v0.8.17
v0.8.17
-improved some survival experience loss code -added a max experience loss setting -tried to fix another fruit press related issue ... again (can't reproduce this one so i am just guessing here) -quenching only gives quality now if the temperature is lower than 1050° to implement a cap -reworked the luminiferous ability. It should work in multiplayer now. -reworked how the scrap detector and scrap specialist abilities work to work better with panning related abilities -(panning related abilities are not released yet)
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5536 |
Mar 18th at 10:10 AM |
Show |
xskills_v0.8.17.zip |
Install now |
v0.8.16
v0.8.16
-catchable animals will now show that they are catchable -moved some animal husbandry related code -added support for more animals -Saguaro cacti are now considered berry bushes -reworked metal recovery ability -all smithed items that can have more than 1 durability can now have quality even if no quality type is specified -The patcher for entities is no longer a separate mod system. -The patcher can now add behaviors to the client. -The XSkillsAnimal behavior now inherits from the XSkillsEntity behavior. So entities only need one of them. But killing entities only gives experience for combat or husbandry skill now. -fixed a crash that can occur when you put some items into a fruit press -fixed a crash that could occur if you have animals in a cage that no longer exists (e.g. if you have removed a mod that added animals)
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5885 |
Mar 9th at 10:39 PM |
Show |
xskills_v0.8.16.zip |
Install now |
v0.8.15
v0.8.15
-the cat eyes ability should react less sensitive when players with light sources are nearby -directly forged wearable items will now count as forged armor -added compatibility for more wildcraft berries -added a note in the handbook for lime and salt that you require the desalinate ability to create it with cooking. -the dilution ability does no longer work for glue to prevent loops -improved fruit press behavior a little bit -fixed an exploit with mixing bowls -fixed a conflict with the brain freeze mod (and maybe other mods that add transition states) that could result in invalid quality values for liquids (and resulting meals) that caused crashes when consumed -fixed harmony patches are applied twice to ovens if you have ACA installed -various fixes in german translation (thanks to YRNK on github)
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8487 |
Feb 27th at 4:27 PM |
Show |
xskills_v0.8.15.zip |
Install now |
v0.8.14
v0.8.14
-heating up items now reduces their quality to prevent infinite quality exploits -fixed an issue with pickaxes that are unloaded before the PickaxeBehavior was initialized -fixed an issue with troughs
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12571 |
Feb 12th at 9:35 AM |
Show |
xskills_v0.8.14.zip |
Install now |
v0.8.13
v0.8.13
-improved some husbandry related code -adjusted default values for meatshield ability -Items that have "head" in their name can now get quality from smithing even if these items have no quality type specified since most of these items are toolheads or weapon heads. -some smeltable items might return less metal to prevent duplication exploits -added support for Decor Bazaar? -updated spanish localization -updated polish localization -fixed some husbandry related tooltips -fixed an error that can occur if you use a pickaxe with more than 2 toolmodes -everlasting charcoal should no longer produce an error message -fixed an issue with modded projectiles that are not from the combat overhaul mod -fixed an endless loop issue that could occur in the ability for the survival skill that you can learn with a book -also improved the handling of the ability. it should be more accurate now -fixed an incompatibility with version 1.20.4-rc.4 of the game -the dilution ability should work better if you cook multiple items at once
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1126 |
Feb 10th at 9:37 PM |
Show |
xskills_v0.8.13.zip |
Install now |
v0.8.12
v0.8.12
-added compatibility with ancient armory -reworked pickaxe tool modes to work better with other mods -moved class exp multiplier to json files -fixed a bug causing low quality for cooked items if you cook multiple items at once and don't have the dilution ability -fixed some paths for wildcraft patches
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11346 |
Feb 2nd at 5:52 PM |
Show |
xskills_v0.8.12.zip |
Install now |
v0.8.11
v0.8.11
-added compatibility for alchemy flasks -added support for wildcrafts thin trunks -weapons from the armory mod can now have quality -if you open the inventory of a fire pit you will now become the owner immediately -I hope this will fix some issues in multiplayer -reworked how quality works for the blacksmith ability -it should now be less random -you can now quench your items to increase durability -reduced default values for the shovelknight ability -added some missing localisation entries -warmth from wearable items can now benefit from quality -adjusted some calculations for the fruit press so that you can always reach 10 litres -fixed a fast potter related bug -fixed a division by zero error that occured when you are using the iron fist or monk abilities with no armor equipped at all -fixed inverted values for salty backpack
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7445 |
Jan 28th at 2:32 PM |
Show |
xskills_v0.8.11.zip |
Install now |
v0.8.10
v0.8.10
-moved pickaxe related code to a collectible behavior -removed some cooking related obsolete code -Reworked the "desalinate" ability. It now works with different kinds of water. It now uses the cooking mechanic that was introduced for glue.
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7250 |
Jan 22nd at 10:24 PM |
Show |
xskills_v0.8.10.zip |
Install now |
v0.8.9
v0.8.9
-reworked the salty backpack ability. it also affects the hotbar now. -reworked strong backs backpack integration -added support for bricklayers bowls, pots and mugs -added compatibility with from golden combs -you can now get unlearn points from jugs -geologist ability now shows the coordinate distance between the broken block and the ore it found (was the coordinate distance between the player and the ore it found before) -added support for the combat overhaul mod -also improved projectile handling -added drunken master ability (you can now use the power of alcoholism to defeat your enemies) -added a hidden ability -fixed an issue with the CollectibleObject.tryEatStop method patch that could cause crashes with other mods -fixed an issue with bombs -fixed a crash that can occur when mortally wounded animals die
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5298 |
Jan 18th at 2:07 PM |
Show |
xskills_v0.8.9.zip |
Install now |
v0.8.9-rc.2
v0.8.9-rc.2
-updated some file path for unlearn points
-added some compatibility with other mods for unlearn points
-added compatibility with chiseledfirepit from mod ChiselTools
-the gatherer ability can now benefit all drops instead of just the first one
-fixed a crash that occurred while using the geologist ability
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3795 |
Jan 9th at 11:50 AM |
Show |
xskills_v0.8.9-rc.2.zip |
Install now |
v0.8.9-rc.1
v0.8.9-rc.1
-adjusted the code to game version 1.20 -added support for beehive kilns -the Metalworking.UpdateBits method should now work for more recipes -farming exp will now be calculated to make it easier to add new crops -you can still add a specific amount of experience to a crop -updated wildcraft compatibility -added Mycodiversity compatibility -updated patches for farming and forestry -tried to add compatibility (quality) for swordz weapons, but can't test all of the stuff -split XSkillsClayBehavior into XSkillsClayBehavior and XSkillsPeatBehavior -clay related abilities should now work better with other mods -added some support for the butchering mod
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867 |
Jan 7th at 10:05 PM |
Show |
xskills_v0.8.9-rc.1.zip |
Install now |
v0.8.8
v0.8.8
-Added support for swordz pickaxes. -Updated polish translation by Gerard_. -Added pt-br language by ForeverGood023 -the tanner ability now rounds the resulting litres to full litres -tanner ability now works with more leather related recipes -added a new (hidden) ability to the combat skill to test a (new) feature -you can now find more books in ruins hopefully -the Bright Harvests ability can also increase the range of the affected tools when necessary -fixed tanner ability not working -fixed a calculation issue for the long life ability
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26183 |
Jul 15th 2024 at 7:20 PM |
Show |
xskills_v0.8.8.zip |
Install now |
v0.8.7
v0.8.7
-Picking up straw dummies should no longer crash the game. -Updated russian translation. -Adjusted some temporal stability related calculations.
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5419 |
Jun 11th 2024 at 10:13 AM |
Show |
xskills_v0.8.7.zip |
Install now |
v0.8.7-pre.1
v0.8.7-pre.1
-Hopefully fixed a crash that could happen on multiplayer servers when a player takes damage.
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1097 |
Jun 7th 2024 at 12:34 PM |
Show |
xskills_v0.8.7-pre.1.zip |
Install now |
v0.8.6
v0.8.6
-the demeter's bless ability can only affect grown plants now -fixed a compatibility issue with the player corpse mod
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592 |
Jun 5th 2024 at 10:13 PM |
Show |
xskills_v0.8.6.zip |
Install now |
v0.8.5
v0.8.5
-Added support for chisel tool ovens. -The looter ability can now affect entities that drop items directly. This may conflict with other mods that also override EntityBehavior.GetDrops. -Hopefully fixed an issue with panning drops. Should log a warning now. -Added a configuration that allows you to toggle through different modes for the cat eyes ability. -The cat eyes ability should now react to more dynamic lights. -Updated russian translation by Just_Rod. -Some items can no longer benefit from the dilution ability. -some minor fixes
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2375 |
May 29th 2024 at 9:00 PM |
Show |
xskills_v0.8.5.zip |
Install now |
v0.8.5-pre.1
v0.8.5-pre.1
-maybe fixed some issues with fruit presses (I know why I hadn't implemented exp for fruit presses) -added Czech translation by DejFidOFF
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9392 |
Apr 18th 2024 at 2:17 PM |
Show |
xskills_v0.8.5-pre.1.zip |
Install now |
v0.8.4
v0.8.4
-fixed some broken patches
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1468 |
Apr 15th 2024 at 6:51 PM |
Show |
xskills_v0.8.4.zip |
Install now |
v0.8.3
v0.8.3
-traders can now sell skill books -added a metalworking configuration that brings back the finishing touch exploit -fixed an issue with mold tooltips when no metal is inside of the mold -hopefully fixed an issue causing sparring mode not working for the survival skill -removed a hard coded limitation for the strong back ability -you can now configure the amount of experience you get for cooking -you can now get cooking experience for pressing fruits -the shovel knight damage multiplier is now configurable -reworked the nudist ability to reduce conflicts with other mods -fixed Dilution ability not working for baking
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227 |
Apr 15th 2024 at 2:53 PM |
Show |
xskills_v0.8.3.zip |
Install now |
v0.8.2
v0.8.2
-you can no longer use veinminer if you have not enough saturation -the geologist ability now shows the position relative to the player -removed old skill books -fixed: the vein miner ability no longer breaks the first block twice -fixed another issue when consuming some meals
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2526 |
Apr 3rd 2024 at 2:51 PM |
Show |
xskills_v0.8.2.zip |
Install now |
v0.8.1
v0.8.1
-some patches now use the new addmerge operation for json patching -fixed a crash that can occur when consuming meals with unknown food category -fixed hoe base mode with primitive survival and xskills
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1613 |
Mar 27th 2024 at 6:00 PM |
Show |
xskills_v0.8.1.zip |
Install now |
v0.8.0
v0.8.0
-added support for deers, goats and mooses -straw dummies are now affected by combat abilities -added some more information to the smelter ability because people keep asking why it does not work -I hope it is now more clear in what cases the ability works -primitive survival and xskills hoes should now work together -the inventory switch now has a configurable cooldown to prevent a weapon switch exploit -the master smith ability now has a spread range. you can increase this value in the configuration files to get the old ability variant -hopefully fixed an issues that was causing the mod to try to save some data twice -fixed an issue that increased the probability of the finishing touch ability to trigger if the metal works lacks voxels instead of prohibit it to trigger -fixed exploits that allowed you to farm huge amount of experience with reinforced blocks -fixed foxes
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774 |
Mar 25th 2024 at 2:01 PM |
Show |
xskills_v0.8.0.zip |
Install now |
v0.8.0-rc.2
v0.8.0-rc.2
-reworked how the happy meal ability works -should finally fix issues with mushrooms in recipes -fixed a crash that was caused by the saturated: health effect -fixed some minor issues -updated japanese translation -updated spanish translation
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1745 |
Mar 17th 2024 at 8:01 PM |
Show |
xskills_v0.8.0-rc.2.zip |
Install now |
v0.8.0-rc.1
v0.8.0-rc.1
-charring items in an oven now give a small amount of experience if it is the first backing stage -abilities are now applied correctly while cooking non liquid items in a saucepan -reworked the ontheroads ability, it no longer needs a harmony patch to work and it is now updated less often -you can now get a decimal number of unlearn points -changed how many unlearn points you get from alcohol -more processed alcohol now gives you more points -hopefully fixed an issue with the quality calculation for mixing bowls which allowed players to get infinite quality -gears in the strong back inventory are no longer count twice when trading with traders -fixed an issue that could occur when running the .charsel command -fixed an issue with some mushrooms in recipes
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1305 |
Mar 10th 2024 at 10:49 PM |
Show |
xskills_v0.8.0-rc.1.zip |
Install now |
v0.7.5
v0.7.5
-added compatibility with the wildcraft mod (farming experience, gatherer and careful hands abilities) -extensive farming now also affects watering cans -repairing items no longer has as much influence on quality -adjusted some cooking code for expanded foods sauce pan -added unlearn points to some modded alcoholic drinks that were missing -made some adjustments to some experience calculations -rebalanced crops farming experience -casting ingots now gives a small amount of metalworking experience -breaking charcoal now gives experience for each layer -fixed metal scales not influencing quality
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25857 |
Jul 6th 2023 at 6:38 PM |
Show |
xskills_v0.7.5.zip |
Install now |
v0.7.4
v0.7.4
-You can now find some ancient knowledge in the world -Added compatibility with the stone bake oven mod -Reworked how some cooking abilities and exp calculation worked to work better with expanded foods -You can now use the middle mouse button in creative mode to copy cages with the animal inside -Updated ukrainian localisation -fixed an issue with soil blocks on some maps
