I had the same report earlier today and believe I have that all sorted out now. I'm about to release 3.1.8.
Getting a crash when farmland converts to worm castings on a LAN server.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.1 (Stable)
4/24/2023 21:58:16: Critical error occurred in the following mod: primitivesurvival@3.1.7
Loaded Mods: metalrecoverydon@1.0.1, primitivesurvival@3.1.7, game@1.18.1, carryon@1.0.0, commonlib@2.0.4, creative@1.18.1, survival@1.18.1, tpnet@1.10.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.BlockAccessorBase.GetBlock(BlockPos pos, Int32 layer) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 85
at Vintagestory.GameContent.BlockEntityFarmland.GetCrop() in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 802
at Vintagestory.GameContent.BlockEntityFarmland.updateMoistureLevel(Double totalDays, Single waterDistance) in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 323
at Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 1070
at Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:line 1074
at PrimitiveSurvival.ModSystem.EntityEarthworm.OnGameTick(Single dt)
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 93
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 84
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 807
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 709
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 681
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
SpearAndFang
A suggestion, could you add the new gears to the loot drop from Cave Content compacted machinery blocks via some sort of patch? It's late-game stuff (needs tool tier 4), and I think it could help improve how to get the gears since it's only one option right now.
Edit: Seems like I came to talke about it too late. Well, hopefully in the future.
gndrneutralnoun - thanks, I'll check it out
Burgersim - yeah that sounds like a sync issue
On 3.1.6 (VS 1.18.1), I can't view the Fish eggs (Curing) entry in the handbook from the Raw version's page, and it doesn't show up when searching for it. Caviar appears, but it doesn't seem to be crafted from anything. Could be a mod conflict, but I thought I'd let you know just in case.
SpearAndFang Thanks, that's great, and I get that mod compatibility might not be a focus btw. I might have found a bug now, which is that I set up a trotline bt no items were used, or rather I could just pick up the whole stack of items that should've been gone afterwards. I think the Server also sent out an error message, if that helps, but I'm not sure that was really related, since I don't know too much about modding ^^*
Edit: doing it all again did seem to fix it, maybe just a sync-isue with th server, not the mod
Burgersim I did tackle Wildcraft trees support for better stairs, the raft, and wooden lanterns for the next release. Also added wildcraft support for making cordage with some of its plants. I'm about done with mod integration for a while - I want to focus on tidying up some outstanding issues and work in progress with Primitive Survival itself.
SpearAndFang Thanks, I think all in all it does work pretty well together aside from a few things. What would full compatibility change aside from stairs and the raft recipe? Btw what would also be great is if the fish and other meat(s) would work for taming dogs and cats (and foxes) for the petai-based mods, but I guess that wuld be something they would need to patch.
Burgersim apologies I thought I had tidied up the lack of compatibility between the two mods, at least in terms of ensuring that the log files were clean when the two mods were used together. I can't imagine that anything breaks because of this, but it doesn't look good in the log files. In any case, I will fix this for the next release - still undecided in terms of full on compatibility.
Is there support planned for Wildcraft Trees woods and stuff e.g. for Better Sairs? I get a lot of recipe errors and when loading the mod, and I don't seem to be able to craft the better stairs variants of them, but the vanilla ones work fine. Also a Raft can't be crafted from the woods either for example.
Undea agreed, I have not updated the mod for spawning in saltwater yet. I will work on this soon. This should not cause problems for the mof though as far as I'm concerned.
Hi,
seacreature dont spawn in oceans.
It looks like they dont spawn in saltwater.
another thing what maybe make problems i have my world at 320 blocks.
For the record, there was no need to replace bombs. They exploded as soon as I logged in after updating.
I have updated the mod for the next release. Thanks once again Yanazake.
Extra translation stuff added in the forum! o/
Hexedian thanks for the bug report! I've released a hotfix. It seems that I just needed to recompile to fix that issue. Also, if you happen to have any placed ore blasting bombs you will need to pick them up and place them again before igniting them.
There is a bug with ore blasting bombs, with Primitive Survival enabled. When lighting a bomb, the server stops responding, and server-event.txt spams the error message :
[Fatal] System.TypeLoadException: Could not load type 'Vintagestory.API.Server.LandClaim' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at PrimitiveSurvival.ModSystem.BEBombFuse.NearToClaimedLand()
at PrimitiveSurvival.ModSystem.BEBombFuse.Combust(Single dt)
at PrimitiveSurvival.ModSystem.BEBombFuse.OnTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 85
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 772
andresgr12 yeah you can PM me over on the VS Discord (SpearAndFang#6757) or the official forums (https://www.vintagestory.at/forums/topic/2399-primitive-survival/), or probably even Github (https://github.com/SpearAndFang/primitive-survival/issues)
Hi is there a bug reports page or something im getting an error whit this mods on my server and i will like to address you that info to see if ts in my side ot there something you can do im on version 1,18,rc 8
SpearAndFang Thanks, that was it - wrong version!!!
Bigjo66 I am not sure what is happening. Maybe a version mismatch. Are you using the latest version of the game and the mod? If you are using a 1.17 release of the game you will need to remove the mod from your mods folder, download an older version of the mod from the "files" tab (like version 3.1.2), and then place that download in your mods folder.
SpearAndFang
I've downloaded the mod and activated it, but when I load a world I can't see any of the content?
IAmJade aww yeah, the hitbox for harvesting is rather small, and closer to their feet. I really wish I could fix that one day. So sorry!
Do we have to do anything special to harvest the "Living Dead" mob? We've killed 2 and had no drops. Ooof.
@Jenpai
v1.18.0-rc.2? I just tried it on all soil types and it seems to be working fine. Make sure it's not raining, and do it on forest floor for the best results.
Edit: Is/was a sever side issue
Earthworm Grunter doesn't seem to be working in latest verison.
@Yelb
If you manage to kill "The living dead" you might be able to harvest that from it. Stick it in the ground near your base and it will lightly + constantly attack anything nearby (except players). It's the skull+spine of the living dead.
Hello, what is the last screenshot with the metal head something ?
Does the fish trophies sing? Sorry couldn't help it. Lol
KawZarri I just spent a bunch of time trying to recreate that and cannot, nor has anyone else ever mentioned such a thing. I can't understand why that would ever happen - a placed monkey bridge is a relatively simple block with a water wave visual effect applied to it. My best guess is that something nearby or hail would be causing that damage.
For some reason, walking across the monkey bridge sometimes damages the players. Is this intended?
BlueFuryDragon Nope
pre 7 work on pre 6?
That was fast!!!
Pamela Yup. Some base game API changes broke me mod. New release coming in about 10 minutes.
The game locks up on the loading screen with PS installed in pre-7.
SpearAndFang I've checked the json file and that line was indeed missing. No idea why it's not there, I haven't touched that (only adding mods and changing their modconfigs).
I've added that line back and I'll see what's gonna happen.
Anyway thanks a lot for the help.
Edit: Yeah, that didn't help, gonna have to play the Remove mod and observe game...
lord_luba the first line of your crash logs seems to be saying that a field is missing from your configuration. Please check:
..\VintagestoryData\clientsettings.json
There should be a line like this:
"maxAnimatedElements": 36,
If you have manually edited this file, perhaps copy and paste the contents here to ensure it is valid json
https://codebeautify.org/json5-validator.
Other than that, it might be some sort of mod conflict or game customization, I don't know.
May I please ask, why I might be getting this crash? I started a new game (it's like 3 hours of game play) and suddenly this crash appeared, multiple times already and I wasn't able to figure out why it's happening.
I'm most likely to blame for adding too many things, but if you have any idea, what might be the culprit...
Thank you.