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4560 |
Jun 19th 2023 at 11:05 PM |
Show |
xskills_v0.7.4.zip |
Install now |
v0.7.3
v0.7.3
-updated japanese localisation -fixed a crash when looking at some items in the handbook
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3473 |
Jun 1st 2023 at 9:42 PM |
Show |
xskills_v0.7.3.zip |
Install now |
v0.7.2
v0.7.2
-harvesting fruits from trees now gives farming experience -prospecting pickaxes can no longer trigger the tunnel digger ability -paxels should now work with durability abilities and speed modifier abilities -adjusted some clayforming code -reworked the calculation for crafting with quality -small updatedes to japanese and german localisation -added diver ability -fixed a typo in german translation -fixed an issue with projectile weapons -fixed a crash when breaking pumpkin vines with the composting ability
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423 |
Jun 1st 2023 at 1:30 PM |
Show |
xskills_v0.7.2.zip |
Install now |
v0.7.1
v0.7.1
-thrown spears now benefit from the spearman ability -killing the boss should now give experience. I can't test this because I suck at figting. -fixed a crash that occurred when your tool breaks while you use the tunnel digger ability -fixed some patches for minor animals -hopefully fixed: -an issue with breaking stone blocks that could cause a crash -an issue with farmland blocks and primitive survival worms -an issue with harmony patches that could cause some abilities to not work correctly after leaving and joining a world
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3932 |
May 3rd 2023 at 7:18 PM |
Show |
xskills_v0.7.1.zip |
Install now |
v0.7.0
v0.7.0
- updated japanese translation - fixed a crash that could occur while cooking
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2029 |
Apr 25th 2023 at 8:43 PM |
Show |
xskills_v0.7.0.zip |
Install now |
v0.7.0-pre.5
v0.7.0-pre.5
-added the skill book item -you can set the attributes "skill" and "experience" to create a book that grants a specific amount of experience for a specific skill -added egg timer ability to the cooking skill -added juicer ability to the cooking skill -added sense of time ability to the metalworking skill -reworked the recycler ability -cracked rock can now benefit from mining abilities
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2512 |
Apr 5th 2023 at 12:24 PM |
Show |
xskills_v0.7.0-pre.5.zip |
Install now |
v0.7.0-pre.4
v0.7.0-pre.4
-Salty Backback now works with Strong Back slots
-fixed a client crash when breaking coal blocks on servers
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666 |
Mar 23rd 2023 at 9:05 PM |
Show |
xskills_v0.7.0-pre.4.zip |
Install now |
v0.7.0-pre.3
v0.7.0-pre.3
-slings now benefit from the archer ability -changed the recipe of the cage -the BlockLayeredSlowDig class should now call the OnLoaded methods from Behaviors which fixes a crash when breaking coal piles
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485 |
Mar 20th 2023 at 1:50 PM |
Show |
xskills_v0.7.0-pre.3.zip |
Install now |
v0.7.0-pre.2
v0.7.0-pre.2
-updated to base game version 1.18 -rewroked crop drop abilities to work better with other mods
-prospecting picks no longer trigger vein miner -reworked the bonebreaker ability because carcasses now drop bones in the base game -updated ukrainian translation -updated japanese translation
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594 |
Mar 14th 2023 at 2:52 PM |
Show |
xskills_v0.7.0-pre.2.zip |
Install now |
v0.7.0-pre.1
v0.7.0-pre.1
-added spanish translation by Voragine -added ukrainian translation by Sp0wN -strongspiritportion, strongwine, potentspiritportion, potentwine from expandedfoods can now give unlearn points
-added steeplechaser ability to the survival skill -added healer ability to the survival skill -added vein miner ability to the mining skill -added tunnel digger ability to the mining skill -added grafter ability to the forestry skill -added orchardist ability to the farming skill
-fixed an issue with metalbits that can occur when other mods add new metals -fixed an issue with the smelter ability when filling molds that don't need a multiple of 100 liquid metal -it is no longer possible to cook meals with an output quantity of 0 which would cause infinite server crashes -slightly changed how the mod handels paths, hopefully that fixes some issues with linux servers -added some debug information to file loading and saving for debugging
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1220 |
Mar 7th 2023 at 3:56 PM |
Show |
xskills_v0.7.0-pre.1.zip |
Install now |
v0.6.14
v0.6.14
-digging up forest floor and muddy gravel will now give digging experience -the metal recovery ability should now give you blister steel bits when smithing steel items -reworked cooking related stuff -reworked how the mod handles the cooking pot/oven/mixing bowl owner and no longer needs to replace the inventory classes -removed some old salt related code (you can no longer take salt out of cooking pots) -finally found and hopefully fixed a bug causing the cooking system to break after some time (was especially noticeable on servers) -firepit gui should now work correct with modified cooking times -the duration of the well rested ability now scales slightly different, it now reaches its maximum duration if you slept for 8 hours
-Sickles and Scythes can now profit from the tool mastery ability and your farming skill -Saws can now profit from the tool mastery ability and your forestry skill -Knives can now profit from the tool mastery ability and your husbandry skill
-fixed broken cage recipe -fixed metalbit recipes not being modified properly on the client side
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5639 |
Dec 7th 2022 at 9:17 PM |
Show |
xskills_v0.6.14.zip |
Install now |
v0.6.13
v0.6.13
-fixed an error that occurred in game version 1.16.5 in the dynamic behaviour creation for the hunting skill -fixed: Smelting recipes of items can no longer result in 0 ingots being created. -the abilities strongback / soulbound bag should now work fine with the player corpse mod -reworked how 'desalinate' works because it always caused confusion how you get the salt out of the pot -Now the salt will be put into the firepit output slot and the pot is being put back into the input slot -reworked the cage from the catcher ability -you should now be able to see the animal inside the cage -this only works for new captured animals -i hope the old ones do not break the game. tell me if they do
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3616 |
Oct 7th 2022 at 1:27 PM |
Show |
xskills_v0.6.13.zip |
Install now |
v0.6.12
v0.6.12
-adjusted the code to the new version of expanded foods -fixed: durability not being affected by quality
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1588 |
Sep 21st 2022 at 1:48 PM |
Show |
xskills_v0.6.12.zip |
Install now |
v0.6.11
v0.6.11
fixed a crash that can occur when you have hoes selected and log into a world
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1002 |
Sep 16th 2022 at 10:30 AM |
Show |
xskills_v0.6.11.zip |
Install now |
v0.6.10
v0.6.10
fixed a crash that can occur when you have seeds selected and log into a world added behaviors for combat and husbandry to bears
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886 |
Sep 11th 2022 at 10:53 PM |
Show |
xskills_v0.6.10.zip |
Install now |
v0.6.10-rc.2
v0.6.10-rc.2
-fixed an issue with the strongback inventory -fixed an issue with localisation strings on multiplayer
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1397 |
Aug 25th 2022 at 12:45 PM |
Show |
xskills_v0.6.10-rc.2.zip |
Install now |
v0.6.10-rc.1
v0.6.10-rc.1
just an update to make the mod work with 1.17.0-rc.5 without crashing immediately
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411 |
Aug 23rd 2022 at 11:37 AM |
Show |
xskills_v0.6.10-rc.1.zip |
Install now |
v0.6.9
v0.6.9
- the XP auto generation for some entities should work better now (it should now work for the outlaw mod) -the system can now take into account multiple defined melee attacks -for male versions of mobs it is now checked whether a female one exists that can multiply, so also males can be acknowledged as animals for the husbandry skill
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2172 |
Jun 28th 2022 at 6:21 PM |
Show |
xskills_v0.6.9.zip |
Install now |
v0.6.9-rc.2
v0.6.9-rc.2
-the mod can now automatically add behaviors for the combat and husbandry skills to entities -the experience will be calculated based on the entities health and damage
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1479 |
Jun 8th 2022 at 10:14 AM |
Show |
xskills_v0.6.9-rc.2.zip |
Install now |
v0.6.9-rc.1
v0.6.9-rc.1
-harmony patches are now applied much later when clients connect to a server -pottery related harmony patches are no longer apllied if the pottery skill is disabled -this also works for some specific abilities -reworked some of the pottery stuff -the BlockEntityClayForm.OnUseOver method is now longer overwritten but uses transpilers now -improved the handling of the inspiration ability -updated french translation -added japanese translation -added a new value to the cat eyes ability. it regulates the adaptation time in milliseconds -the geologist ability now shows the coordinates at which it was applied -fixed some blocks not being destroyed by bombs -fixed bloomery expert immediately putting back some items into the bloomery -fixed an issue with liquid only recipes(should fix the desaltinate issue) -fixed not beeing able to take salt out of ground storage -fixed an issue with expanded foods mixing bowls
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1048 |
May 28th 2022 at 11:25 PM |
Show |
xskills_v0.6.9-rc.1.zip |
Install now |
v0.6.8
v0.6.8
-added french translation by Cendar -the geologist info text is now always printed into the info section of the chat -improved handling of the "strong back" inventory slots -shift click should now work a little bit more like expected -fixed mushrooms not being cookable -fixed a bug with ground storage and items with quality -the quality of all items in the stack is now the average quality of all items -fixed getting to many ores from blowing up ores with bombs
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4262 |
Jan 25th 2022 at 4:35 PM |
Show |
xskills_v0.6.8.zip |
Install now |
v0.6.7
v0.6.7
-fixed not getting experience for the survival skill -hopefully fixed an issue with the firepit block entity this time. i am still not able to reproduce it so i can't really test it.
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1662 |
Jan 18th 2022 at 1:19 AM |
Show |
xskills_v0.6.7.zip |
Install now |
v0.6.6
v0.6.6
-reduced the number of updates some abilities made per second (from once per tick to once per second) -this hopefully helps large servers that have performance issues
-the caveman ability no longer influences your temporal stability if you are above sea level -changed the description of the fast forward ability slightly -fixed a calculation error in the fast forward ability
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934 |
Jan 14th 2022 at 3:22 PM |
Show |
xskills_v0.6.6.zip |
Install now |
v0.6.5
v0.6.5
-fixed a crash when you eat the last item of an item stack
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935 |
Jan 7th 2022 at 3:42 PM |
Show |
xskills_v0.6.5.zip |
Install now |
v0.6.4
v0.6.4
-fixed a crash that occurred when starting a dedicated server
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377 |
Jan 7th 2022 at 1:13 PM |
Show |
xskills_v0.6.4.zip |
Install now |
v0.6.3
v0.6.3
-hopefully fixed a fire pit crash (could not reproduce the crash, so it is difficult to test whether it is really fixed) -fixed papyrus dropping cattails -liquids should now work properly with the canteen cook ability again -you can now add unlearn points to liquids -you can now receive unlearn points from alcoholic drinks in general -removed xskills mead
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450 |
Jan 5th 2022 at 1:40 PM |
Show |
xskills_v0.6.3.zip |
Install now |
v0.6.2
v0.6.2
Fixed a crash that occurs when you log out with items selected in your backpack slots and try to rejoin a world.
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1421 |
Nov 6th 2021 at 9:57 AM |
Show |
xskills_v0.6.2.zip |
Install now |
v0.6.1
v0.6.1
-added the monk ability to the combat skill -updated polish translation -fixed a crash when hitting mobs with a block
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661 |
Oct 29th 2021 at 11:39 AM |
Show |
xskills_v0.6.1.zip |
Install now |
v0.6.0
v0.6.0
Balance: -The duration of the well rested effect now depends on the time you slept.
Features: -Added support for lichen deers -Added support for medieval expansion aurochs -Added exp multipliers for classes from the Collaborative Classes mod. -Unified the way cooking abilities are handled. Made one method out of 3 (for fire pits, ovens, cooking pots). -Hopefully this will make it easier to add new cooking methods. -This may change the specific behavior. -Expanded foods compatibility: -The cooking skill should now work with expanded foods ovens. -The mixing bowl should now work with cooking skills. -Expanded foods foods can now be affected by skills. -The soucepan should now work with cooking skills. -Rolling pins are now affected by the tool mastery ability (cooking skill). -Updated russian translation by @Jay_ -Added a quality tooltip to pies.
Fixes: -fixed the class requirement names for the lightfooted ability -forged plates can now have quality -fixed behavior for leaves -hopefully fixed an inventory related crash that can occur when joining a server -fixed a crash that can occur when you harvest a henbox with the rancher skill
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775 |
Oct 17th 2021 at 3:56 PM |
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xskills_v0.6.0.zip |
Install now |
v0.6.0-pre.9
v0.6.0-pre.9
Features: -the rancher ability now looks for empty or part filled buckets in your inventory when milking animals(previously just used the current hot bar slot ) -harvesting metal from locusts now yields base game metal bits -added new recipes to create blister steel from metal bits
Fixes: -hopefully fixed an issue with some configuration files -hopefully fixed an error that can occur with ovens -fixed taking a meal out of a crock not unsealing it -you can now take meals with quality directly out of the fire pit -the experience of a skill can no longer be less than 0
-The mod should now be compatible with game version 1.15.5
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1938 |
Aug 11th 2021 at 9:45 AM |
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xskills_v0.6.0-pre.9.zip |
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v0.6.0-pre.8
v0.6.0-pre.8
Features: -Added 'useVanillaBits' to the metalworking skill configuration which is by default 'true'. -Decides whether the base game metal bits or the xskills metal bits should be used. -Additionally adds recipes to convert xskills metal bits into vanilla metal bits. -Added 'bitsForIngot' to the metalworking skill configuration which is by default 21. -This is the number of xskills metal bits you need to make one ingot. -Added 'chiselRecipesRatio' to the metalworking skill configuration which is by default '0.5f'. -It changes some recipes to break down forged metal items into bits for balancing reasons. It configures how many bits of the default value you will get from the recipes.
-fixed: you no longer need 21 vanilla metal bits to create one ingot -fixed: cooking salt will no longer crash the game -fixed: the game should no longer crash from ovens
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741 |
Aug 2nd 2021 at 11:09 PM |
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xskills_v0.6.0-pre.8.zip |
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v0.6.0-pre.7
v0.6.0-pre.7
-fixed a crash when running the game with mono
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959 |
Jul 18th 2021 at 5:30 PM |
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xskills_v0.6.0-pre.7.zip |
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v0.6.0-pre.6
v0.6.0-pre.6
-updated polish translation -hopefully fixed a crash when an other player fires up the Pit Kiln (can't test it) -fixed a missing ',' in the german translation file -fixed not being able to take mead out of barrels and buckets
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577 |
Jul 17th 2021 at 12:45 PM |
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xskills_v0.6.0-pre.6.zip |
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v0.6.0-pre.5
v0.6.0-pre.5
-Fixed a crash when you harvest animals that dropped less than 4 items.
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525 |
Jul 13th 2021 at 5:57 PM |
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xskills_v0.6.0-pre.5.zip |
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v0.6.0-pre.4
v0.6.0-pre.4
Features: -Updated polish translation by @Beerus. -I may forgot to mention the cross breeding ability? -Added the blacksmith ability to the metalworking skill. -It adds a 'quality' mechanic to forged items. -Tools and armor created with items with quality will have more durability, more attack damage and more mining speed. Fixes: -Fixed the wrong file location for wood logs. The forester skill should now be applied correct on all wood logs again. -Fixed the shifter ability not being applied. -Fixed not getting damage from enemies when temporal stability was disabled.
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484 |
Jul 12th 2021 at 2:15 PM |
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xskills_v0.6.0-pre.4.zip |
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v0.6.0-pre.3
v0.6.0-pre.3
Features: -Sunflowers, Amaranth, Peanuts, Cassava and Pineapples are now affected by the farming skill. -Grown log sections are now affected by the forestry skill. -Milking animals and collecting eggs from henboxes now give experience for the husbandry skill. -Feeding animals with troughs now give experience for the husbandry skill. -You will now gain experience from cooking food in general for the cooking skill. Not only from cooking meals. -Most cooked food items can now profit from cooking abilities. Not only meals. -Food cooked in the clay oven can now profit from cooking abilities. -This also includes pies! -Tree nursery ability now works for every tree growth stage instead just for the first one. (Tree growth stages were introduced in the game version 1.15.) -Added polish translation by @Beerus. -The inspiration(pottery) ability is now applied to blocks that are created in a pit kiln. -Added additional informations to some vanilla tooltips when specific abilities are learned. (I originally used these tooltips for debugging but i decided to change them a bit and just keep them in the game.) -Added a world interaction help for the beemaster skill. -You can now see the items from your strong back ability inventory in your backpack. (It is a quite experimental solution and i hope it causes no issues.)
Abilities: -Added ability sprinter to the survival skill -Added ability Abundance Adaptation to the survival skill -Added ability nudist to the survival skill -Added ability meat shield to the survival skill -Added ability well rested to the survival skill -Added ability Salty Backpack to the cooking skill -Added ability rancher to the husbandry skill -Added ability preserver to the husbandry skill -Added ability feeder to the husbandry skill -Added ability cheesy cheese to the husbandry skill -Added gourmet ability to the cooking skill which unlocks a new game mechanic. -Cooked food will have quality. If you eat food with quality you will receive a positive effect. -The effect duration depends on the quantity you have eaten (up to 10 minutes) and the effect intensity depends on the food quality. -You can only have one effect from food. -Added bloomery expert ability to the metalworking skill. -Added ability Shifter, Fast Forward and Timeless to the temporal adaptation skill. -Added ability mass husbandry to the husbandry skill. -Added Extensive Farming ability to the farming skill. -Added Bright Harvest ability to the farming skill. -Added catcher ability to the husbandry skill. -Added new cage block. It is only craftable and useable with the catcher ability.
Fixes: -Mining blocks with bombs should now give not too much ores anymore. This was caused by an unexpected vanilla behavior. -Improved the handling of cooking pots. They should now remember better which player used them for cooking to apply the right skills. Even when the fire pit is unloaded and loaded. -Fixed an exploit when creating items from metal plates on an anvil. Duplicator ability and experience gain are no longer applied in this case. -Fixed a crash when butchering animals. -Fixed wrong order of values for the vampire skill. You need to delete the combat configuration to apply this fix or just the vampire section of the file. You can also run the command "/skill reset config combat" to reset the combat configuration file. -Fixed spelling errors in the husbandry.json patch file.
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526 |
Jul 9th 2021 at 3:34 PM |
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xskills_v0.6.0-pre.3.zip |
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v0.5.0
v0.5.0
Changes: -reworked the durability abilities: you will now only get one durability back even if multiple blocks were broken
Fixes: -blowing up ores will now give the right amount of experience (it considers now the new experience calculations for ores)
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Apr 20th 2021 at 1:12 PM |
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xskills_v0.5.0.zip |
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v0.4.9
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732 |
Mar 8th 2021 at 1:05 PM |
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xskills_v0.4.9.zip |
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Rowanas Hi. No. I wrote about this in the last comment on their mod.
Hey, would it be possible to add compatibility with Salty's Manual Quenching? I quench with that mod, which lets you hold the item in tongs and ctrl+click to quench it, but doing that doesn't change the quality using the Blacksmith skill, so if I want to benefit from Blacksmithing, I have to do the shite normal quench, which is a real pain in the arse with my neat forge setup.
Ceepert I think Combat Overhaul changes how some stats work and adds new ones that might not be compatible with xskills.
Destroyer_V0 The mod has no explicit compatibility for bullseye but I would assume that the archer ability should still work.
LiothTheBrave It should work.
Does this work with the latest version?
Does this also have compatability with the bullseye mod versions of maltiez's crossbows and firearms? In testing I have noticed no difference Between the different archer levels affecting damage Vs double headed drifters.
Xandu the only mod altering gameplay mechanics should be Combat Overhaul, the rest either just add items, change world gen or expand completly unrelated stuff, like the butchering mod or Dapple Groves
Ceepert It also effects other stats. But this might be overwritten by other mods.
@DarkThoughts are you quenching your smithing products? (throwing them into water)
Quenching is what gives you most of your quality. With it you go from ~0.8 to 2.5-3.0 without anything else (higher temperatures give better results, so maybe reheat your item before fully finishing it if it already lost alot of temperature)
Does the quality of tools for blacksmithing only affect durability? Cause I have not seen any of the other stats (damage for weapons, or mining speed for tools) change, up to quality level 3.0 so far.
DarkThoughts Base value does not mean a minimum value. It is just a multiplier.
Xandu
The skill says the base value is 1 though, no? I always get bad .7 or .8 quality heads.
SkivenLaChog This sounds like you have Temporal Stability disabled in your world.
DarkThoughts It does not give extra quality for quenching.
Having a strange bug where the Temporal Stability skillset just doesn't show up. Playing VS v1.20.6, XLib v0.8.16 and XSkills v0.8.17. Originally discovered this bug while testing other mods' compatibilities, but disabled them to see if they were causing this, but the bug persisted even with only XLib and XSkills enabled.
So, quenching in a barrel with Salty's Manual Quenching just gives bad quality heads..?
AcidNight Hi. Take a look at your log files. I assume you have the wrong xlib version.
Xandu
Hello, the v0.8.17 doesn't seem to launch on my server while the previous version did
BriarBlack Querns have a mix of recipes that can't really be assigned to a specific skill, making adding abilities difficult. Additional adding abilities to machines is always a lot of work.
XAlphariusX There is nothing to change for version 1.20.5. If the mod does not work this is probably an issue on your side. Make sure your are using the correct version of xlib. Clearing the cache also might help.
Hoping this updates to 1.20.5
Friend tried adding it to our usual mod list, but it caused the game to crash upon starting the server up... least, thats what he told me.
The quality of life additions this mod adds, although small at first, still make the experience of the game feel much nicer in my opinion.
BriarBlack
This is a fantastic idea! Seconded!
Suggestion;
Processing
Cooking
Quern Turner -
Tier one - Gain 10% more flour and additional 1% per level of Flour from grinding in a Quern
Tier Two - Gain 15% more and additional 2% more flour and other products from grinding in a Quern.
Yes I just want more bonemeal for Terra Preta.
SilverValkyrie Well, technically it would be possible but this could cause a lot of weird cases where random items would get quality that can not benefit from it in any way.
would there be a way to adjust the mod so processed items keep their quality when they are crafted ?
For example making Raw Pasta from the Expanded Foods with the Gourmet Skill. For making pasta, dough is needed . The dough needs to be crafted 2 times to be usable, but crafting causes it to loose its value. Ending in a complex dish with low values
OliverRook , xCoiotex This was also discussed in the discord thread recently.
isotope436 You can add it at any time. Removing it can be a little bit more difficult. I recommend to remove all abilities before you remove the mod.
this has probably been asked already but does anyone know if this is mid-save safe im assuming not but a few of my friends are begging me to add it and i wanna get confirmation incase i missed something.
Hi is this bug from your mod? I'm using yours and hydratate or diehidrate mod, I think these are the only two that touch hunger in a way... It`s not just visual, it also makes not hungry, i`m just using your mod and xskills that alters hungerness, also it swiches between image 2 and 3 every 1 second, giving a tiny stutter, and also reseting the current animation being played...
Image 1
Image 2
Image 3
Sometimes the hunger bar just frozes with both image 2 and 3 mixed
Edit 1: Just read your comment, you said it's the game base problem, not your mod, so you must have encountered this already, well I'll deactivate it then, thank you
Edit 2: I deactivated that skill and put the points in dromedary (which increases thirst bar in 500), so far it's working without that bug I mentioned earlier
AHelplessBaby There is a setting for this in the survival configuration. It is false by default because it is not the intended behavior.
PvtCuteMuffin The buff depends on the primary nutrition type. I think you can figure out the rest by yourself.
Loving the mod, one question tho, are different foods giving different buffs?
So far i noticed that pies have me mining speed and meat gave me a health increase. I would like to know if there are any buffs for gathering or something of the sort.
Thank you!
it would be nice if there was a key toggle for the cateye effect instead of it auto kicking on and off.
cranberries and the latest 0.8.16
propaneko What fruit and what version of the mod do you use?
getting this error when player is trying to use the fruitpress
NemotheLost Knapster skips the simithing process and therefore no abilities can be applied.
xCoiotex This is a base game issue. You can disable the ability.
when having the skill that increases 500 in hunger bar, sometimes it keeps flicking to 1500 and 2000 hunger, and everytime it does this, it stutters the game
Seems to be some sort of issue where making items from reheated iron ingots does not have quality attributed to it. However, if the ingot is fresh from a bloom it will be correctly given quality.
Unsure if its a mod conflict, or something to do with the reheating preventing quality thing.
Edit: Knapster's autosmith results in items not getting quality assigned to it if hte final hit on the item is used with the autosmith function
egoanditspwn In older versions of the game you always got saplings and the tooltip was never changed. I also think that it is clear enough.
LucyDemoon Have you other mods that change how smithing works? Do you use Knapster? You can also try to delete the cache folder or look at the log files for any error.
all in processing not working so no exp for everything. Crafted many tools but no exp.
0.8.16 version of xskills and xlib
the way its worded made me think that it might, since most tree leaves give seeds, and only bamboo leaves gives saplings directly.
egoanditspwn Why should it only affect bamboo? It does not matter what tool you use or how the block is broken.
with the afforestation ability, it says you get more saplings from leaves, does this mean just the saplings from bamboo, or does it also increase seed drops from regular trees? and is it only when breaking leaves by hand or shears? or also when you chop a tree without first breaking the leaves?
xCoiotex No. And usually I don't add abilities or experience for mod mechanics.
Does this mod have compability with in dappled groves, while chopping wood in workstations? would be nice to get forestry xp from making firewood this way
anyways, have a good one! and
Thank you
Thank you for the info, ill find that forum thread, it should be a lot of help. I have never crashed on purpose, but I have recently had VS get stuck during loading and freeze my machine and I had to Ctrl, alt, delete out of VS, so I bet that is when it happened. Xandu
Mendall Yes.This is to save some memory space for servers. And it is faster to load if you can skip some abilities. Even if this is only relevant for large servers. You can also use the commands mentioned in the forum thread to give yourself levels and experience and then distribute your points ingame. Corrupted save files shouldn't be a common issue at all expect you crash your game on purpose while it is saving data. But since someone else had a similar issue on a larger server recently I made an update for xlib that creates one backup automatically. But it is still a good idea to have a separate backup because this does not help in all cases.
xXBastionXx No problem. I think the formatting can sometimes be confusing here. Especially if you tag people.
Xandu Sorry, I didn't even realize it was automatically putting my stuff on a bold setting without bold being set (and I coulnd't keep my eyes open lol my bad.). But thank you for answering! Love your mod, keep up the great work!
Xandu thanks for the answer I found the file, but it wasn't as straight forward as I had hoped, it seems the different skills are only added to the file as you learn them, so I would have to re add the code for each skill that had disappeared. And they had all disappeared. I'm assuming the file got corrupted and was replaced with a fresh one when i logged back in. I don't think I could do that without understanding what the code means. But I did manage to somewhat fix my problem by copying the file from another world. And changing its name to match this world. It's not a perfect fit, as that world was a lot older, so I wound up with more skills than I should have. If I could figure out what experience lvl made for each skill lvl I could just give myself the correct amount then re choose my skills in game. I'm also thinking of trying to give my character enough unlearn points to unlearn the skills I should not have yet. But then I'm not sure how I would know when to relearn them. it's all so very complicated. I'm going to have to remember to make a backup of the file next time I play on a server.
Balth Hi. Unfortunately I still can't reproduce this bug even with all these mods enabled.
Spyke1021 This usually happens if you are using a wrong version of the mod or one mod is disabled. Also make sure the key settings are correct. If this does not help I need some log files.
MadBaymax Hi. Quality is affected by your metalworking skill, the tier of your blacksmith ability, luck, quenching(higher temperatures are better) and the quality type (If you craft a lot of tools you will get better tools).