Running on 64 bit Windows with 20 GB RAM
Game Version: v1.17.9 (Stable)
14.3.2023 13:33:15: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.11, advancedsmithing@1.3.0, animalcages@2.0.6, arrowrecovery@1.0.0, attributer@1.0.3, autosifter@1.1.0, bettercrates@1.5.3, betterruins@0.0.7, brigandinerebalance@1.0.0, extrachests@1.6.2, fireclayfrompanning@1.0.0, justmoreruins@0.4.0, meteoricexpansion@1.2.2, moredrifterloot@1.5.4, moredungeons@0.1.1, MoreTorchHolders@1.0.0, neosadditions@1.0.2-rc.1, nightwatcher@1.3.0, NoMoreDrifterThrowing@1.0.0, pieontheshelf@1.0.0, primitivesurvival@3.1.2, quicklimepk@1.0.0, ReducedDrifterGroupsandLightLevelSpawn@1.0.0, rpgitemrarity@1.0.2, rustandrails@1.0.4, riflemod@1.0.0, sod@1.0.0, sortablestorage@1.6.0, soulshards@1.0.1, stackables@2.0.5, game@1.17.9, wildcrafttrees@1.1.4, wildcraft@1.5.1, egocaribautomapmarkers@2.4.0-pre.1, captureanimals@2.3.0, carryon@0.10.3, carryonmore@1.3.1, cuniculture@1.0.1, expandedfoods@1.6.5, extrachutes@1.0.0, farmlanddropssoil@1.4.0, hudclock@2.8.0, kilntimeviewer@1.0.0, prospectorinfo@4.1.2, recyclebags@1.0.1, recycleclothes@1.0.0, recyclestorage@1.0.1, stepup@1.2.0, creative@1.17.9, survival@1.17.9, knapster@2.3.1, tradercamps@1.0.4, onestick@1.0.1, ensisswordpack@2.0.0
System.MissingFieldException: Pole nebylo nalezeno: Vintagestory.API.Config.GlobalConstants.MaxAnimatedElements.
v PrimitiveSurvival.ModSystem.EntityGenericShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass)
v Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) v VintagestoryLib\Client\Systems\Render\RenderEntities.cs:řádek 102
v Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) v VintagestoryLib\Client\Util\ClientEventManager.cs:řádek 199
v Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) v VintagestoryLib\Client\ClientMain.cs:řádek 1176
v Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) v VintagestoryLib\Client\ClientMain.cs:řádek 1259
v Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) v VintagestoryLib\Client\ClientMain.cs:řádek 1104
v Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) v VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:řádek 125
v Vintagestory.Client.ScreenManager.Render(Single dt) v VintagestoryLib\Client\ScreenManager.cs:řádek 680
v Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) v VintagestoryLib\Client\ScreenManager.cs:řádek 624
v Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) v VintagestoryLib\Client\ClientPlatform\GameWindow.cs:řádek 131
v System.EventHandler`1.Invoke(Object sender, TEventArgs e)
v OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:řádek 479
v OpenTK.GameWindow.DispatchRenderFrame() v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:řádek 454
v OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) v C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:řádek 375
v Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
v Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) v VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:řádek 93
Yanazake Much appreciated!
@Taldune not sure what you mean. Seems ok.

Posting the translations to the new stuff in the forums 👀
Seems like a visual bug on the smoker?
v3.1.3 is only for the 1.18 pre-release. Maybe you had a version mismatch.
update: reverted back to version 3.1.2 and everything seems to be working now
hmmm... well i reinstalled the mod, and even downloaded the latest version and still no smoker... and also now the game doesnt know what the jerky item or tree hollows are
hmmm... that is odd. ill see if the crafting recipe works
Definitely is in the handbook, perhaps the mod did not install correctly? https://i.imgur.com/OoinmHq.jpg Veigh
where do i find the crafting recipe for the smoker? it is not in the guide and there is nothing that comes up if i search "smoker" in the book. or how do i smoke meat instead of making jerky. there are no instructions for smoking meat as far as i can see
I started a new world with just the primative survival mod and looked for the Guide - primative survival: quick starte guide isn't in the list. I'm using mod version 3.1.2.
Well I started a new world again and now it's there ¯\_(ツ)_/¯
@SpearAndFang Awesome, Thanks for updating that. Love your work. I have only messed with the brige and the fish trap but these are excellent additions to the game. Well done!
AlphaPyxis oof. yes, sorry I always forget about that and have updated the documentation. I had arbitrarily made the maximum length of a bridge 60 blocks.
@SpearAndFang Nevermind, Had to build a post in between seems there is a length limitation i wasnt aware of :) Image 1
@SpearAndFang Thank you for the reply, Unfortunately that is still happening no matter which way i approach placing these monkey bridges. Ill try again sometime during the week but i give up for now. Thanks again.
new release for 1.18. For the bravest of the brave, and the boldest of the bold.
AlphaPyxis apologies. those messages in game are not exactly helpful. It looks like it can't find a second endpoint to attach to.
If you've ever set up a trotline, it's basically the same, except your endpoints need to be two blocks high. See
https://youtu.be/Gmq1iN99Ri0
I'm successfully placing a monkey bridge right here. Note the (minimum) two block high endpoint on the far side of the lake. Also, you click on the bottom of the two blocks to place it
https://youtu.be/9uSBfcw8Aa4?t=67
Hey everytime I try to place a monkey bridge i get this message Image 2 . Dont know what it means as i have loads of pieces in my inventory (more than enough for the block distance), Anyone have any ideas? Also when i try in other areas this is what it says
Image 1
I am incapable of placing a bridge it seems. Thank you in advance.
great mod for vintage civ!
Smile
appriciate the kind words, and yes I like the release idea better and will implement that instead. Some people probably like the crazy strobe effect...idk.
Love the mod and everyone on our community server enjoys the addition. Keep up the great work!
we're excited to figure out the secrets, one day haha
Edit: Another thing with fireflies, if you could allow us to release the caught ones back to unbaited if they are not the ones we wanted that would be awesome as
This could potentially mitigate the issue with catching lots of the strobing ones if we have a disposition to not liking the strobe effect rather than making the strobe much slower :)
Smile that all sounds reasonable to me. I've added it to the to-do list for the next release. Thanks!
Firefly Jars of the same type should stack to at least half of the empty jar amounts. The current stack is 1, even lanterns in the base game stack.
I also feel that the fireflies pulse their lights too quickly still. From a usability perspective, it could be slowed down a ton to create a less distracting effect.
Aedis Oops, yes. I've done it.
Hello, any chance for update of github repo as well? (I am building locally because I build against net461 which works for me)
MadKingRiley May I ask why you're running such an old version of the game (v1.17.3)? A lot of vanilla bugs were fixed between then and now, including at least one related to liquid containers.
Anyways...long story short, while the latest release of this mod is tagged as working with older versions of the game and *should* mostly work, the truth is that I haven't tested the mod with older versions and have little interest in doing so. Sorry.
The game is crashing when loading a save and creating a new world crash log is pointing to primitive survival.
Running on 64 bit Windows with 64 GB RAM
Game Version: v1.17.3 (Stable)
1/21/2023 10:24:20 PM: Critical error occurred in the following mod: primitivesurvival@3.1.1
Loaded Mods: abandonedkingdom@0.0.2, aculinaryartillery@1.0.6, tonwexp@1.1.0, betterruins@0.0.6, necessaries@1.1.3, TA_plainsandvalleys@1.0.1, primitivesurvival@3.1.1, game@1.17.3, wildcraft@1.4.3, autosifter@1.0.1, captureanimals@2.3.0, expandedfoods@1.6.1, medievalexpansion@3.8.1, morepiles@1.2.2, petai@1.5.4, playercorpse@1.5.5, prospectorinfo@4.1.1, ruinvariants@1.0.1, vanvar@2.0.1, creative@1.17.3, survival@1.17.3, xlib@0.6.10, cats@1.5.3, tradercamps@1.0.2, wolftaming@1.5.3, xskills@0.6.12
System.MissingMethodException: Method not found: 'Vintagestory.API.Common.ItemSlot Vintagestory.GameContent.BlockContainer.GetContentInDummySlot(Vintagestory.API.Common.ItemSlot, Vintagestory.API.Common.ItemStack)'.
at PrimitiveSurvival.ModSystem.BlockLiquidIrrigationVesselBase.GetContentInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world)
at PrimitiveSurvival.ModSystem.BlockLiquidIrrigationVesselBase.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTab.cs:line 43
at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\CreativeTabs.cs:line 47
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()
Appreciate all the feedback related to lava. I'm not ready to do anything any time soon but it's certainly given me some new things to consider!
Oh no!! Lava is my end-game light and heat source for my home, don't make it too painful to use! I love to have lava waterfalls behind glass, it's peak aesthetic.
Just some thoughts on the lava matter. If you wanted to do something more realistic. You could have it solify into lava rock which can be used for irrigating farms (its great drainage in plant pots) maybe putting it down could increase the range water source blocks provide benefit to.
Its a great fireproofing material for fire pits and gardens. So maybe surrounding pit kilns in lava rock path blocks will prevent fire spread
Lava rock is also insanely sharp, similar to Obsidian (which is also technically a lava rock). It has potential as a weapon (although a not very durable weapon).
Also seeing as Real Life Primitive Survival relies on having clean sources of water, lava rocks could be used as a more long term solution to filtering water. Maybe doesn't do as well as Charcoal or other more temporary solutions, but the lava rocks could last a longer period of time or be used in more permanent solutions
Obviously I'm not sure what type of features you will be implementing in the future or what is even possible in the game. But its 3am and its a perfect time to shamelessly throw ideas to the wind.
@Briccars yeah I'd really like to do something with lava but I just don't know what. It was mostly just an experiment to see what players could do with lava if they could move it, and produced some interesting results. I tend to lean towards realism these days, and lava just isn't useful for much. I'm more tempted to have it cool and harden in the bucket unless it's poured in a clay mold of some sort or poured on the ground to harden. idk. I'm drawing a blank on the lava front.
Would love it if you could craft something with the lava bucket. I was thinking of an lava heated forge that provides infinite but slower heat. And it would cost the lava and the bucket.