Fastcaredoc Hi. Make sure you change the value in the config file not the asset file.
CICEBA I have no idea what you are saying.
SymbioteBadger Hi. Other players can't see it due to technical reasons.
Mendall The save file is in your games save file folder in a xleveling folder and has usually the same name as the world.
xXBastionXx WHY ARE YOU SCREAMING? This mod has no special compatibility for Agi's Classes. But I am not aware of any conflicts either.
Hey, does this mod work with Agi's Classes? just wondering on compatibility.
I just logged into my SP world after a few days on a server to find all my skills gone and points reset to nothing. Anyone know what file and where that info is stored, I don't want to start from scratch, so I'm hoping to go cheat my skills back in by modding the file.
Hello!
Are other players supposed to see the light from luminiferous? They can't see the light I give off on my server and I was wondering if that was intended. I love the idea of being able to provide light for other players.
ΠΠ°ΠΊ ΠΈΡΠΏΡΠ°Π²ΠΈΡΡ ΠΎΡΠΈΠ±ΠΊΡ ΠΊΡΠΎΡΠ°Ρ Π²ΠΎΠ·Π½ΠΈΠΊΠ°Π΅Ρ ΠΏΡΠΈ ΠΊΠΎΠ²ΠΊΠ΅ ΠΈΠΌΠ΅Π½Π½ΠΎ Π³Π²ΠΎΠ·Π΄Π΅ΠΉ:
[Server Error] Mod exception during event OnPlayerJoin. Will skip to next event
[Server Error] Exception: Object reference not set to an instance of an object.
Hey Xandu sorry to bother you, but I tried to change the exp multiplier for the survival skill for the class I am playing and after I saved the JSON file and reloaded my game, I still have the 0.1 exp multiplier from commoner in-game but in the file it is still mine of 0.5 did I do something wrong?
Hi
I've been experimenting with the quality of i items regarding smithing (blacksmith trait) to learn how i am supposed to smith so i get the highest quality but i can't figure it out. I thought it had to do with the working temperature and smelting temperature range plus keeping the temperature from dropping a significant amount, then heating it up at max and trowing it into water but i got some high numbers after doing a poor job controlling that. Does someone know the mechanics behind it? Is it only tight to your metalworking level? Or is it just random?
I can't open the skill menu at all. It was functional a couple days ago, but stopped working after a crash and now pressing O doesn't bring up any menu. Any ideas what could cause that?
Hey, Xandu
I'd like to also report the Shift item vanishing bug.(Rip my iron bars)
Currently on a Solo world, no multiplayer. My mods are:
Of these, only Combat Overhaul and Xskills seems to have any effect on Inventory. I.e strong back, and the craftable Quivers from CO.
I've experience the bug twice now. Previously on 1.20.3 on V0.8.14 where it was moving any Shift clicked items to a boat chest. And today on 1.20.4 (V0.8.15) where it was deleting my items; I checked all my chest, boats, etc. no moved items, just lost.
however, I managed to get it to stop my unequiping the Combat Overhaul quiver, and requiping it. Shift clicking is functional again. Although If it is only temporary, I do not know.
So, this may either be; An Issue with Combat overhaul (I will make a report there too), An Issue with Xskills (And the quiver fix is unrelated) or A conflict between the mods.
koniu699 Thanks for your report. But even with your video I cannot reproduce this at all. Do you have any other mods that might change inventory related stuff? Are you playing on a server?
Not sure if related to this mod (but it might be) I found a bug that deletes items from inventory (my assumption is that the bonus inventory slots from XSkills does that). https://drive.google.com/file/d/1TDtwTYNefJKzEQBYEVJinS1bWGmIoHJm/view?usp=sharing Reproduction steps:
-Have at least 3 bonus slots from XSkills
-Fill your inventory to full with random items
-Shift click item that you want to put to your inventory from container (MUST NOT BE ABLE TO STACK WITH ANYTHING YOU HAVE)
-Watch item disapear
-...
-No profit
Hope that helps
KoniU
Saehlos Hi. This is just how nutrition works in the game. Changing this would require a rewrite of the system. So it is not reasonable.
@Xandu
Hi, I found it quite strange that huge stomach also increases the nutrition cap, and I am now feeling increasingly difficult to fill my nutrition bar while my saturation is already full. I have a much easier time maintaining my nutrition benefits without learning the huge stomach skill and felt like I was getting punished for learning it. Would it be reasonable to change the mod so the nutrition cap doesn't increase after I learn the skill?
Terra_Ignis Hi. I think I also wrote my assumptions what is causing this.
furia155 It only counts if it was successful. It would be an easy exploit otherwise.
RemyDuron This exists since the ability exists. It's only graphical. The client randomly resets the maximum value.
I'm having the same issue Aura_Dacella described, where my maximum satiety seems to change randomly back and forth from 1500 to 2000 with one level of Huge Stomach. This doesn't actually seem to effect gameplay, I can get up to 2000 satiety and it doesn't decrease it when the cap flips back and forth, but it does mean the bar is regularly flashing from 15 sections to 20.
Xandu
Ok, so i tried it on the newest version on my creative work and the gen increase on feeding worked so ignore my previous question. I have another question tho, does the gen increase on milking works only with successful milking or the "too streesed" failure also count?
Hello!
I can attest to having had the same issue that Levion mentioned about 4 days ago, Items in inventory completely deleted from shift-clicking with hotbar and strong back inventory full. Playing on a multiplayer server, and could not replicate this again after a while. Issue is easily fixed by just going into creative and giving yourself back the items. I have no idea what causes it and why i can't replicate it now without having updated anything since, but it definitely feels related to xskills strong back. I suppose you can keep it on the radar in case any source to the problem is found, but it's a very minor problem. Thanks for the amazing mod, never had any issue before ♥
My issue with the bow was that I only get experience when dispatching drifters and other corrupted enemies or hostile entities :'D Animals don't count.
Handsomejack Yes, it works fine for me. Maybe you have another mod the uses the same keybinding.
Rilagooma No. But it was the mod causing the durability reset for most people.
Xandu Yep, everything is updated to the newest versions as of this reply. I don't have Smithing Plus on my server, is it a requirement?
Xandu Could you check if the Survival Skill - "Strong Back" Perk keybinding if functioning properly ?, Had to change the keybinding from R to something else since R was doing nothing,Thanks in advance.
How does the vien miner skill work? Ive been mining quartz for a while and i dont see it happening? Also how do I use it?
Edit: Nevermind i waas stoopid
Xandu Okay they are on the ability lists. Thanks for the claification.
I'll have to check. Any other weapon type functions without problems, it's just the bow that are acting up.
Edit: yeah, you're right. It works. Because it kinda slow, I thought it's the same as with LevelUP, that it's not working.
ShindonMirk Have you tried it with only CO, xlib and xskills? It works for me.
CombatOverhaul changed something fundamentally with bows, you don't gain combat xp with them anymore.....same is true for LevelUP, you don't gain bow XP in that either because of CO.
Oh man how did i miss that ... thanks a lot!
Swordfish Hi. I cannot reproduce the issue. Are you sure this only happens if you have the healer ability? For me this looks more like a server-client sync issue.
furia155 Does it work with the newer versions?
SoundCrunch , @Pac, Rilagooma Hi. I can only say the same thing I have already said a few days ago: " If you still have issues with smithing or pickaxes make sure you have updated the game, xlib and xskills to the newest version. It can also help to update other mods (Updating Smithing Plus seem to have helped some people)."
Wulff I just cite the faq here: "This is a class of abilities that allows you to receive more experience for specific skills. By default you can just have one of these abilities. With the all-rounder ability you can have more than one. You can also identify these specialisation abilities by looking at the requirements in the tooltip. A few examples of these abilities are: farmer, miner, digger, metalworker."
TheGreekManiac Hi, you should take a look at the configuration part of the forum thread.
Hey there Xandu i first want to thank you for your amazing mod and thank you on awnsering all those questions you are the best! So it seems i have a question of my own, i saw a yesterdays message from Falco and i wanted to know how and where would i edit that text on a server to achieve the same goal. I have opened all files that i can find except the .dll which i have no clue on how to open, and i cant figure out where to edit this. because i would also like to have the all rounder skill a little higher. I play with only 1 friend and we both have the skill and its still not enough to cover the other professions.
Hi, I am experiencing a bad interplay with some of the talents. When I use health buffing food from the gormet chef ability, with the healer talents in survival, and use a bandage, it actually causes me to lose health. It seems it's glitching and causing my health to return down to the unbuffed health, then re applying the percentage of the buff after. I encountered this issue on multi player.
This is by far one of my favorite mods!
I did have one thing to report: when I forge an item with quality thanks to one of the Metalworking perks, it has a higher durability than the base items which is nice but the first time I use a tool or weapon it loses all extra durability down to the base durability. So a Rare quality knife I forged and quenched started with a durability of 1521/1521 but as soon as I cut a single piece of grass with it, it drops down to 1199/1521 and then loses durability one at a time like normal after the fact. This seems to be consistent across all tools/weapons I forge and quench no matter the metal used too. It kind of sucks to have invested in the skill only to be unable to reap the benefits of my grinding.
How do you choose Professions?
@SoundCrunch I am also encountering this issue. I am hammering out blooms into iron ingots, for more context. I have ~15 levels in metalworking so there are many skills at play.
Hey, Friends and i have been running a server with this mod and been having a crashing issue related to completing certin smithing recipe on the anvil.
we are stumped on how to fix it so ive come to ask if this has been fix in a recent version or if its a server related bug.
Thanks.
Xandu
In response to my question about husbandry, it was version v0.8.13
Well, time to debug whatever is happening with it then...
Marotte
Yes. This works in most cases. It might not work if they have their own implementation for using these items.
But you don't want to have "invert": true in there. Because it means that the patch is only applied if the mod is not installed.
is all I would have to do to patch it be adding this to patches/container.json?
,
{
"dependsOn": [{ "modid": "pewter", "invert": true }],
"file": "pewter:blocktypes/metal/bowl",
"op": "addmerge",
"path": "/behaviors",
"value": [{
"name": "XLibConsumable"
}]
},
{
"dependsOn": [{ "modid": "pewter", "invert": true }],
"file": "pewter:blocktypes/metal/jug",
"op": "addmerge",
"path": "/behaviors",
"value": [{
"name": "XLibConsumable"
}]
}
Fastcaredoc https://www.vintagestory.at/forums/topic/1720-xlib-and-xskills/ -> commands. If you started a new world xlib saved its player data in a separate file with the same name of the world.
AzuliBluespots If I use the mods you have posted it works totally fine for me. So it might be a conflict with another mod.
Xandu
I tested again after updating, and the bows really do not give combat skill points. The bows (and crossbows, and probably guns too) do not give any combat experience, but every melee weapon, even the modded ones, do.
We're using version 0.1.27 of Combat Overhaul, 0.8.14 of Xskills, 0.8.13 of Xlib, and 1.0.5 of Maltiez's Bows remodel.
I don't think it's the bow remodel interfering, even it it's old, I think it's the new aiming system not being detected by Xskills. Gotta test with throwing spears and javelins.
Falco got a question i updated my game and my mods from 1.19 to 1.20 and my character in my world from 1.19 got somehow deleted with the skills included is there a way to add xp back to my character in the files?
Thanks.
Falco If you increase the number of values you must also increase the maxTier value. In your case it should be set to 3.
Not at the moment.
I tried adding an extra value to the allrounder skill
{
"name": "allrounder",
"id": 6,
"maxTier": 1,
"minLevel": 5,
"enabled": true,
"values": [
3, 6, 10
]
}
but the configuration was reset to the default of [1]. What did I do wrong?
Also some skills require a specific class, like clockmaker. I turned off class specific recipes for my world. Is there some way to do the same for this mod?
Marotte There is also support for a lot of modded containers but since it requires a seperate patch for every container there can be containers that are not supported.
it would seem that unlearn points can only be earned from alcohol when drinking from vanilla containers. for instance, i have the pewter mod, and using the pewter containers to consume the alcohol does not grant the points (nor do they show up in the alcohol containing item's tooltips). is it possible to generalize it or does there need to be mod specific patches?
Hi Khaons ,
1. You get bonus quality from quenching (throwing the item in water)
2. You get more quality with a higher metalworking skill level
3.You get more quality from forging similar items (if you craft a lot of weapons you get better at crafting weapons)
No, higher temperature is actually better for quenching.
Hey @Xandu, this mod is amazing! I've been having a blast playing with my friends so far.
I have a couple of questions regarding the blacksmith quality system. Could you clarify what factors exactly influence the final quality of an item? I’m still trying to fully understand the mechanics.
Also, is there a maximum heat temperature at which an item starts losing quality? It seems like the "heating hits" skills might be causing a loss of quality, but I could be wrong since I’m still getting the hang of the system.
Thanks in advance!
Levion I cannot reproduce this. I assume that this only happens in multiplayer. Have you tested it on a singleplayer world? Are you sure that this is caused by xskills?
furia155 Hi. What versions do you use?
Skorpionbrine Hi, Yes look at the configuration section of the mods forum thread.
Levion This sounds like the inventory was not closed correctly and the game still thinks that the inventory is open and the game moves items into the open inventory.
duckpond If you mine one ore you have a chance of 5% to get one additional ore.
How do skills like Ore miner work? If I mine 1 ore how does the 5% add to that one ore. Or do I have to mine 20 ore to get 1 extra with the 5%?
An update: One of us that suffered the shift-click vanishing issue reports the items they lost SOMEHOW wound up in a chest in a boat, that they were no where near. I didn't have the same luck checking for my things BUT hey- possible that the issue Isn't actually related to xskills, and it's just the strong back perk was the only change I had noticable that could've done it
Hey! I'm new to Vintage Story mods, and I wanted to know if there's a way to modify the specialization limit.
Hey, me and my friends couldnt get the husbandary perk that increases animal generation to work, is there a way to see if it works correctly?
Xandu
Some friends and I have been playing on a server, still on Vintage 1.20.3, using XSkills version 0.8.12, and we've encountered a pretty serious issue.
I suspect it's related to the Strong Back perk, when both your hotbar and your strong back slots are full, shift-clicking outright Deletes items.
I've also had cases of desynced item groupings, which seem to overwrite items (a stack of 15 cobblestones got duplicated across two bag slots, overwriting a stack of iron arrows. Trying to merge them reverts the stacks to a single stack of 15 but does not restore the arrows, and relogging doesn't fix anything.)
It's hard to tell When exactly items randomly dissapear or get overwritten, but at the very least the shift-click issue is Very easy to spot.
If there's anything you need from my end to help possibly figure out what the feck is happening and get things fixed lemme know.
LiothTheBrave I don't upload a new version if there is no change.
Xandu
you're a good person for responding to all of us needy users. thank you!
For the -rc versions, not the full release 1.20.4.
LiothTheBrave But there are already versions for 1.20.4.
@Xandu I'm not having an issue. I'm just waiting for this and Xlib to get updated to 1.20.4 proper before I transition to the new version. Literally all of my other mods have been updated to the new version, so these are quite literally the only two things stopping me.
@SomePeople Hi. If you still have issues with smithing or pickaxes make sure you have updated the game, xlib and xskills to the newest version. It can also help to update other mods (Updating Smithing Plus seem to have helped some people).
icesharkk A lot of modded containers should also work but there still can be some missed. Some wildcraft berry bushes should work. But some require more complex patches that I don't have time for at the moment.
Didgereedank If your world has the same name as your previous one the mod uses the same save file. You can delete the old save file for the mod or use console commands to reset your progress ("/skill reset all all 1").
Umberman CO changes how plate armor is made.
Styxus Not at the moment.
OBEDIA This sounds like a conflict with another mod. (If you have Core of Arts you also need their compatibility patch.)
LiothTheBrave Can you be more specific about what your issue is?
DudeBroManGuy I assume you are not using the most recent version.
It seems with the smithing qualities, the first hit with the tool/weapon instantly uses up every bit of durability from the quality instantly, rendering the perk useless
im still not seeing farming experience from berry bushes in wildcraft.
The issue with the smithing i believe is tied to the recovery talent. If you smith something and have the recovery talent but you don't meet the requirements to earn any bits back you will crash. i.e. you talent requires 4 splits to recieve a bit but you only make 3 splits.
I no longer believe this to be the case, but leaving it up just incase it provides clues to the actual issue.
Something is wrong with the Salty Backpack perk. I have a food item in my inventory that lasts 32 days with Salty Backpack level 1, but only 24 days with Salty Backpack level 2. Every food item lasts longer with level 1 than with level 2.
Please update this and Xlib for gods sake man. Its literally the ONLY things holding me back from updating to 1.20.4
Shadefang Thank you for the info :D
Hi! I keep having an issue where the game runs an exception on my client and kicks me out of the server but does not crash the game. It happens any time I finish smithing something. the server log is as follows:
Exception: Object reference not set to an instance of an object.
at XSkills.BlockEntityAnvilPatch.CheckIfFinishedPostfix(BlockEntityAnvil __instance, AnvilState& __state, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch2(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.OnUseOver_Patch1(BlockEntityAnvil this, IPlayer byPlayer, Vec3i voxelPos, BlockSelection blockSel)
at Vintagestory.GameContent.BlockEntityAnvil.OnReceivedClientPacket_Patch1(BlockEntityAnvil this, IPlayer player, Int32 packetid, Byte[] data)
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 338
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
With the dilution skill you can make infinite glue as every time you re-melt hardened glue it applies the dilution skill.
Mazzy I noticed this issue too, and it looks like it's Smithing Plus. They recently released a version (1.2.2) that's supposed to fix it overriding other mods' durability.
(edit: the update did fix the issue)
Can I reset xSkills for a specific player? After updating my server, I cannot cook more than 4 portions at once even though I have the canteen cook buff. Using unlearning does nothing.
Hi. I noticed that I was cooking and have the happy meal perk. While it works well most of the time, it just added chopped earth balls to my meal. Chopped earth balls, while a vegetable, are also poisonous. Is there any way I can make it so that when happy meal adds a food item, it does not add something that will try to kill me? Thanks.
Can you please make Salty's Manual Quenching also increase quality like vanilla one does?
Xandu
No, it doesn't. Doesn't even reset if you wipe your data from a server (our group had to do it to install The Remnants).
Admiral_Zander
I'm seeing this error message pop up upon entering the world. VS 1.20.4 (latest stable, no rc), XSkills 8.12, XLib 8.12. Looks like something similar to F3niix
19.2.2025 13:08:10 [Error] Mod exception during event OnPlayerJoin. Will skip to next event
19.2.2025 13:08:10 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.Metalworking.UpdateBits()
at XSkills.Metalworking.<.ctor>b__57_0(IServerPlayer byPlayer)
at Vintagestory.Server.ServerEventManager.<>c__DisplayClass125_0.<TriggerPlayerJoin>b__0(PlayerDelegate dele) in VintagestoryLib\Server\ServerEventManager.cs:line 588
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 718
Does CO overwrite plate armor? It should have a quality if done with this mod, right? Or is there some weird thing going on with that
if i change my class, do my skill levels reset?
hello, The latest version does not work on my server which is on the latest version of VS, I went back to V8.10
Xandu
Yeah, the problem seemed to start when I updated as well PerpetualGamer
Mazzy
Similar issue here. after updating to 1.20.4
when i have this modpack on i often cant pick up stuff from the ground is it something on my side or is that something the developers need to fix?
Having an issue where quality on tools to resets to base durability when first using them, so say I make a rare axe with 498 durability, when I first break a block it goes to 399 durability as if it only had 400.
I am running Helve Hammer Extensions and Smithing Plus (I have more mods but those are the only two I can think of that might impact tools and smithing), Not sure if if it's an isolated incident but thought I'd make a comment in case it isn't or someone knows why it happens and can tell me what is causing it.
Tried changing default durability to see if that had an impact and it didn't.
Hi I have a problem with version 1.20.4, as soon as I forge an iron ingot, it instantly crashes.
17.2.2025 11:01:15 [Server Error] Mod exception during event OnPlayerJoin. Will skip to next event
17.2.2025 11:01:15 [Server Error] Exception: Object reference not set to an instance of an object.
at XSkills.Metalworking.UpdateBits()
at XSkills.Metalworking.<.ctor>b__57_0(IServerPlayer byPlayer)
at Vintagestory.Server.ServerEventManager.<>c__DisplayClass125_0.<TriggerPlayerJoin>b__0(PlayerDelegate dele) in VintagestoryLib\Server\ServerEventManager.cs:line 588
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 727
Hi i Created a new world and my character is level 1 but has all of the perks of my character in my previous deleted world.....
I found compatability issues. posting here for other players to find. a fix should be low priority since there is an easy work around.
Problem: non-vanilla liquid containers do not provide unlearn points when you drink alcohol from them. On our server this means vanilla variants buckets and liguid containers flasks/canteens.
I updated a few mods and it seems to now work fine. xskills, xlib, armory, expanded foods and combat overhaul.
I assume it was something not working right between each of those with the recent game update but i can now work blooms and plates since i updated these.
Also new Critical Issue on Eating Soup-Bowl of Food due to XSkills, not sure whats going on here though;
discord.com/channels/302152934249070593/1340451614510809261
Having the same issue as DigitalHare and RoccoPCrasher.
Crashes consistently on completion of plate or bloom on anvil
The juicer perk is quite infuriating as when you squeeze berries, for example cranberries, after it is done juicing it says it will produce 0.01l juice, but nothing actually happens anymore after that.
As RoccoPCrasher below, someone on my server, our smith, is having near the same error when they try to make a copper plate.
15.2.2025 20:12:05 [Server Warning] Exception at client 5. Disconnecting client.15.2.2025 20:12:05
[Server Notification] UDP: client disconnected PlayerName
15.2.2025 20:12:05 [Server Event] Player PlayerName got removed. Reason: Threw an exception at the server
15.2.2025 20:12:05 [Server Error] Exception: Object reference not set to an instance of an object.
at XSkills.BlockEntityAnvilPatch.CheckIfFinishedPostfix(BlockEntityAnvil __instance, AnvilState& __state, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch3(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.OnUseOver(IPlayer byPlayer, Vec3i voxelPos, BlockSelection blockSel) in VSSurvivalMod\BlockEntity\BEAnvil.cs:line 404
at Vintagestory.GameContent.BlockEntityAnvil.OnReceivedClientPacket_Patch1(BlockEntityAnvil this, IPlayer player, Int32 packetid, Byte[] data)
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 338
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
If possibly relevant, information they've supplied: "Worked without error when making a tin bronze helf hammer, crashes making copper plate. Both using 2 ingots, left over 3 voxels on the first, 4 voxels on the second. Got 2 of 3 ranks in metal recovery"
I crash everytime i hammer anything on the anvil since the latest game-patch using 0.8.13 - Not sure if this was fixed in .14 yet.:
Bmxbike08 I will take a look at it.
iHeroLix Do you have other mods that change pickaxe related stuff?
Xandu, Hello seems like this mod thrws object reference error. and don't get any ore at all when breaking any ore block. Using latest 0.8.14 version but noticed this happening from 0.8.12
14.2.2025 01:54:04 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.PickaxeBehaivor.GetToolModeItem(ItemSlot slot, IPlayer forPlayer, BlockSelection blockSel)
at XSkills.XSkillsOreBehavior.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, EnumHandling& handling)
at Vintagestory.GameContent.BlockOre.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VSSurvivalMod\Block\BlockOre.cs:line 45
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 716
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 406
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147
Happens whenever i've taken Veinminer skill from mining skill tree.
Would it be possible for Combat Overhaul plate armor to have quality added to it from the Blacksmith perk? I have made quality chainmail, but I think it's something to do with Combat Overhaul making plate mail smithed directly without the normal recipes that use plates.
Lotan, Royal_X5 The newest version of the mod is only for version 1.20.4 of the game (This is also mentioned if you look at the files tab.) and above. If you don't want to use release candidates wait until the base game has fully updated to 1.20.4.
Entity I don't think that this is related. But I may be wrong.
Doesn't seem to work as of latest version. The skills menu doesn't open.
Yantar @Xandu I'm suspecting this might be the cause of the UI bug and performance hits. github.com/anegostudios/VintageStory-Issues/issues/4920
no longer works with current stable build of the game
Xandu ooh thats great news. ill cross my fingers that the nest release improves the interaction and ill actually come back here and report for you.
icesharkk Hi. This was reported a few times but I can't really test multiplayer related stuff. Therefore I must guess what happens and try to fix it and wait for player feedback. I think I found the issue. The game is not totally clear of the light range of entity lights. And the mod assumes that the light is brighter at your position as it really is.
Xandu Thanks for your reply, yes it was the compatibility!
is it a known issue for cat eyes to cut out whenever you drawn near other players light sources in multiplayer? and i don't me the normal flash bang from entering the light area i mean from abotu 5-8 chunks away the cat eye effect just cuts out completely.
i need to do more testing but the copper lantern is a definite offender. im also gooing to try and rule out combat overhaul and its wierd interactions with offhand items.
Thank you for the quick turnaround! That looks to have fixed the trough errors we had.
Proxima The dilution issue should be fixed in the 0.8.13 version of the mod but it only works with v1.20.4-rc.3 of the game and there seem to be other issues with it at the moment.
Yantar You don't need to. I am aware of this issue and have seen it some times by myself. I have tried to fix it multiple times. But none of my "solutions" worked so far. And since it is purely visual from my side it does not have a high for me priority at the moment.
ThatOnePerson Thank you.
Xorberax There is an issue with trough that were placed before the last update.
FYI, this issue is causing our server to have to stay shut down for now as it prevents entities from ticking (items and such can't be picked up from the ground for example). Hopefully it's a simple enough fix.
Hi, we're seeing the following exception spam our server logs on server version 1.20.4-rc4, xskills 0.8.13:
12.2.2025 03:05:36 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.XSkillsAnimalBehavior.set_Feeder(IPlayer value)
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.ContinueExecute_Patch1(AiTaskSeekFoodAndEat this, Single dt)
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 594
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896
Just wanted to say how much I love this mod and really appreciate how consistent you are with replying to issues people bring up here
I'm pretty confident that the UI bug and the spikes of lag are definitely related, as they only happen whenever the UI bug happens. I can get a video for you if there's something like a discord for the mod, or I could try to get a gif of it happening on something like Imgur but I can't garuntee that that'd be smooth enough for review.
Thank you for the reply, @Xandu !
I don't have access to the config file because I'm playing on a public server.. :c mod version - 0.8.12
Proxima Hi. Which version of the mod do you use?
You can increase the number of tiers of the ability and adjust its values in the config file.
Frank_Enstein Yes but you have to make JSON-patches for the asset files to do this.
Agama This sounds like the compatibility issue with the Core of Arts mod. I think they of have a seperate mod to fix this.
Hello, Thanks for your mod Firstly ! I have a problem with the Cantine cooking skill, i have it maxed so i can cook 12 portions at once, but when i do this, temperature goes up, arrows goes right but when it reaches the end, it starts again and this stopless. Thank you
is there a way to set an ability to not require a specialization? I'd like to make combat and temporal adaptation both not require specializations and only use that system for the crafting and gathering professions
Hi. I've delved into cooking and noticed a couple of shortcomings in the skills. When upgrading the "delution" skill, the estimated quality of products made in the oven is either distributed between the original and duplicates, or the duplicates are without quality. This in turn significantly reduces the overall quality of the product stack. This error forces you to choose between quality and quantity. It would be great if the duplicates had the same quality as the original.