Lexingtondavid correct, the spawn rates are pretty low so as to not be overwhelming in larger multi-player games. Plus they're hard to see and behave a lot like foxes (flee first), so unless you step on one while running you're most likely to only see one chasing a hare.
I've rarely if ever found snakes naturally in the wild, all of mine have ever been spawned in from picking up rocks off the ground.
SalazarWindriver Nope, not snakes as near as I can tell. I put a bunch of chickens and snakes together for an extended period and ended up with a couple of dead roosters, but I'm 99% sure that's because the roosters were fighting each other. All of the chickens and chicks remained untouched. That would be consistent with the snake ai - they will seek and attack hares and players only. I also checked crabs and they will only seek and attack players.
I'm betting that this is something from another mod, or a vanilla creature that then left or despawned before you arrived.
What are the conditions for snakes to spawn? just checked on my chickens and found a bunch dead and no foxes in there so I think it was snakes.
Ryan_Thomas 😊
Totally loving the new furrowed land, thank you :)
Splinter1343 Nope. Add it at any time.
Do you need to make a new world for this mod to work?
AzazelSurris go into the Mod Manager and Open Mods Folder. Ensure that there is only one copy of the Primitive Survival mod in there (PrimitiveSurvival3.1.1.zip). Delete any other ones. Then click the Reload Mods button. There should only be one listed in Installed mods. If there is more than one (whether it's enabled or not) the mod will not work.
having a crash on loading a world in SP
Running on 64 bit Windows with 24 GB RAM
Game Version: v1.17.8 (Stable)
12/24/2022 3:28:14 AM: Critical error occurred
Loaded Mods: game@1.17.8, creative@1.17.8, survival@1.17.8
System.Exception: Don't know how to instantiate item of class 'itempelt' 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.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
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()
tested on a world that loads fine without the mod, and on a brand new world
DarkNetNES ❤️
@SpearAndFang Ops! totally my fault, apparently if it has to do with the one you mention, thank you very much for the work with this mod!, the pool of water is very cool and the traps for the fish!
DarkNetNES That looks like the fruit tree crash that people were having with some of the earlier releases of the game itself 1.17, even without mods.
https://github.com/anegostudios/VintageStory-Issues/search?q=BlockEntityFruitTreePart&type=issues
Although this could be because of a mod, especially one that adds or modifies fruit trees. It is very unlikely that Primitive Survival is causing this issue. My best suggestion is to make sure the game is updated (1.17.9) and disable any fruit tree related mods.
First of all thanks for the mod!!!, I've been running into this problem lately;
System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 270
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 203
en Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) en VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:línea 268
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 250
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 236
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 386
en Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) en VintagestoryLib\Client\Model\ClientChunk.cs:línea 422
en Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) en VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:línea 817
en Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) en VintagestoryLib\Client\ClientMain.cs:línea 1138
en Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) en VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:línea 123
en Vintagestory.Client.ScreenManager.Render(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 678
en Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 622
en Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) en VintagestoryLib\Client\ClientPlatform\GameWindow.cs:línea 124
en System.EventHandler`1.Invoke(Object sender, TEventArgs e)
Any idea? i,m check version, but it seems more like a problem of textures or blocks? forced to reset the world?
Just to follow up on xghilliex's issue for anyone reading this - it was a mod version mismatch, so not really a mod issue per se.
xghilliex I can only speculate without seeing some log files (server-main.txt especially, and maybe client-main.txt), but from past experience (1) make sure that only one copy of Primitive Survival is sitting in the mods folders - any older versions need to be removed completely from that folder, even if they are disabled in game...and (2) make sure it's in the same state on the client, and that the client is using the same version as the server.
Unlikely, but also, (3) if you've been mucking with modmaker.exe over the last couple of days, it was doing some strange things that were causing similar breakage.
If none of that helps and that's you asking a similar question over on the VS Discord, maybe post those log files over there (I'm SpearAndFang there too) since they're a little easier to read over there.
Hey! I am an Admin on a community that is running Primitive survival. The mod is loading correctly on our dedicated server and the guide is ingame however, the recipes and the links to them in the guide that's in the handbook are not working. Do you know what could cause something like this to happen? Thanks!
sorry I put this in the wrong comments section :(, but yeah I think that might have been where I was, I was just scrolling down the list of recipes so not 100% at wich point it actually crashed. I do recall seeing that just before though.
Oh lord, is the part-bake crash bug back?
Uhhh.
Krieden Did part-baked sausages crash you?
Krieden Sorry, but I'm just not seeing any coorelation between this mod and that crash. I think you've arrested the wrong suspect.
Sausages are an Expanded Foods thing, and if I had to guess I'd say it's a conflict between XSkills and Expanded Foods. No evidence to go on really, just a hunch. Ima ping l33tmaan on the off chance that he has something to add. Anyways, make sure those two mods are up-to-date, along with A Culinary Artillery and XLib.
Had an odd crash and it looks like its coming from this mod, so just a heads up, here is the crash log. It happened when I opened the the handbook and was scrolling through recipes. I was scrolling though recipes for bushmeat and was looking at the sausages section.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.9 (Stable)
12/12/2022 10:21:43 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.10, buzzwords@1.2.0, cavecontent@1.0.1, primitivesurvival@3.1.0, game@1.17.9, alchemy@1.6.4, expandedfoods@1.6.4, petai@1.5.5, playercorpse@1.5.5, prospectorinfo@4.1.2, roadworks@1.0.9, creative@1.17.9, survival@1.17.9, xlib@0.6.14, xrowboat@0.0.5, feverstonehorses@1.3.9-rc.2, xskills@0.6.14
System.Exception: Can't create itemstack without collectible!
at Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 186
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 926
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 268
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 332
at Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:line 104
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 640
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.HandleXButtonDown(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 582
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 804
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 12/7/2022 7:00:16 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1632951646305068015, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.9.0
P3: 10.0.19044.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\Users\Reed\AppData\Local\Temp\RDR5F00.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5F20.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5F50.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5F8D.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER5FEC.tmp.txt
These files may be available here:
Analysis symbol:
Rechecking for solution: 0
Report Id: 6ba6356f-ca9d-4fb4-b7fe-ff86d9079b17
Report Status: 268435456
Hashed bucket: 1dc75c8e8b60a89926a968dedd6723ef
Cab Guid: 0 }
SpearAndFang Solid enough! Much respect for your creativity all the same :)
Thats great to know!
Dr_Cummies I've already sorted out the "conflicts" between the two mods for the next release. As for full on integration, I'm just not sure how far I'll go with that - I don't use logs/planks for a lot of things so I'm not sure what specifically you had in mind. Also...thanks!
Hi i love this mod and always make it a must for my playthroughs, but is there a way to make this compatible with "wildcraft trees"? some trees dont show there textures and cant be proccessed with items you mod brings.
PastaNipples appreciate the kind words! While your idea is solid, I generally don't tackle random requests unless they give me an immediate OMG YES! vibe. I prefer to be a part of the entire creative process from idea to execution. Unleashing my creativity is the primary reason why I mod, so I'm going to have to let that one slide.
Not saying that my ideas are better, just that they're mine.
Love this mod! Question/possible addition request (if such a place as the comments is appropriate to do so): an item/trap similar in function to the fish basket, baited with worms/berries/etc, with the intent of randomly producing bird feathers from 'wild birds' (unseen but like the fish in the water providing a resource)? Perhaps two tiers, one a simple nest made of dry grass, the next a proper birdhouse, each one having a chance to produce bird eggs in addition/more feathers than the other?
I ask because I highly enjoy this mods designs, and living so far in the North in my current run I haven't found a single bird...but while I can search for beehives, I can't find bird nests to break for feathers! Lacking an option to make flights out of bark/leaves, I figure maybe a trap-nest thingy to occasionally produce feathers is not so unreasonable.
Thank you, and all involved, for the mod!
Fair enough on the no-drops, it's your mod after all. Though it could be an option in the config that's disabled by default... Either way, again, it's your mod. And I'm glad to hear that the new update includes the soil color. :) Hopefully maybe in the future the furrows can be changed to their original height? Depends, I guess, I'm no expert.
Thanks kindly, SpearAndFang :)
PeterSanderson Yup I've already got that on my list. If you're anxious, you could change it here
PrimitiveSurvival3.0.9.zip\assets\primitivesurvival\blocktypes\other\furrowedland.json
It's near the top
"blockageChancePercent": 0.25,
gndrneutralnoun I can get behind the idea of furrows matching farmland and will add that to my to-do list. Terra preta furrows is some serious flex btw. I originally had the model the same height as farmland but it caused some weirdness with water rendering and weird looking ice, so I intentionally raised those models to sort that out. I'm not doing the farmland drops soil compatibility - while that's pretty legit for farmland I feel like there's not enough soil in a furrow to warrant that.
And thanks!
Any way to lower the chance of blockages or making it adjustable in the cfg file? I am finding them a bit overly frequent. If I have to spend too much time clearing blockages, I'll end up having to use the uglier but more efficient water source block, and I would rather avoid that. Keep up the excellent work, otherwise. Looking forward to the above ground irrigation system.
Love the new farmland irrigation system! I have a suggestion, though: I'd like it if the color of the furrowed farmland reflected the soil that was used to make it. I have an abundance of terra preta due to the mods I use and I'd like to make my furrows match my farmland, since I care a bit too much about aesthetics. At least, the block model being level with the height of the farmland would be awesome. Also, if you make it so that the furrowed farmland reflects the soil type, maybe add compatibility for them to drop the soil block if Farmland Drops Soil is installed? Either way, great work again!
Appreciate the kind words. Thanks Tressym ❤️
This continues to be one of my favorite content addition mods for the game, thanks for your hard work! :) ❤️
Got it. Thanks!
I updated the pt-br translation, it's probably complete now with the particulator part (some bits left untranslated because it's links and stuff) and fixed at least one mistake I made on the smoker part. :) Posting on the forums!
Stejer When falling on spikes, the faster an entity is moving the more damage they take, so in theory the answer is yes.
But I'm not sure exactly how acceleration works when falling so I can't say whether or not entities have already reached the maximum fall speed at 3 blocks or not. Aside: colliding with a wall while falling also seems to slow them down (and therefore decrease the damage).
It is by design that you take a small amount of damage when first walking onto a spike block. But if the entire floor was spikes then once you are on the spikes you will no longer take damage. Therefore I personally tend to spread the spikes out a bit down there so that I can safely walk between them and so that entities will eventually walk around enough and die.
Something like that.
question here! when you make a pit trap does the damage increase the deeper it is? like a pit trap 5 blocks deep will do more damage than a 3 blocks deep or is it a set number?
also is there a way to make so you can not take damage if you are not falling into the pit? (i almost died a few times trying to reach boars and sheep that died from the fall) maybe make so if you enter on a horizontal angle in the pit trap you are slower but dont take damage as if you were avoiding the spikes while trying to reach inside it?
those are just some ideas but the priority for me is the first question. thnx
@ SpearAndFang Thank you!
@RATDETECTIVE I'm dumb. There's a couple of ways you could prevent snakes (well anything) from spawning under sticks and rocks. 1. You could modify the modconfig file (see custom mod configuration above) and set WormFoundPercentRock and WormFoundPercentStickFlint to 0.
2. Alternatively, you could delete this patch from the mod: assets/primitivesurvival/patches/ps-rightclickpickupspawn.json
RATDETECTIVE oh well that's a problem - it's hardcoded. Although if you break rocks, sticks, and flint first and then pick them up (left click instead of right click) no snakes will appear...I see lots of people do this so it's not unusual, and you can still get earthworms using the grunting tool instead. Related: I removed snakes from tree hollows in the latest release.
@Veigh It's just some boards and cobblestone. You can look it up in the in-game handbook, right?
can you explain how to build the smoker please? the description doesnt say how it is built
Thanks for the tip on stopping the snake spawn in world. I am still having them spawn under rocks, though. How would I remove that feature?
LadyBlakeHammer It's hardcoded, sorry. Afaik, that 100% moisture level has to come at a cost.
If it's any consolation, I'm focusing all of my efforts on other irrigation methods for the next release!
There some way to change the options of the area of effect of irrigation vessels; trying to start up a proper farm is getting cumbersome with small area effected.
I guess Expanded Foods it is.
Yanazake Thanks again!
"Also, the fish fillet going directly to charred in the firepit seems to be still happening."
I just tested this and they definitely say cooked, not charred, and have the appropriate satiety. I'm not sure what to tell you. Expanded Foods perhaps?
RATDETECTIVE There's two different types of spawnconditions going on there - during worldgen and at runtime. So you might have to also zero out TriesPerChunk-Avg (a little higher in those files) to take care of the worldgen stuff. Even then, some snakes may have already spawned in your world and may need to be removed manually with the /entity remove commands.
wiki.vintagestory.at/index.php/List_of_server_commands#/entity
is there a way to completely disable a creature spawn? like snakes? (for those who are phobic) I changed all values to zero in the "chance" entry in assets\primitivesurvival\entities\land for all four snake variants, but still getting snake spawns : (
SpearAndFang
Posted the partial (95~%) translation in the forums. I'll update it when I get to tackle the particulator text. Hopefully I get some feedback from it.
Also, the fish fillet going directly to charred in the firepit seems to be still happening.
I sent you the files on the discord for PS. Yes I am using English. Thank you for your time and response.
Cofet
There wasn't any serious changes between those versions so I can't imagine what would be causing that other than maybe a problem with one of my language files. Are you using a language other than English?
Otherwise I'm sure that the answer is in your logs\server-main.txt, so if I could get a look at that, either here or on the forums or on the VS Discord.
I am having issues where starting a single player world cannot startup properly with v3.0.7 and crashes VS. When I revert to v3.0.6 there are no issues.
Yanazake I have not tried uploading a file here, so the forum might be easier. Or the official VS Discord will also allow you to upload files easily. And thanks in advance!
SpearAndFang
Thanks, I'll try it when I can. Also one final thing:
I'm working on a PT-BR translation of your mod, how can I send you the language file when it's done? Just post it here or in the forum?
Yanazake you can't breed earthworms yet sorry.
Check under tools above for most of the deets regarding an earthworm grunter. Basically you have the grunter in your offhand, a stick in your other hand, then sneak and click on the ground. Forest floor is ideal but any soil will work, works better with no rain, and if you clear away the grass and whatnot you can see worms pop up from the ground easier. Continue to sneak and look at the ground and you should hear the stick constantly rubbing against the grunting tool. Worms will start to show up around you. It's a lot like panning, you have to keep at it for a while.
Of course it can't be too warm or cold.
I just learned how to use the earthworms and WOW, I need more of them :) Can we breed them somehow?
Also, what does the earthworm grunter do? How can I use it?
Could you add the ability to disable the better stairs addition? idk it just irks me to have two sets of the same stairs which is nitpicky so disregard this if you'd feel it'd be difficult. have a good day!
Viodele - fishing, a lot of fishing - weir traps, fish baskets, and a lot of time and luck.
SpearAndFang, can you tell me how to get Necronomicon, Temporal Relic and relic parts?
@Orden, if I could get my hands on some log files it would be very helpful - I'm most interested in server-main.txt and client-main.txt. This is not a good place to post such things but the forums is good (click the homepage link above), or I am easy to find and PM on the official VS Discord. I know that Particulators have been used successfully on other servers in the past, like Conquest of Blocks.
@Yanazake The irrigation vessel fully waters 2 blocks in every direction excapt diagonal, like this (N=no water, Y=Yes water, O=Irrigation Vessel)
NYYYN
YYYYY
YYOYY
YYYYY
NYYYN
Weir traps and fish baskets have the weird stuff.
Placing the Particulator while online seems to cause other players to crash.
What is the range of the irrigation vessel? Just curious.
Also, I keep finding weird stuff in my weir traps - where else can I find more of that stuff??
Mylith I just wanted to come back and say thanks again!
Your information made the problem easily reproducable, and I was able to at least make the game crash without it pointing to THIS mod as the possible culprit (when it's obviously not). The broken weaponpackbeta mod was perfect for troubleshooting.
Now I just have to release a new version before too many more people report that same error. Hah!
@Axebeard Are you sure about that? A tree hollow can contain 1 to 8 items at one time (so potentially 8 seeds), and during recent testing with the latest version of VS I haven't experienced anything other than that. It's a pretty standard storage container, so if you're getting unlimited items from it then that sounds more like a client/server sync issue.
@Mylith thanks for that yeah. That would be consistent with what both NESHK0 and Neurion reported. Completely unrelated issues with other mods throwing that "PrimitiveSurvival.ModSystem.ItemLinkTool.OnUnloaded" error message. Fun times.
So interesting thing, i had weaponpackbeta installed and it was causing the crash due to not be updated in some time (didnt check that the dev said they were rethinking the whole thing) but the only thing the crash log stated was this mod. It's only after trial and error did i figure out the issue. So if you are crashing and getting the "PrimitiveSurvival.ModSystem.ItemLinkTool.OnUnloaded" theres a good chance its NOT Primitive Survival and actually totally something unrelated. Soon as i removed weaponpackbeta the issue went away.
Does this mod add the Pine tree hollow things? If so, the ones that give seeds are giving unlimited seeds now.
NESHK0, Update: someone else just reported the exact same crash, but it was not related to Primitive Survival. It seemed like the issue for them was that they had two different versions of a completely different mod in their mods folder. Once they deleted one of those, the error went away. I hope that helps.
NESHK0, I tried running that mod with Primitive Survival for a while and it seemed to work fine. Even after exiting and restarting. I also looked at the files in that mod and I don't really see anything that could cause a problem between the two mods. That mod does have some things that could be cleaned up though, as seen in server-main.txt and client-main.txt after using it.