I also think that it would be appropriate to increase the number of available upgrades of the "juiser" skill from 2 to 3. At maximum upgrade, increase the percentage to 100, so that it would be easier to calculate the required amount of products to completely fill the bucket when using a juicer.
BrimstoneTaco I have never looked at stone quarry. So I cannot tell if this mod causes the issue.
MaiaK You don't. It is a creative mode item that I use for debugging.
Yantar Hi. This is a known issue. It is caused by the way the hunger bar works. I don't want to mess around with the base game ui. But it also is just a visual bug. I don't think that the glitching bar is a cause of lag spikes but both things are symptoms of the same thing going on in the background.
WildVegetables This is intentional since the new version has a 1.20.4 specific fix and I cannot guarantee that it works with older version of the game. You can try to change the modinfo and see if it works.
Xorberax xskills version 0.8.12 and game version 1.20.4-rc3 having issues while smithing. I have uploaded a fix that should fix a part of it but I am still investigating.
Xiloxi Meteorology has nothing to do with metalworking. It has something to do with the weather. If you have consumed the book you should be able to learn a new survival ability.
Hello friends! I got a xSkills book called Meteorology that said it gives the reader knowledge of meteorology. I thought it was a lore book but it consumed it much like it would the others but I have no clue what it did for me. Normally if it increases skills it just says the skills name and how much next to it right? Or did it increase my metal working? Or is it for an optional trait that locks meteoric iron behind having the trait? Any insight would be appreciated! Thanks :D
Hi, we had a player that was getting kicked from the server because they threw an exception, which is coming from xskills. They said they were hammering an iron ingot on an anvil.
Our server is currently running xskills 0.8.12 on game version 1.20.4-rc3, which could possibly be the cause. I see that there's a new version of the mod now for 1.20.4-rc3, so I'll let the server owner know to update it, and see if that fixes it in our next restart.
Here is the stacktrace:
11.2.2025 02:37:44 [Event] Player [REDACTED] got removed. Reason: Threw an exception at the server
11.2.2025 02:37:44 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.BlockEntityAnvilPatch.CheckIfFinishedPostfix(BlockEntityAnvil __instance, AnvilState& __state, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch2(BlockEntityAnvil this, IPlayer byPlayer)
at Vintagestory.GameContent.BlockEntityAnvil.OnUseOver_Patch1(BlockEntityAnvil this, IPlayer byPlayer, Vec3i voxelPos, BlockSelection blockSel)
at Vintagestory.GameContent.BlockEntityAnvil.OnReceivedClientPacket_Patch1(BlockEntityAnvil this, IPlayer player, Int32 packetid, Byte[] data)
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 338
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
Looks like the new version is specifically for v1.20.4-rc.3, wondering if that's intentional?
Hey! Strange little thing I've found and I'm not sure if it's related to this mod, but I think I narrowed it down to this one. There's a visual bug with the Huge Stomach skill in Survival, where the hunger bar keeps trying to switch between the new modified hunger bar and the old default one, this only happens at tier one, and fixes itself after tier two.
However, this bug seems to cause issues with some people in terms of little lag spikes whenever it tries to switch between the different hungerbars, myself included. We noticed it on a server we're in. Everyone gets the visual bug, but only some people get the lag, but it always seems to happen whenever it switches between the bars. Thought you might wanna look into it.
out of curiosity... how DO you get everlasting charcoal?
I redownloaded xskills and xlib. But I had also gone through and gotten rid of other mods that were having issues. So that might have fixed it. I did have the stone quarry mod originally, which might have been the issue? I am not sure if it changes the way pickaxes work, but that was one of the mods I removed.
nordous I might add a toggle to the configuration file that allows everyone to use the cage. But it works as it is intended. Only catchers can catch an animal (it is basically in the name) but everyone can release animals. It is basically made to sell animals and not the cages self.
The experience loss is mentioned on the forum page. And the skill is called survival. So you get experience by surviving. But I admit that people sometimes overlook this.
Unfortunately I don't have the time to implement a new skill. I am busy to keep this mod running with new versions and other mods.
Frank_Enstein The way the ability works makes it impossible to work in pitch black. It multiplies the remaining color with a value. But if something is pitch black the color is 0 and 0 times something is still 0. You can try to turn up your gamma to make it a little bit better. Cat eyes should only react if players are nearby.
really love the cateyes effect, low key one of the best darkvision style effects I've seen in a video game, just kind of wish it worked a tiny bit better in pitch black environments like deep caves or more then 20ish blocks underwater where it gets so dark you can barely make out shapes and trying to fight enemies like that is pretty rough, something to bring it a little closer to the nightvision goggles effect would be great. Also a huge problem is multiplayer, it seems like if any player within 3-5 chunks is holding a torch the cateyes just shut off completely and I'm running around blind in the darkness because someone 100 blocks away is holding a candle
@Xandu thank you for this mod, I'm having a lot of fun with it and it gives a lot of extra gameplay depth to Vintage Story. However I have a little complain.
The 'Catcher' perk allows you to 'craft and use' cages, however it is a little ambiguous if you need the Catcher skill to use the cage if someone else has crafted it. Turns out you can't. We have a guy selling these xskills cages via Vinconomy mod, and he got me confused, because these cages are pointless as a merchandise: either you can't use them, or you don't need to buy them because you can just craft it. This is not entirely clear from the skill description, I kindly ask you to mind this little detail.
Some of my other feedback while I'm at it because I really like the mod:
Experience loss on death is also not specified anywhere. I am aware that this is a configurable setting but not everyone realises this is a thing at all.
Building skill would indeeed be great. It can be expanded to be called 'Masonry' and include carpentry-related stuff. I would have it that you get experience from placing building blocks and also processing building materials (like making mortar). As for perks - building distance, yes, and also material saving perks would be dope.
BrimstoneTaco did you just redownload all your mods or just xskill to get it to work?
@Xandu Bafflingly, I redownloaded the mods to get a fresh log of the issue and now it's working.
Xandu dm'd you on the forums having the same problem as taco
BrimstoneTaco The best place would be discord. But you can also write me a dm here or post it on the forum page.
@Xandu How do I send you the log file? Also I don't think i'm using a mod that changes how the pickaxe works
BrimstoneTaco Do you have a mod that changes how the pickaxe works? I think I need a log file for this.
Frank_Enstein You can lower the experience you need to level up or the amount of experience you lose, but it will always be relative. But I think about adding a cap to the experience loss.
survival xp loss on death needs to be a flat amount rather then a percentage, I died at level 7 and lost somewhere around 20xp, that's like 8 hours IRL of playing the game without dying that just went down the drain, 5xp loss per death at maximum would be a sane amount. Or if it's possible to set this in the config files please let me know how. I skimmed the forum thread and couldn't find anything to do with modifying survival death penalty.
I am having trouble with XSkills making me unable to load a world since I added the mod. I keep getting this error message.
[Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ObjectCacheUtil.TryGet[T](ICoreAPI api, String key) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 12
at XSkills.PickaxeBehaivor.get_ToolModes()
at XSkills.PickaxeBehaivor.OnUnloaded(ICoreAPI api)
at Vintagestory.API.Common.CollectibleObject.OnUnloaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 286
at Vintagestory.Server.ServerMain.Stop(String reason, String finalLogMessage, EnumLogType finalLogType) in VintagestoryLib\Server\ServerMain.cs:line 1182
You're an absolute legend, thank you so much!
Yantar
Here is a list of which weapon type currently benefits from which ability:
Sword, Club, Mace, Warhammer: Swordsman
Spear, Javelin, Pike, Poleaxe, Halberd, Polearm, Staff: Spearman
Bow, Sling, Crossbow, Firearm: Archer
Knife, Pickaxe, Chisel, Saw, Axe, Hammer, Wrench, Hoe, Sickle, Scythe, Rolling Pin: Tool Mastery
Small question out of curiosity; For weapons from the Combat Overhaul: Armory mod, what classification do weapons like Clubs or Quarterstaffs fall under with the Combat skills, or do those weapons not get any buffs from those skills?
Xandu Thankyou for quick response I suspected this was the case
SeamusMcDoogles You can't get back the items in the inventory since the inventory is handled by the base game and it just discards inventories when it does not know what todo with it. You can try to give players the items back they had with admin commands.
I'm looking to see if I can easily resolve a problem we updated skill so forgot about the lib file so mod didn't load,
once that was resolved they still have thier skills but lost items that where in the extra slots relating to strong back, an solutions I could try I don't really want to roll back a server over a day,
M3dal The best place would be discord. But you can also write me a dm here or post it on the forum page. You can also try to delete the cache folder. It seems to help sometimes.
HeraldRejn I might take a look at it.
Could you add survival perk ''Builder'' That makes your building range further? So you can place blocks from further away
Xandu I've tested over 10 times and consistently the dropped items issue as well as the connection problems only happen when Xskills and the corresponding library mod are installed. All other mods were disabled and the error still happened. Where should I give you the error logs?
@Xandu Ah thanks you very much, missed that there are two entries per mob for both client and server that was it works now.
Zardeth You have to add it to the server because the server distributes the experience.
{
"file": "rustboundmagic:entities/creatures/elementals/drone/entityelementaldrone",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
}
},
{
"file": "rustboundmagic:entities/creatures/elementals/drone/entityelementaldrone",
"op": "add",
"path": "/server/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
}
},
@Xandu Thanks for reply, although i still cant get it to work tried to change "file" and the "path" as suggested (one at the time) but still not getting combat XP. Also tried to add it as record to combat.json instead of standalone patchfile as following with no success.
{
"file": "rustboundmagic:entities/creatures/elementals/drone/entityelementaldrone",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
}
},
Maybe its something with rustbound magic mobs they have a lot of variants and affix/suffixes in their settings, although one would assume "*" should cover them all.
Zardeth Your file path is wrong. It should be: "file": "rustboundmagic:entities/creatures/elementals/drone/entityelementaldrone".I think if you use addmerge you should use "path": "/client/behaviors" as path.
SeamusMcDoogles That looks weird. Try to delete your VintagestoryData\Cache folder. If this does not help please send me a whole log file.
Getting the follwing since going latest version 8.12 complained that i as missing xlib 8.11 so let that download and i also downloaded xlib 8.12 still failing to load
7.2.2025 11:01:00 [Error] [xskills] An exception was thrown when trying to start the mod:
7.2.2025 11:01:00 [Error] [xskills] Exception: Object reference not set to an instance of an object.
at XSkills.Farming..ctor(ICoreAPI api)
at XSkills.XSkills.StartPre(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
I'll take it back it appears i should have thought of the obvious it wanted a full client reload for it to work, simply exiting the server and restarting between mod update cuases an error in the mod.
Is there a guide how to add mobs from other mods to xp list? I tried to modify both combat and/or create patch for Rustbound magic, but i cant get it to work though im not experienced with it at all.
Or if anyone an help to tell me whats wrong with it i would be gratefull.
This is sample for "Drone" mob in case of patch, in case of combat.json i used same format as already present there, also tried to use "xp": 1.0 instead of xpby type but with no luck.
[
{
"file": "game:entities/creatures/elementals/drone/entityelementaldrone",
"op": "addmerge",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xpByType": {
"*": 1.0
}
}
"dependsOn": [{ "modid": "rustboundmagic" }]
}
]
M3dal
Are you sure that this is caused by xskills?
Do you have a crash report? Without a report or a log file I cannot say anything about it.
Xandu I've been having an issue with the mod in the up to date version that seems to cause dropped items to never dissapear visually, even after the item itself has been picked up. Also, anytime I go to join my friend's world I'll always crash, but the same doesn't happen when he joins a world I host. This seems to have just sort of... happened without either of us updating either the game or any mods, and only seems to take effect when Xskills is enabled. Any idea what this could be?
Omikronlex There is no way to change the config file with json patching. But the configuration file only needs to be on ther server. If you add new requirements with a mod this mod must also be installed on the client.
ZetZero This is a known issue. It will be fixed with the next update.
mod seems to be have issues with rustbound magic mod. projectiles from magic dont hit mobs/entities, but after removing the mod projecties now work and do damage. is there a way to fix this? id rather not have to remove xskills. Tried versions 8.10-12 with no luck.
Edit: Just tested out a single player game with just xskills, xlib and rustbound magic and projitiles still dont hit entitys and do no damage.
Thanks for info. Stay save.
Good day, I way playing around a little with json patching. I want to add some further skill levels. I got it to work, that I addmerge further skill levels to lets say longlife in the survival skill (patching the xskills/skills/survival.json). now it shows the added levels, but I cant level up to level 5, because obviously I would have to edit the file in ModConfig/XLeveling/survival.json also. Manual editing is no problem of course and it also works ingame, but I wanted to also json patch it, instead of editing it manually. Now the problem is, that i can't seem to get the correct "file" path/command for it. do you have a tip for me? For the other file it was easy to locate, because it is in the zip file ("file": "xskills:skills/survival.json"). But the ModConfig file is not.
Also I would like to know, if i assemble a content mod which adds additional levels to the skills, does this work in multiplayer, so the clients download the mod and can also level to lets say "longlife level 5" or something?
Mlodyowiec Yes but you get only 1/4 (configurable) of the experience.
Madshawn65
Here is a list which weapon type benefits from which ability at the moment:
Sword, Club, Mace, Warhammer: Swordsman
Spear, Javelin, Pike, Poleaxe, Halberd, Polearm, Staff: Spearman
Bow, Sling, Crossbow, Firearm: Archer
Knife, Pickaxe, Chisel, Saw, Axe, Hammer, Wrench, Hoe, Sickle, Scythe, Rolling Pin: Tool Mastery
I don't know if quarterstaff counts as a staff. To figure this out you have to look at the quarterstaffs asset file in the folder of the mod that adds this weapon. There should be a "tool" entry somewhere.