Note: I tested using the newest version of the game and the newest version of both mods.
SpearAndFang , не работает с этим модом mods.vintagestory.at/show/mod/3359
Hmmm. My best guess in that case is either (1) more than one version of the mod installed at once (check both VintageStory/Mods and VintageStoryData/Mods, including sub folders), or (2) you are using an older version of .NET Framerwork. For Windows 10 it should be a non-issue, .NET Framework 4.8 is a part of Windows Updates, for older versions of Windows (i.e. 7 or 8) you may need to install something newer manually (Net Framework 4.7.2 from Microsoft's website). For Linux make sure Mono is updated. Some linux builds (i.e. Arch) simply won't work.
Hopefully that helps.
I was entering the game world then.
NESHK0 thanks for the report, but I don't think I will be able to troubleshoot that without more info. The timing is very strange (on unloaded).
If you could tell me what you were doing when that happened I might be able to help.
Game Version: v1.17.8 (Stable)
16.10.2022 17:10:18: Critical error occurred
Loaded Mods:
System.NullReferenceException: The object reference does not point to an instance of the object.
in PrimitiveSurvival.ModSystem.ItemLinkTool.OnUnloaded(ICoreAPI api)
in Vintagestory.Client.NoObf.ClientMain.Dispose() in VintagestoryLib\Client\ClientMain.cs:line 3021
in Vintagestory.Client.noobf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2942
in Vintagestory.Client.GuiScreenConnectingToServer.onCancel() in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 205
in Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\ UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 293
in Vintagestory.API.Client.GUIElement.onMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GUIElement.cs:line 668
in Vintagestory.API.Client.GuiElementTextButton.onMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 279
in Vintagestory.API.Client.GuiComposer.onMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 439
in GuiScreen.onMouseUp(MouseEvent e) in VintagestoryLib\Client\MainMenu\Screens\Special\GuiScreen.cs:line 206
in Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
in System.EventHandler`1.Invoke(Object sender, TEventArgs e)
in System.EventHandler`1.Invoke(Object sender, TEventArgs e)
in OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:строка 808
in OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
in OpenTK.Platform.Windows.WinGLNative.processEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:строка 1554
in OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 368
in Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
in Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
mods.vintagestory.at/show/mod/3359
@l33tmaan I've added it to my to-do list. Thanks for rhe reminder.
pls add Lantern support
@Bmxbike08 noted, and thanks!
SpearAndFang Love the mod, came to say that something feels off with the LD. It has an extremely small aggro range, otherwise love the sp00ks.
SpearAndFang Noooo not my free knives! D:
@Spigot the knives are coming out of the next release. I've had my fun. If you're anxious you can remove them from the drops section of assets\primitivesurvival\entities\land\crab...json files.
How do you disable crabs dropping flint knives? They seem to have a 100% chance to drop, meaning if you settle near water you start overflowing with the things.
SpearAndFang
yes
@Prawn, I've definitely seen the disappering worm castings issue, but haven't been able to nail down a solution. I believe it has something to do with how quickly one tries to break the block after it transitions, like the worms falling inside of it need some time to settle. I sometimes recommend that people wait 5 seconds before breaking that block. I may just try to sort that out once and for all one day.
MagentaLizard Blue hedgehogs by chance? Gotta go fast. Gotta go fast. Gotta go faster faster faster....
I wish this mod had hedgehogs, hedgehog meat, and hedgehog stew.
Breaking the worm castings block gives nothing. I used a shovel. Any ideas?
Edit: Ok, I think you need to specify that it has to be broken by hand. Turns out, shovels delete the drops. Breaking by hand works, tho!
Hello again @MagGame!
I'm not sure if I can help or not since I don't have a lot of experience with MP servers, but I'd gladly take a look at your log files. I'm SpearAndFang on the official VS discord if you want to PM them to me, or you can follow the Homepage link above and post them on the forum, or follow the Source link and post them on Github. I can tell you that the mod is running on plenty of (120-130) MP servers, so it should work for you too.
Im still having issues with it working on my mp server. When i get time i can supply more info if youd like.
And....fixed. Maybe. Probably.
Got some problems with weir traps, fish baskets, and trotlines in the latest release. I'm working on sorting it out. So sorry!
Thanks for that info Atomika. Much appreciated.
SpearAndFang I was getting the exact same error for a completely different mod, but apparently that got fixed by building the mod with rc-5 github.com/TaskaRaine/Ancient-Tools/issues/48#issuecomment-1213243998
Largely untested but rc.5 friendly release...released!
PRosa600 If you're using the "Fix Handbook Clutter" mod, try disabling it. If you're running VS 1.17.0 rc 5 Primitive Survival will not work for you until I update it. I believe that the "Api Tweak: Avoid mod breakage for 1.16 mods related to shape tesselation" broke my mod...sigh.
Getting a crash when typing the letter 'A' into the creative search bar. Like Therealzephyr
Therealzephyr - thanks for the heads up. This appears to be an rc5 specific issue, and I expect to have a new release out in the next few days to address it.
Getting a crash when typing the letter 'h' into the creative search bar. Looks like an issue with the tree hollow block? but I haven't gone through the whole thing. VS1.17.0rc5 Crash Log - Pastebin.com
Voidseeker not according to the logic.
https://github.com/SpearAndFang/primitive-survival/blob/master/PrimitiveSurvival/PrimitiveSurvival/ModSystem/blockentity/beweirtrap.cs#L302
The more likely scenario is that the fish doesn't escape, and eventually dies in the trap. Then the dead fish eventually breaks down amd disappears, in which case the pond isn't repleted.
It seems like weir trap depletes fish in the pond even when fish escapes it.
SpearAndFang I'm not running xSkills, or anything else that should be interfering with Primitive Survival, though I will admit I've got a fair number of mods installed so I can't be sure. Also annoyingly, I went and removed all other mods, and this stopped happening, but then as I added the other mods back in it never seems to have resumed. I... don't get it. Anyway uh, disregard I guess x)
Thomas_Jefferson Noted. I can address that. Thanks!
Kirona I am not having this isssue, and nobody else has reported anything similar. Are you running another mod that might be causing this, like xSkills perhaps?
I'm playing on 1.16.5 and I'm having an issue with crafting fish into filets - whatever process checks to see if I get fish eggs causes a little lag spike and frequently results in me not even getting the filets, especially if I shift-click to filet multiples of the same fish.
Thanks for the reminder @Verlia
I've just uploaded a new version
SF heads up, mod's borked in 17.5; object is being thrown by an exception, item not found.
The caveman came from Pixabay. pixabay.com/illustrations/prehistoric-man-caveman-5392212/
the caveman on the logo looks pretty familiar, is it from that one primal survival game which disappeared a while ago? i forgot the name of it.
macoto_hino
I saw that, thanks! It was in all the other language files, just not the English one. Must have accidently removed it at some point.
Language files are painfully difficult to keep up-to-date, so I really appreciate your work on this.
@SpearAndFang
Fixed: the steel bucket handle's name is showing as "primitivesurvival:item-buckethandle-steel" instead of the expected "Bucket Handle (Steel)"
I noticed this when I was translating v2.9.5 and forgot to mention that I had taken the liberty of adding it to the Japanese translation.🤣
Released v3.0.2 which is a required update for people using Vintage Story 1.17.pre.4.
Includes some unrelated minor bug fixes.
Ah, that did the trick.
I missed the part that I have to stand behind the pillar and have to click the lower block. Might be a good idea to include that in the block description. :D
Tajin (1) Your endpoints need to be two blocks high (2) When you place the bridge you should be facing both of the endpoints (just like using cordage to make a trotline) (3) you need to click on the lower of the two blocks (4) you need enough pieces of monkey bridge to span the distance between the endpoints.
In the video there is a very quick example of me making a monkey bridge.
And thanks!
I can't get the monkey bridge to work (tried 2 cobblestone pillars 4 blocks appart and also cleared all grass between them)
Could you provide some more information on how it's supposed to be used?
really nice mod aside from that :)
wwwolk Спасибо!
Шикарный мод, просто великолепный. Спасбо авторам!. на 1.65 работает стабильно.
Theisgood Let me just say that you'd have to put some serious effort into having the living dead spawn near your house.
Hey so I don't want any spoilers but at the same time the living dead things, they don't not spawn and appear out of nowhere right?......
I have been looking at it in the hand book and saying to myself
"I really hope it spawns somewhere really specific and not near my home"
Hasn't been implemented. You can though use fish fillets in soups and stews (in place of meat), cook them on a firepit or in the oven, or put them in a pie. Expanded Foods adds other things you can do with them as well.
Question: How do you cure the fish fillets without turning them into jerky strips? Is that just not implemented yet, or is there a bug?
ManaWei Thank you, and thank you for reporting this issue. I have just now fixed it for the next mod release.
Mod Incompatibility with More Piles.