Psychomor The default max level for every skill is 25. It was increased some time ago. If you have 10 as a max level you may need to delete your old configuration files.
Xandu after some time , when i back today and run game all back to good stage , dont understand why VS working this way sometimes , it looks like all working before too but game stop me from loot monsters before. All working now. Btw i added Hydrate and Diedrate mod what adds 2 perks to survival level, and default 10 lvls looks too small now i think, because this two perks have additional 6 points together. I wander mayby you have something in mind what can make this good exit from this. Stay save.
Mlodyowiec All good , i know how do things , but game trolling me sometimes.
Do any of these skills include quarterstaff? Yes spearman says staff but want to be sure.
Psychomor
Tried to hold shift? cuz if you don't hold shift you'll get the animation and sound but no loot
Do you get exp from halve hammer?
Psychomor Hi. I cannot reproduce this bug. Does this happen for every enemy or just certain ones? Do you have error messages in your log file? Do you have other mods that might influence mob drops or harvesting?
Helo Xandu. Please check this perk, i play in Polish language. "ΕupieΕΌca" give 40% more loot from creatures with max 2 points, name of perk is in my language btw and is in Survival/Fight under Monk perk. Perk 2 points max stage dont working and cant cut monsters after cap this perk. If you put one point in this perk all working but if you max this , cutting dont working and you cant get loot frame and cutting is endless. Stay save.
I made the mistake to think that Ctrl + F1 is enough for reloading the world + mods. Going back to main menu and restarting the world did the trick. Thank you for the quick reply.
Omikronlex Try to relog.
I tested the skills a little in creative mode. Can somebody confirm that the "Long Life" skill does not increase the HP regarding the survival skill level? It does increase the 5% (or 10% on tier 2 and 3), but completele ignores the "additional 1 (or 2) % for each level at the survival skill" for me.
Gregg_Goober Have you seen the "Source" button at the top?
Hi, I am really enjoying this mod, but there are some minor tweaks I would like to perform. Would you be willing to share your code?
Lightpowder This should cover all tool types that are currently in the game. You have to look at the mod how the weapons are defined. So it's probably a axe.
Thanks a lot man! So long axes don't benefit from anything at the moment, am I correct?
Lightpowder
Here is a list which weapon type benefits from which ability at the moment:
Sword, Club, Mace, Warhammer: Swordsman
Spear, Javelin, Pike, Poleaxe, Halberd, Polearm, Staff: Spearman
Bow, Sling, Crossbow, Firearm: Archer
Knife, Pickaxe, Chisel, Saw, Axe, Hammer, Wrench, Hoe, Sickle, Scythe, Rolling Pin: Tool Mastery
Is your mod and CO: Armory compatible? I can't really find any info on that (I'm mostly interested in long axes and if they benefit from any of the skills).
conninator2000 Hi. As long as the mod does not work with xskills in general I see no point in adding compatibility with it. Thanks for your feedback. If I ever add a building related skill I will consider your suggestions. I think "xleveling.json->expMult" is what you are looking for.
Hey I dont think this would fall under your side of implementation, but playing with Core of Arts/Art of Growing and noticed those crops dont register as farming XP. I already posted on their page about it since I already know there is that cooking pot issue with it currently, but figured I might as well post the compatibility issues here as well. Thanks for your work, XLib and XSkills are amazing staples of every playthrough - would love to even see more trees like maybe one that affects building (block place range, maybe tools for building lines, etc). Its honestly so nice to get rewards and perks for doing stuff. Also i skimmed the forum page a while ago, but is there a setting that affects the global xp gain instead of on a per skill basis like you mentioned below?
Asagao You can increase the amount of exp you get in the config files. ModConfig\XLeveling\cooking.json ->Attributes->expBase (is somewhere at the bottom of the file)
No we don't have that mod, it's just that it just takes forever to level, after feeding my blackguard over a 100th pies and a thousand different kind of foods I'm still somehow level 5
without the cooking books that my friend found I would have still been level 3, personally I think leveling for cooking is a little bit too undertuned unless it's expected for a playtrough of more than 200+ hours
Asagao Do you have the mod "Core of Arts"? It breaks the cooking skill.
I've been cooking for hours, but gosh is it just me or does it take a tremendous amount of time to level cooking compared to most other specialisations.
I cook for a group of 5 people each having their own skills and most of them are 2 or 3 levels ahead of me while's I spam cooking π
MimiTheCursed Sounds like you are not using the newest xsills and xlib versions.
Awesome, thanks for the update! Xandu
does anyone know if there is a mod conflict that breaks the monk or iron fist skills? i noticed that there isnt a damage change in a server im playing on, im assuming it's the combat overhaul mod but if anyone has a confirmation that would be helpful
MelonGremlin and TRexTheHunter This is caused by the recent from golden combs version. Vinter Nacht is working on a fix for it.
Xandu Yeah i also run Core of Arts, thanks for your input. I may take it out.
Me as well:
System.Reflection.TargetException: Non-static field requires a target.
at System.Reflection.RtFieldInfo.GetValue(Object obj)
at XSkills.XSkillsBerryBushBehavior.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled)
at Vintagestory.API.Common.Block.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1477
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 236
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
same as MelonGremlin
I crashed while uh, grabbing berries? Specifically black currants, heres the log I think?
I mean this line also yells about berries
at System.Reflection.RtFieldInfo.GetValue(Object obj)
at XSkills.XSkillsBerryBushBehavior.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled)
Thank you by the way for your mod, and thank you if you are able to provide any help!
Running on 64 bit Windows 10.0.26100.0 with 31831 MB RAM
Game Version: v1.20.3 (Stable)
30/1/2025 7:36:17 PM: Critical error occurred in the following mod: xskills@0.8.11
Loaded Mods: aculinaryartillery@1.2.3, betterandimprovedweather@0.1.0, bettersticks@1.2.0, bettertraders@0.0.9, bloomeryfulldrops@1.0.0, buzzwords@1.7.0, combatoverhaul@0.1.22, expandedmolds@1.0.1, extrachests@1.9.0, immersiveorecrush@2.1.1, long-term_food@0.1.8, particlesplus@1.1.1, primitivesurvival@3.7.5, sortablestorage@2.2.8, game@1.20.3, vsimgui@1.1.7, driftertweak@1.2.1, airthermomod@0.1.2, alloycalculator@1.0.0, armory@0.1.4, egocaribautomapmarkers@4.0.1, betterfirepit@1.1.5, betterruins@0.4.6, carryon@1.8.0-pre.1, chestorganizer@1.0.3, commonlib@2.6.1, composter@1.1.1, configlib@1.4.4, expandedfoods@1.7.3, extrainfo@1.9.6, foodshelves@1.4.4, fromgoldencombs@1.8.5, hudclockpatch@1.0.0, knapster@2.13.2, maltiezcrossbows@0.6.4, maltiezfirearms@0.10.5, minimalcompass@1.1.3, nocharcoallost@1.0.1, paxel@1.6.1, claywheel@1.1.2, prospecttogether@2.0.0, resmeltableslight@1.0.0, recipeselector@1.0.1, rivers@4.1.0, stepupcontinued@0.0.1, stonebakeoven@1.1.5, Verticality@0.0.12, creative@1.20.3, survival@1.20.3, whatbagwasthatagain@1.0.2, xlib@0.8.10, playercorpse@1.11.0, stonequarry@3.4.3, tpnet@1.14.4, xskills@0.8.11
System.Reflection.TargetException: Non-static field requires a target.
at System.Reflection.RtFieldInfo.GetValue(Object obj)
at XSkills.XSkillsBerryBushBehavior.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumHandling& handled)
at Vintagestory.API.Common.Block.OnBlockInteractStop(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1477
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 236
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi ssunny2008,
Do you have the mod Core of Arts? That causes issues with cooking.
Hiho,
it seems that leveling cooking doesn´t work like before. Backing stuff in the oven or just cooking something in a cooking pot doesn´t count.
I thought about some incompabilities with other mods, but fishes and raw fish from "Primitive Survival" count if i cook it without a pot.
Is this already addressed? I´m sure it worked with 1.19 even with spelt / kudzu bread and pretty much everything in a pot.
EDIT: Found atleast the issue with bread, it doesn´t work with other ovens but the clay oven. But cooking something on a firepit in a pot still doesn´t give any points.
I tried this for a bit, its reminicent of 7DTD's alpha 16 build where you "earn by doing", which is ideal for me. However, I highly dislike gating what are realism/QoL changes like boiling saltwater for salt or making cages behind skills. Not to mention the UI is not good, it isn't immediately clear what skills you need to get others or that some skills are exclusive with others. I'm more likely to find mods that simply add the QoL this one adds. If these aspects change in the future I may reconsider π
Destruktn Yes. There is a section about configuration on the forum thread. You have to find the part for the well rested ability in your configuration file. There you can see values like 480 and 600. Which are the duration of the effects in seconds. You can set these values to whatever you like.
Spyke1021 Yes.
Are the experience +/- 15% modifiers connected to class?
is it possible to increase the duration of the well rested effect? Like in a config or something, i would love to have it for longer than 10 min since i dont get much done in that timeframe.
AzuliBluespots XLib saves its skill sets in a separate save file: C:\Users\\[UserName]\AppData\Roaming\VintagestoryData\Saves\XLeveling. There you have to look for the file with the name of your old world and rename it to the new one.
Vyklade Yes. The ability buffs stabbing and throwing.
Question, the skills that buff spear damage, does that also buff their damage when thrown, or only if you stab with them?
Can the skills acquired in a previous world be transfered to a new one? Where are the stats saved?
Shardas You still get better over time but you can already get a base amount of quality if you quench your item. So throw it in water after you have finished forging it as long as it is still hot.
How does the blacksmith quality system work now? I did feel like it was random before and you were tied to the skill level. Unlocking the quality and getting Bad quality evertime was painful which is why I stopped unlocking it the moment I could. Is it based off time or hammer hits to complete?
It was infact because I didn't update xlib, I forgot it was a dependency. My bad, thank you Xandu
Nalzul Sounds like a client-server-synchronisation issue. The quality seems to be synced but the current durability value seems to be wrong and as soon as you use the item the durability is updated to the correct value. Don't know if I can do anything about it.
RathfulConcepts It's actually an issue with the Core of Arts mod which is required for Art of Cooking. They override the cooking pot and therefore every patch applied to the base game cooking pot is overwritten. I think this is an issue that should be fixed from their side.
I've found an incompatibility with Art of Cooking, where normal pots with canteen cook dont cook the food in them and just constantly loops cooking. I tried cooking a normal amount of food in a pot and it worked normally, and before we added it the perk was working fine.
I had the same issue as NightDragon. I made a tin bronze saw and it had 500/614 durability upon crafting (and in the crafting output window). I made a tin bronze knife and it had full durability (645/645). No other forging mods.
Edit: After using the saw it returned back to boosted durability
Gallant Without a crash report I can not say much about it, but I would suggest that you also have to update xlib.
Updated xskills for me and my friends current world and cutting down a pine tree hard crashes the game. hadn't tested it with any other tree but it was a consistent crash, rolled it back, cutting tree down no longer crashed. This was on 1.20.3, only other mod installed that affects trees, and specifically pine trees is bark beetle, unsure if that had anything to do with it. but the exception thrown on crash stated it was a critical error with skills but I couldn't figure out specifically what caused it based on that, outside of just cutting down the tree.
Bentorium It's seems like I have to rework this part again. There are always issues with this ability.
Yoh Ok. So let's keep it at Fields of gold needs an update.
MRGOOSE I write it on my suggestion list. But I can't promise anything.
NightDragon Can you give me some more informations? Is this reproducible or a one time issue? What item have you forged? Do you use any other mods that can influence durability or forging?
heh Do you play on a server or in singleplayer? Do you have the core of arts mod?
Using a pot to cook does not give cooking xp, but cooking ingredients directly over the firepit does give xp. I am using the 0.8.10 version.
There is a problem while smithing legendary 10 item they have not full health
can luminferious skill glow appear for other players? i want it to
@Xandu I do NOT have any mods that have custom crops.
EDIT: Seems to be some wierdness in our server. In single player everything works ok with same mod set.
Seems that 1.20.3 breaks atleast Canteen Cook skill, it wont allow you to make more than 6 servings at the time even skill is 2/3. Worked ok in 1.20.1. Smithing seems to work, got some nuggets back via skill when smithing.
HeraldRejn I don't think that I can do anything about it. It seems like the server didn't recognize the block breaking of the client correctly which can also happen without any mods on busy servers.
There is problem on servers when your connection drops lower due to many players on the server when you mine with 3x3 skill it can leave invisible blocks that spawn back after you relog or go away from chunk and come back. Very annoying
THANKS, I think I know almost everything
Cuddly_Khan Thank you.
Lazybuw This is not a bug. The class was added after I have set the other values and I never bothered to add new ones. Because It would need a rebalance of everything else and I had no motivation for this.
You are missing the Files tab at the top. Every single mod has it and each file has a "Show" button to see the changelog for each one version.
Mrozak
Ahh. this is like XLib again... update, but the target game is still the same as before, yet no info on what was changed.
Would you please post some info regarding what was changed in the update?
(am i the only one who finds this confusing? i apologize if i missed something)
I noticed while configuring custom classes for this mod that tailor doesn't receive any positive or negative exp boosts for skills in the configs, I ended up entering my own values but felt like it was worth mentioning here in case it was a bug.
tofiktofik
You can modify the number of specializations available in the config. I'd suggest reading the forum post linked in the mod description.
tofiktofik This is the reason why you usually can have 2 specializations with the survival/all-rounder ability. And you can configure the mod to have as many as you want.