Completely disables the ability to put down a pile of sticks, You might want to fix this as it's a very handy way of storing your sticks, bones and other stuff, definitely in line with Primitive Survival.. Think it's the new use of sticks for Grunting.. I really hope for a fix, I can't live without either mod <3 Amazing Work <3
SpearAndFang absolutely no problem. I know that things that look relatively simple from a player perspective can be anything but simple under the hood. Thanks for looking into things though!
ate0ate gawsh thanks! FWIW, I took a look at Hide and Fabric and what it would take to make that happen, and I'm sorry to say that I'm not willing to do that. Mostly because it would be quite a bit of work with little return on that time investment.
This mod is absolutely fantastic! Thank you so much for your work here SpearAndFang. I have one request, if possible or interested. Compatibility with the mod Hide and Fabric would be awesome. Certainly not a game breaker or anything, but both mods create unique hide drops for various animals and currently when using both mods only the Hide and Fabric ones drop. I'd love to be able to decorate using your mod's hides while also being able to craft the uniqe clothing added by Hide and Fabric. No big deal or anything if that is not feasible and I'm not sure if the suggestion fits better here or on Hide and Fabric's end. Just throwing the thought out there for those that know better than I.
WesCookie l'll give it further consideration. And thank you!
SalazarWindriver If you place a normal shaped stair first, next to where you want your inside corner, the inside corner should recognize the situation so to speak...i.e. click on the ground whiile facing north, then click on the ground just east of that while facing north-east.
For some reason can't get better stairs to convert to the inner corner. It only will go to normal or outer.
I know you're not interested in making smaller mods with all the different features (and I agree, that would be a nightmare to manage), but would you be opposed to -- at some point -- including config options to enable to disable elements of this mod? I love it, but some of the "not-so primative" aren't quite my cup of tea. I understand if it doesn't fit your vision of the mod, its still great either way!
Thanks! Appreciate the kind words.
Keeps getting better. Thanks
Sorry, I have no interest in doing that. It's much easier for me to maintain a single project, and gives me more time to develop new things. I'd be the first to admit that this mod isn't for everyone.
@Shion
Can you maybe separate this mod into a bunch of smaller ones? Would love to have fishing and tree hollows only.
You are doing it right. That's my mistake, and I've already fixed it for the next release (which will be out very soon btw).
Thanks Robin124
My fish fillets directly cook into their charred state in my firepit, skipping their cooked state entirely. Am i doing something wrong?
BoomerBill,
Sorry, I'm not terribly interested in addressing that - i'd almost consider the inaccuracy of the tool models to be a bug in the vanilla game. At least one other mod has addressed your suggestion. I wonder if this isn't something that the "Primitive Tools" modder might be interested in?
After the next release, I've got my sights set on a primitive irrigation system and a Monjolo (water powered hammer), both of which I've had on the back-burner for a long time now.
A small suggestion, but seeing as the models for stone-age tools seem to have some sort of cordage securing the head to the handle, it might be nice to see that reflected in crafting. Perhaps one might be able to knap a flint flake which would essentially be an extremely fragile stone knife with maybe ten to twenty uses so to cut grass and craft it into a cord of some sort? Or perhaps the ability to use a knapped knife blade on its own as a knife with a 25% chance of the player being hurt while using it? Something to that effect.
Thanks RogueRaidenTV, I'll investigate.
Sometimes when taking the book from the stand, client is force removed from server
12:27:50 [Server Event] Player RogueRaidenTV got removed. Reason: Threw an exception at the server
12:27:50 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at PrimitiveSurvival.ModSystem.BETemporalBase.TryTake (Vintagestory.API.Common.IPlayer byPlayer) [0x00007] in <567f89f0a259420b928d1d9aa0e41d66>:0
at PrimitiveSurvival.ModSystem.BETemporalBase.OnInteract (Vintagestory.API.Common.IPlayer byPlayer) [0x00018] in <567f89f0a259420b928d1d9aa0e41d66>:0
at PrimitiveSurvival.ModSystem.BlockTemporalBase.OnBlockInteractStart (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.IPlayer byPlayer, Vintagestory.API.Common.BlockSelection blockSel) [0x00021] in <567f89f0a259420b928d1d9aa0e41d66>:0
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract (_zvHscRNf1gcvjEcaguquReBeqYd packet, Vintagestory.Server.ConnectedClient client) [0x00196] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (_zvHscRNf1gcvjEcaguquReBeqYd packet, Vintagestory.Server.ConnectedClient client) [0x00017] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <6b6988c5e6264e7e8b7a32e875df9528>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in <6b6988c5e6264e7e8b7a32e875df9528>:0
If your friend is rocking Windows 10 they need to install Net Framework 4.8. Should already be installed via Windows Updates, unless Windows Updates is broken.
If they're on an older version of Windows, they'll need to track down and install Net Framework 4.7.2 from Microsoft's website.
If it's linux or some such, idk, sorry.
Hey ! Little problem here, on my server, one of my friends can't connect to the game if I put this mod in. It works fine for all other players.
The error shown on his computer mentions :
"System Exception: Don't know how to instantiate item of class 'itemhide', did you forget to register a mapping?"
Does somebody know a solution for this ?
I have a feature request--some means of hanging a hook vertically in confined spaces. Not for fishing, mind, but for storage.
Consider the following example:

This area's way too tight for the usual trot-line-style fish hook arrangement, but these limb lines just look kind of silly. Ideally, I'd have some way of dangling these hooks from the ceiling, possibly by driving these stakes into a dirt wall and then running a hook off of them.
@lisabet - yes I can do that. I've added it to the to-do list.
@spearandfang would you be willing to change the bone hook recipe to be less formless and more specific? it's conflicting with the petai mod's whistle, which is the knife under the bone in the upper left of the crafting window
@CaveSalamander
Thanks for the advice. This helps greatly.. I'm so acclimated to using crouch mode when using tools and placing items that I perform it habitually. I'll use your advice. ☺️
@SpearAndFang
Thank you for your advice. The message about adding sand or dirt was what confused me since I was crouching each time, I attempted to execute placement of sand or dirt. Thanks for the extra information about the spike trap. I'm glad you mentioned that it attracts wildlife as I was thinking about building more than twenty spike traps in the area needed for a lasting food source. 👍
Thanks CaveSalamander,
I was seeing some conflicts of sorts with this mod and Carry Capacity (as in Carry Capacity was preventing some of my sneak clicking from working), so like a bull in a china shop I went through this mod and removed most of the sneak clicking requirements.
I'm assuming I may have missed something in the documentation/guide/in-game after making those changes.
@lOganmalONE
We had a bit of trouble with this as well because we obviously tried crouch-placing first. You need to not hold down any modifiers, just 'place' as if placing a block.
lOganmalONE,
If you have the hud display thing turned on and are looking at your pit trap cover, I believe it tells you at the top of the screen what to do next. Once the sticks are in sideways, you add three layers of grass and then a block of sand or dirt to finish it.
If you're trying to make a covered pit larger than 2x2, you can actually "weave" sticks into the side of existing sticks (like a criss/cross pattern). You can actually make a covered pit of any size with a little practice.
Also worth noting -, the covered trap is a bit experimental - a completed covered trap DOES become a point of interest (much like a trough full of food) in order to attract animals to it. Therefore, if it's other players you are trying to trap you'll need to somehow prevent animals from reaching the trap.
The video I've posted here does show me quickly assembling a 2x2 pit trap, if that helps.
As much as I'd like to update the handbook guide, because there are so many translated languages it has become quite difficult to effectively do so :(
And thanks!
Adding a layer of dirt or sand to the top isn't working nor it is described well. I had both in my inventory and neither of them cover the Pit Trap, in stead they damage and break the cover repeatedly. Can you explain in detial how place either dirt or sand properly and have it documented in the mods information guide? Thanks for your great work !!!
SpearAndFang,
Probably you are right. I don't have the latest version of Net Framework. In fact, my current OS does not support the latest ones. So, unfortunately, I cannot use your mod. At least, until I'll be able to move to the newer software.
Anyway, thank you for your help and quick response!
Pavel_Haid,
If I'm reading that right, you'll need to update your Net Framework. In Windows 10, it should install .Net Framework 4.8 automatically via Windows Update. For older Windows, you should be able to manually download and install like .Net Framework 4.7.2 from Microsoft's website.
SpearAndFang
I've checked "server-event.txt" and I found the following error message:
28.1.2022 21:26:04 [Error] [primitivesurvival] An exception was thrown when trying to load assembly:
System.IO.FileNotFoundException: Не удалось загрузить файл или сборку "netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51" либо одну из их зависимостей. Не удается найти указанный файл.
Имя файла: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'
в System.ModuleHandle.ResolveType(RuntimeModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
в System.ModuleHandle.ResolveTypeHandleInternal(RuntimeModule module, Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
в System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
в System.Reflection.CustomAttribute.FilterCustomAttributeRecord(CustomAttributeRecord caRecord, MetadataImport scope, Assembly& lastAptcaOkAssembly, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, Object[] attributes, IList derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctor, Boolean& ctorHasParameters, Boolean& isVarArg)
в System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType, Boolean mustBeInheritable, IList derivedAttributes, Boolean isDecoratedTargetSecurityTransparent)
в System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeAssembly assembly, RuntimeType caType)
в System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
в System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
в System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
в Vintagestory.Common.ModContainer.<>c__DisplayClass33_0.<LoadAssembly>b__1(Assembly ass)
в System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
в System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
в System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
в Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader)
Pavel_Haid,
Thanks! I have tested and played this mod extensively in 1.16+. It should work for you just fine. A couple of things:
1. Check your mods folder and ensure that you don't have more than one copy of Primitive Survival in there. That will break it.
2. Ensure you have the latest version of the mod (2.8.0). Older versions will not work with 1.16+
If neither of those help, we probably need to look ar your vintagestorydata\logs\server-main.txt file and possibly even client-main.txt to see what is breaking it.
Hello. First of all thank you for great work. I used to play with this mod on the previous VS version and it was great.
However with update to 1.16.1 version I dont see the content of the mod in the game anymore. I've updated the mod to the latest version and restarted the game. In the game, in the mod list, I also can see the mode enabled. But when I enter the world I see nothing related to the mod content( the simplest example: no additional knapping/pottery resepts ). Besides the Primitive Survival I am running only few QoL mods so there should not be any conflicts. Oh, and I play in singleplayer if it matters.
Is there any stuff I missed and need to check to run the mod on 1.16.1 version?
Thanks Ziver, and for the heads up on the fish fillets - definitely not intentional. I've added it to the to-do list for the next update.
Hello, love the mod so far. But fish fillets in the oven are tiny. Like, the size of 2 pixels tiny. Is this intentional?
That's exactly what I needed, thanks!
Foxxide,
You can definitely make a weir trap in a 3x3 hole, but you would need to use one edge of your hole as one side of the trap - in which case you only need 5 stakes. Fill the hole with water first. The side that will form the M when you click on it should have an empty water block on both sides of it.
Row 1: WWW
Row 2: SXS
Row 3: SWS
W=Water. S= Stake, X = Stake that will become the M
Sneak click might be getting blocked by the Carry Capacity mod, so I changed my mod long ago to no longer require sneaking for anything (although you still can).
heyo, noice mod. I've been reading the guide and trying to make a wier trap and im not having any luck. cant find any like videos on it either. im trying it in creative if that makes a difference. made a 3x3 and filled it with water, stakes on all sides with a water block in the middle, tried shift right clicking and nothing happens
I'm playing vs 1.16 so v2.8.0 I have found a few but my game play tends to be out of the normal from other players. I go overboard with stuff so the piddly stack of worms I found have dwindled, much to my chagrin. It's good to know I can stop searching when winter is in.
Pervy_Sage
No time limit, and that temperature applies to all worms. If the temperature is outside of that range they immediately die.
I'm starting to think that you might not be playing with the latest release of Primitive Survival. I accidently broke earthworm spawning completely in the v2.7.3 release for VS 1.15.10. It was fixed in Primitive Survival v2.8.0, the release for the latest version of Vintage Story (1.16). Had forgotten about that or I would have mentioned it sooner.
SpearAndFang,
Is there a time limit that the stones have to be on the ground to get worms when you place the stones yourself? Also that tempurature requirement is that only for placing my own stones to get worms or is that also for natural placed stones and sticks?
MrBone,
I was thinking about this of late, but another modder (Catasteroid) has been posting some pictures of fur clothing on the VS Discord recently, so I'm going to wait and see where that goes.
Any chance you're going to add primitive fur clothes to this? It's kinda silly that the only option for keeping warm in winter is either buying clothes or lighting a fire. Bone (for needles), twine and furs are plentiful, and it's kinda silly there's no option to make thread from some of the furs.
Plus it would be awesome to be able to go full cave person in this game.
Pervy_Sage
Only soil if I remember correctly, and you must right click pickup the rocks/flint/sticks, not break them. Or in tree hollows. Or you can place rocks on soil and pick them back up, although the odds are much lower. The temperature must be between 0-35c. If the Richer than Dirt mod still works you can pan for them. I'm playing 1.16 and have lots of worms.
Can you get worms from natural placed rocks and sticks on sand and gravel? I've yet to get one after many tries. And either I'm really unlucky but sticks seem to have a lower chance than even normal rocks. I've picked up a lot and over never get a worm from them.
Current version of the mod has a desync error. When taking the fish of the hook that you already have it seems to go both to the stack with the same fish and to another free slot. Yet on server side it goes only to the stack, creating desync of inventory that can lead to lose of items.
SpearAndFang,
Thanks, would it be possible to add a small percentage chance to get them while digging? It makes since but you might have some balance issue of which I'm not aware.
Pervy_Sage,
That's my bad, sorry. That should say sticks. As in naturally occuring sticks laying on the ground (like dirt, mostly). I've updated the documentation.
Hint: More worms can be found under sticks and flint than under other rocks.
So far I've been unable to find worms by right clicking branches. Is it only branchy leaves or all leaves? Does the worm fall to the ground if the leaves are in the air?
Shion,
Can I? Yes. Will I? Probably not. Although I have discussed doing this very thing with others in the past.
Can you add fish-slap animation for a player when holding a fish?
PIBx,
Ahh yes, thanks. There were big changes with Vintage Story and the latest release, hence the newer version of Primitive Survival. As with many mods, people must use the release which matches their game version and ensure that only that one version is installed.
I'm not sure about your server issue though - automatic mod downloading is new to VS 1.16. I've just now updated my version tag for the latest release here on modDB, perhaps that will in some way help with your situation.
Prior to that, people had to manually add mods to both server and client. I would like to think that you have the ability to remove old server side mods via FTP to your server host - if not, you will have to contact your server hosting support.
Of course, it's relatively easy to browse to and remove mods manually from your client machine.
after updating to 1.16 stable my game crashed also when i tried to attach a cordage to a stake.
the problem seems to be that my copy of the plugin was too old. i had v2.7.3 installed. after updating it to v2.8.0 everything went ok and i dont have any more crashes
edit: damn, not everything is ok. i dont have any problems in singleplayer. but if i put the new mod version in my server (the server starts) and try to connect with the game client, i get the following error msg:
Version: v1.16.0 (Stable)11.01.2022 14:17:20: Critical error occurred
System.ArgumentException: An item with the same key has already been added. Key: primitivesurvival
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00196] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
at System.Linq.Enumerable.ToDictionary[TSource,TKey]
...
the reason is, that my game client has stored the old mod version localy and dont overwrite it.
in the directory /home/{user}/.config/VintagestoryData/ModsByServer/{serverurl}/ are all mods which where used by this server. there is the old PrimitiveSurvival2.7.3.zip and also the new PrimitiveSurvival2.8.0.zip.
i can connect if i manually delete the old one.
i dont know if you can do something about that. i think the vintagestory-team has to work on that, right?
DropSudden
I am not having that issue on 1.16.0 (stable) so I'm not sure what's going on there.
The only mod I can think of that might cause that crash is Survival Categories. If you have that mod, I'd recommend removing it as it hasn't been released for 1.16.
Maybe too it's a problem with a language file (if you are not using English).
Otherwise, feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757). You'll find them in your ../VintageStoryData/logs folder.
Takata_Cheroki
I have played my mod extensively with every 1.16.x release (including 1.16.0 stable just now), and cannot recreate any of the issues you are having.
If I had to guess, I'd say that you have two different versions of Primitive Survival sitting in your mods folder.
Look in your ../VintageStoryData/mods folder. Everything in there should either be a zip file or maybe a dll or 3...no folders, no duplicates, no backups, no unzipped mods, no older mods or unused mods tucked away in there for safekeeping. If everything looks good, please feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757). You'll find them in your ../VintageStoryData/logs folder.
Issue with crashing on 1.16.0 (stable) when trying to attach cord to a stake to make a limb-line/trot-line for fishing
EDIT: Also crashes when trying to make a weir trap, and when trying to place a fish basket.
Basically all attempts at fishing cause the whole game to crash.
EDIT 2: Game crashes when attempting to place any kind of trap, including deadfalls and snares.
Issue with crashing on 1.16.0 (stable) when in creative, opeing the inventory, and clicking the primitive tab.
There's nothing linking that mod to Primitive Survival on my end, but I would like to think that the two mods can at least coexist without issue.
Just wondering is there compatilibility with the Ancient Tools mod? mods.vintagestory.at/ancienttools#showchangelog
I've added more game version tags and a friendly url, maybe it works now? I'm not sure what is preventing it from automatically downloading.
Anyone else having issues with this mod automatically downloading with a 1.16 server? All other mods are distributed fine but this says it doesnt exsist.
Crabs drop knives, pffffft. XP
New release just dropped for all you trailblazers. Check the Changelog for details. Enjoy!
Appreciated Anyone! I've got a release for 1.16 basically ready for release...just need to figure out why the crab/snake spawning mostly stopped working. Expect something in 7 days or less.
I'm playing on pre.8 (I know it's probably not at all compatible) & I keep getting crashes when I look at tree hollows. Just thought I'd let you know. Cool mod though.
Just a brief update after some testing with 1.15.10
Confirmed - The earthworm is NOT spawning under sticks/flint/rocks - will be fixed for the next release - thanks GrishkoJiggers!
Confirmed - The monkey bridge IS working @RSilience. My next best guess is that something next to an endpoint or between the endpoints is preventing the placement - try clearing snow, grass, vines etc.
Cheers! (Great mod btw-- my friends all love it too).
Thanks, I'll see if I can reproduce that weirdness and with any luck come up with a solution.
On v1.15.10, I found a compatibility issue with XSkills/XLib that makes worms not spawn when picking up stones/branches. I'll do a little bit of searching to see if I can't fix it, but I'm also very dumb.
I skipped 1.15.10 but it should work just fine You click on the bottom of the two blocks. But you need several pieces of monkey bridge, like 1 for every block in distance between the two endpoints (if you've ever set up a trotline, the procedure is the same), so maybe that's the problem?
I'm unable to create a monkey bridge between 2 points :(. Is it because i'm using 1.15.10?
I tried between 2 logs that where at least 2 blocks high and about 4 blocks apart. also tried a longer on. It's supposed to connect by right clicking right?
With kind regards,
RS
Primitive Survival 2.7.3 released.
Another minor release to tidy up some relatively minor issues:
- Updated: Russian translation - thanks ZigTheHedge
- Fixed: broken fireworks recipes (Fountain, Beenade) - thanks to players on Dragoness' Twitch stream for bringing it to my attention
- Fixed: Modinfo dependencies - thanks DArkHekRoMaNT
- Fixed: snake and crab meat pies naming/textures - thanks Papa Cheese
- Tweak: decreased crabmeat drops a bit
- Tweak: decreased spawn rates, decreased spawn quantities, added many more spawn conditions for crabs and snakes - thanks Vallen
Server Moderators: If the spawn rates are STILL too high for crabs and snakes, my next best suggestion is to edit some files inside the zip file. Look in the folder assets\primitivesurvival\entities\land and decrease the "chance" entry (the very last entry) in one or more of the following files:
Bairdi Crab (crab-bairdicrab.json)
Land Crab (crab-landcrab.json)
Black Rat Snake (snake-blackrat.json)
Chain Viper (snake-chainviper.json)
Coachwhip Snake (snake-coachwhip.json)
Pit Viper (snake-pitviper.json)
I'm guessing that you should divide the current chance by the number of people that typically play on that server and use that number.
I just tried mucking with trotlines and everything seemed fine. If you're running Vintage Story v1.15.10 (the version released yesterday), that is likely what's causing the problem.
Other than that, since nobody else has reported a similar problem (and the trotline hasn't changed in a long time), I'd look first at your VintageStoryData/mods folder. Everything in there should either be a zip file or maybe a dll or 3...no folders, no duplicates, no backups, no unzipped mods, no older mods or unused mods tucked away in there for safekeeping. You could also try reinstalling Vintage Story 1.15.9 (always use the FULL installer).
If you're using multiplayer, make sure everyone is using the same version of Vintage Story and Primitive Survival, and NOT Vintage Story 1.15.10.
If none of the info above is helpful, then feel free to share your server-main.txt and client-main.txt logs here, on the forums (click on the "homepage" link above), or via Discord (SpearAndFang#6757).
For whatever reasons whenever I got to interact with a trotline or anything when trying to fish it instantly crashes the game for me. I have the logs as well if I need to provide them.
Hi Vallen!
I believe that your assessment of the situation is spot on. As these are my first worldgen/runtime mobs, I'm having all kinds of problems managing spawn locations and frequency, and continue to struggle to find magic numbers that work well in both singleplayer and multiplayer. I will definitely take a shot at making the spawn rates easily configurable - this would help for sure.
And thanks for the kind words!
Vallen
Heya SpearAndFang,
I recognize that mob spawns are a tricky thing. I'm on v2.7.2 on a server. In the desert we have a large quantity of crabs and snakes spawning. By this I mean I can see 7-8 snakes from my base at any time and are seeing about the same in crabs any time we approach a water source. Are you considering adding a config option for those mob spawns (if that's even doable)? I realize this may be completely different for single player and in another biome as well but I thought I'd at least report these findings in hopes that they are useful. Thanks again for the great mod. We <3 you.
-Vallen
Glad to hear it Verlia, thanks for the follow up. 😀
Thanks SF for upping their rate a little <3 I finally see crabs and noodles here and there. <3 Makes my heart warm :3
Correct "dependencies" and in modinfo.json SpearAndFang
Agreed. I revisited those spawn parameters and they should be functional again. Thanks!
I've also added tree hollows - Natures treasure chest - they appear at the base or side of many types of trees, and much like resin, are occasionally replenished. Or chop them down and use them as a chest at your base.
New release...released.
Since the last update when their spawn rate was tuned down, I haven't seen a single snake or crab. :/ I've been in a lot of environments, do they have a real particular liking? I always hope to see noodles in the least, maybe a crab here and there. But none. :/
I've moved on to other things, but if you would like to improve them they can be found in assets\primitivesurvival\shapes\entity\land and can be edited with Vintage Story Model Creator
Please fix snake's movement, they are really like walking dance xDD.
New release: v2.7.1
Updated Russian translation - courtesy of ZigTheHedge. Amazing, thanks Zig!
I've made a number of changes to snakes/crabs to hopefully address most all of the feedback I've gotten so far.
- Turned up the minimum spawn temperatures for crabs and snakes, to make it much less likely that they spawn in winter.
- Set the max spawn light level to hopefully prevent these same entities from spawning in animal stalls.
- Halved the overall spawn level of these new entities. Along with the temperature and light level changes, this should help.
Thanks all! Appreciate the kind words!
Is there a way to reduce the amount of Snakes and Crabs spawning? I am running this on an Server and we have around 10 snakes per chunk which doesn't feel intended. Well there are too many snakes and i can't find anything in the configs (or maybe i'm just blind) to reduce the spawn amount
I just updated the mod. There are a few pretty nice additions. But apparently the "never hostile" setting does not affect crabs and snakes. If possible please update so that "never hostile" applies to added animals or add a "damage points" setting to the config file, which can be set to "0".
I got literally chopped in pieces by a crab hidden in deep snow (I did not expect a crab during winter, -8°C does not feel like a crab friendly weather condition ❄️ )... Soon after that, my chickens were "attacked" by a chainviper. None of my chickens died, so I wonder: Are snakes predators like foxes or wolves?? Do I have to remove grass blocks in my pen in order to prevent snakes to spawn?
Love the new update. Especially the animals. Id like to see Birds, Frogs, and Turtles added.
Please consider making this interact with the "Omniummod" mod, which has Oceans and actual Fish swimmiing in the waters.
Four different noodles to be precise, and none of the pool variety. Thanks for the update on your issue.
Hey Spear&Fang, sorry, turned out the server owner didn't have the mod installed, lel. Love the new video/update! Is that - A NOODLE?! xD
Should be fine - I've been using it aok, but I haven't tested every individual block/item yet. If it's not even loading, you'll want to check and remove previous versions of the mod, and you might even try deleting VintageStoryData-ModConfig-PrimitiveSurvival.json, although I doubt that that's the problem. I might even recommend doing a full install of 1.15.7 rather than an upgrade - I've always gone the full install route.
Hey Spear&Fang, is the mod up to date to be played on 15.7? I've it installed but doesn't seem to be working.
A number of artifacts will show up in fish baskets and weir traps - you can place a temporal relic on the ground and then add additional pieces to it (like a small jigsaw puzzle). One such completed puzzle will open the necronomicon to reveal one of two ways to complete an altar (using the same temporal relic as a starting point). An activated altar is dangerous but rewarding.
What is this "Necronomicon"?
Hmmm. Not sure what the problem is exactly. I rather arbitrarily threw that one on the end because of a bug in this ModDB website. The mod itself is definitely 2.6.21.
Maybe for whatever reason it's looking at the filename of the zip file? If so, just rename it in your mods folder (add the one). While you're in there make sure you don't have some other version of Primitive Survival kicking around.
Hi there - I just did a fresh download this morning, but the server I am attempting to connect to keeps asking for version 2.6.21.
Everytime I try to place bait on a trap, it crashes the game.
Done.
Apparently some folks just know what this is.
But for the rest of us a short description of what it is or what it does would be nice.
Thanks so much.
found this just as i began to look for it, thanks!
extremely good mod, unironically