Xandu
one specialization is not enough
In my opinion, mining and metal processing are the same field, so there should be 2 specializations available in this mod
it is the same as Agriculture with Livestock
so some specializations should have more than one specialization option
Yoh Do you have mods that add new crops to the game?
tofiktofik You can only have one (configurable) specialisation by default. You can have 2 specialisations with the all-rounder ability. It says Limited (x/y) Specialisations in the tooltip when it is a specialisation . These are usually abilities that increase your exp gain.
Xandu
there is something else wrong. Metalwork is from lvl 5, I am lvl 6 and I can't give a point there, it says something Limited 1/1
Honestly, Xandu, due to my lack of coding experience, I'm not entirely sure what's causing the issue, and the crash specifically says xskills. However, I noticed that the crashing stops when I delete fieldsOfGold-1.19_v2.1.6 from the mod list for my specific server. I haven’t explored further troubleshooting in single-player or elsewhere. If the problem reoccurs when fieldsOfGold is updated, I'll reach out. I just wanted to share my experience with you.
tofiktofik Ok. Good to know. You can use unlearn points from alcohol to unlearn abilities. You can also use a command: "/skill reset [player] [skill]"
I still have a question if it is possible to undo or reset the points because I gave the wrong points and I don't see a button to reset all skills at least once
Xandu
I think I found the problem that causes Knapster_v2.11.2 tools forged with his help are standard, without him the mod starts working
tofiktofik Do other metalworking abilities work as expected? I tested it with the mods you mentioned and it seems to work for me. Have you changed some configurations?
Xandu
the log is clean and has no errors
tofiktofik I can't see anything that may cause the issue. I would need to test it with every of theses mods. Do you have error messages in your log files?
Yoh Are you sure that this issue is caused by FieldsOfGold. I don't have that issue with the mod.
Tavere Yes, if you only want to affect the survival skill, it has a separate setting in its own configuration file.
Is death with explossondeath set to 1 supposed to result in a compelte zeroing out of all exp in all skills?
I need to say goodbye to FieldsOfGold-1.18_v2.1.6 because it's an old mod that is conflicting with xskills and causing client crashes on my dedicated server. I apologize if this is not the best way to report bugs. π
Here is my crash log to illustrate the loaded mods and the conflict:
Running on 64 bit Windows 10.0.26100.0 with 32682 MB RAM
Game Version: v1.20.1 (Stable)
1/20/2025 8:48:08 PM: Critical error occurred in the following mod: xskills@0.8.9
Loaded Mods: aculinaryartillery@1.2.2, chiseltools@1.14.10, combatoverhaul@0.1.2, femininity@0.1.3, fieldsofgold@2.1.6, long-term_food@0.1.3, millwright@1.1.8, primitivesurvival@3.7.5, rpvoicechat@2.3.10, sortablestorage@2.2.8, game@1.20.1, airthermomod@0.1.2, alchemy@1.6.42, betterfirepit@1.1.4, carryon@1.8.0-pre.1, coinage@1.12.1, commonlib@2.6.1, expandedfoods@1.7.2, foodshelves@1.4.4, fromgoldencombs@1.8.2, heatretention@1.0.2, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, petai@3.0.0, playerlist@2.1.5, rifteye@0.4.0, tabletopgames@2.3.0, vinconomy@0.4.0-rc.4, creative@1.20.1, vsinstrumentsbase@1.0.1, survival@1.20.1, xlib@0.8.8, apanserbjornstory@0.9.4, campaigncartographer@4.1.1, cats@3.0.0, foxtaming@1.4.1, playercorpse@1.11.0, stonequarry@3.4.2, thebasics@5.0.0, vsinstruments_quackpack@1.0.0, wolftaming@3.0.0, xskills@0.8.9
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsCropBehavior.OnLoaded(ICoreAPI api)
at Vintagestory.API.Common.Block.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 398
at Vintagestory.GameContent.BlockCrop.OnLoaded(ICoreAPI api) in VSSurvivalMod\Block\BlockCrop.cs:line 41
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 955
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.b__1() in VintagestoryLib\Client\Systems\Startup.cs:line 961
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I will have to say good bye to FieldsOfGold-1.18_v2.1.6, For it being an old mod, it is conflicting with xskills and crashing clients on my Dedicated server. I apologise if this is not an best way to report bugs. π
Here is my crash log to show you my loaded in mods, and the confliction:
Running on 64 bit Windows 10.0.26100.0 with 32682 MB RAM
Game Version: v1.20.1 (Stable)
1/20/2025 8:48:08 PM: Critical error occurred in the following mod: xskills@0.8.9
Loaded Mods: aculinaryartillery@1.2.2, chiseltools@1.14.10, combatoverhaul@0.1.2, femininity@0.1.3, fieldsofgold@2.1.6, long-term_food@0.1.3, millwright@1.1.8, primitivesurvival@3.7.5, rpvoicechat@2.3.10, sortablestorage@2.2.8, game@1.20.1, airthermomod@0.1.2, alchemy@1.6.42, betterfirepit@1.1.4, carryon@1.8.0-pre.1, coinage@1.12.1, commonlib@2.6.1, expandedfoods@1.7.2, foodshelves@1.4.4, fromgoldencombs@1.8.2, heatretention@1.0.2, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, petai@3.0.0, playerlist@2.1.5, rifteye@0.4.0, tabletopgames@2.3.0, vinconomy@0.4.0-rc.4, creative@1.20.1, vsinstrumentsbase@1.0.1, survival@1.20.1, xlib@0.8.8, apanserbjornstory@0.9.4, campaigncartographer@4.1.1, cats@3.0.0, foxtaming@1.4.1, playercorpse@1.11.0, stonequarry@3.4.2, thebasics@5.0.0, vsinstruments_quackpack@1.0.0, wolftaming@3.0.0, xskills@0.8.9
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsCropBehavior.OnLoaded(ICoreAPI api)
at Vintagestory.API.Common.Block.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 398
at Vintagestory.GameContent.BlockCrop.OnLoaded(ICoreAPI api) in VSSurvivalMod\Block\BlockCrop.cs:line 41
at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Blocks(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 955
at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass54_0.<OnAllAssetsLoaded_Blocks>b__1() in VintagestoryLib\Client\Systems\Startup.cs:line 961
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 254
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
that's all I have
airthermomod_0.1.2
Airtight Sleek Doors
Auto Map Markers 4.0.1 (Vintagestory 1.20)
AutoPanning-v1.0.1
BackpackPackPLUScontinued_v1.0.0
BeanStacks1.0
BetterFirepit-1.1.5
betterloot1.1.0
buzzwords_1.7.0
CommonLib_VS1.20.0-rc.1_net7_v2.6.1
detailedanimals_0.3.9
DriedPeatv1.0.3
ExtraOverlays_VS1.19.0-rc.5_net7_v1.4.0
firewoodtostick
FotSA-Elephantidae-v1.0.0
FromGoldenCombs-1.20-1.8.2
Glass Sleek Doors
greenhousebuff_1.2.0
HudClockPatch
Knapster_v2.11.2
more-map-icons-cs-1.1.0
NailMold-1.0.2
pottery-wheel_v1.1.2
ProspectTogether-2.0.0
she1fish-v1.2.1
SimpleTailoring_v1.1.6
stepupcontinued_0.0.1
UsefulShears-V.1.0.0
vanillamoremolds_1.0.0
xlib_v0.8.8
xskills_v0.8.9
zoombuttonreborn_2.0.0
Kli900 You are welcome.
tofiktofik I made some tests and it works fine with Knapster. Can you send me your mod list or a log file?
Sorry Xandu i didn't noticed a new version was out. i deleted the old file and installed the new one and the server seems to not crash anymore.
Thank you for your time
Xandu
I use an iron anvil
pickaxes, shovels, detectors, knives, scythes
I don't know if it affects this mod but I use the Knapster mod
durability is unchanged, as usual
Hi, Kli900. It seems like you are not using the newest version of the mod? Am I right?
Hi, i'm encountering an issue with the mod. I unlocked the skill that adds inventory slots to the character and the server crashed seconds later. Now i'm unable to play with the mod active.
Excerpt from log:
20.1.2025 22:41:24 [Error] Exception: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at XSkills.XSkillInventoryBackpack.get_Item(Int32 slotId)
at Vintagestory.Server.ServerSystemInventory.UpdateTransitionStates(Single dt) in VintagestoryLib\Server\Systems\Inventory.cs:line 148
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 897 (----this part repeated thousands of times----)
20.1.2025 22:41:24 [Notification] Last player disconnected, compacting large object heap...
20.1.2025 22:41:26 [Notification] UDP: client disconnected Kli900
20.1.2025 22:41:26 [Event] Player Kli900 got removed. Reason: Server shutting down - Too many errors detected. See server-main.log file
20.1.2025 22:41:26 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Too many errors detected. See server-main.log file
20.1.2025 22:41:26 [Notification] Server ticking has been suspended
20.1.2025 22:41:26 [Notification] Entering runphase Shutdown
20.1.2025 22:41:27 [Notification] Defragmented listener lists
20.1.2025 22:41:27 [Event] Mods and systems notified, now saving everything...
20.1.2025 22:41:27 [Event] It pauses.
20.1.2025 22:41:27 [Event] One last gaze...
20.1.2025 22:41:27 [Event] Saved player world data...
20.1.2025 22:41:27 [Event] Saved map regions...
20.1.2025 22:41:27 [Event] Then all goes quiet...
20.1.2025 22:41:27 [Event] Saved map chunks...
20.1.2025 22:41:27 [Event] The waters recede...
20.1.2025 22:41:27 [Event] Saved loaded chunks...
20.1.2025 22:41:27 [Event] The mountains fade...
20.1.2025 22:41:27 [Event] The dark settles in.
20.1.2025 22:41:27 [Event] Saved generating chunks...
20.1.2025 22:41:27 [Event] Saved savegamedata...2
20.1.2025 22:41:27 [Event] World saved! Saved 6 chunks, 0 mapchunks, 36 mapregions.
20.1.2025 22:41:27 [Event] It sighs...
20.1.2025 22:41:27 [Event] Shutting down 6 server threads...
20.1.2025 22:41:27 [Event] Killed console thread
20.1.2025 22:41:27 [Event] Alone again...
20.1.2025 22:41:27 [Event] All threads gracefully shut down
20.1.2025 22:41:27 [Event] Time to rest.
20.1.2025 22:41:27 [Event] Doing last tick...
20.1.2025 22:41:27 [Event] Stopped the server!
20.1.2025 22:41:27 [Error] More then 100000 errors detected. Shutting down now. Threshold can be changed in serverconfig.json "DieAboveErrorCount"
tofiktofik What anvil do you use? A base game one or a modded one? What item have you created? Do you use other mods that change how anvils work or may change the tooltips of items? If you craft a tool with an smithed item does it has more durability than usual?
Witam, mam problem, albo nie rozumiem tej umiejΔtnoΕci, obróbka metalu - kowal, to chyba nie dziaΕa
I don't see the quality of the forged items anywhere
PiptheCowboy, Noa3 This sounds weird. I have never encountered such an issue. But I also have developer mode always on. Even when I turn it off I don't have the issue.
For me the same, as soon i activate developer mode, it works but sadly not on the server. reverting to 1.20.0-rc8 fixed it
Xandu okay crazy story, and totally wild. The moment i turned on the .debug tick
it worked.
So false alarm? Lmfao
I was turning all others mods off, starting new saves, everything normal.
PiptheCowboy Can you send me a log file?
@xandu not on 1.20.1, im updating to that now to see if there is any difference
Xandu yes, currently on release 1.20. New world on 1.20 as well
PiptheCowboy Have you updated your game to the 1.20.0 full release version?
Looks like the newest version doesnt open the skills window with the default O keybind...rolling back to the last version fixes it
understand... O.o well then... thank you Xandu for the incoming update with fix! ^.^
Leonix It is a compatibility issue between combat overhaul and xskills because both mods modify how the backpack works. BackpackPackPlus should not cause any issues because it does not change how backpacks work and only adds bigger ones. The issue should also be in the non-official version but there can also be other circumstances that are necessary to trigger the issue. But I was able to resolve the conflict with combat overhaul due to a change that was made in the base game. The fix will be part of the next update.
Xandu
Well, if it's a problem of other mods, then please explain to me how it's possible that your mod, simply and hastily fixed by one of your fans, had no problem with any mod that modifies inventory? What I just wrote sounds like a mockery or an insult, but it's not, okay? I just don't know how to write it better in English. Anyway, since I have a mod that increases capacities + adds more backpacks with much larger capacities, I don't need to use the perk Strong Back without some regrets. :) But this is really a mystery... O.o
AzuliBluespots Yeah modded bowls do not work. So more containers I have to add.
Xandu
Actually we did use bowls. The person trying to get points drank nearly 10 liters of wine and didn't get even a single point XD
MAYBE it's because it wasn't a common bowl, it was colored. Either brown or red, can't remember now. Either expanded matter/bricklayers bowls or something similar.
Leonix, Georgy I have looked at this issue for a while now and it seems like the mod is not compatible with combat overhaul at the moment and there isn't much I can do about it without just removing every ability that conflicts with it.
AzuliBluespots As Sapion already mentioned jugs didn't worked with older version but will work in the future. So I assume that you used jugs and not bowls?
There is an issue with the mod where drinking from jugs does NOT give unlearn points, but drinking from buckets does, please fix this
We're about to test the mod on 1.20, but on 1.19 unlearn points weren't working. We tested even with vanilla wine and no points were given.
Realised it was quite likely the combat overhaul mod, I had equipped a javelin quiver which does indeed add slots to the back pack. We editted our save to revert my level up, if a work around can be sorted that'd be swell. If I where to gain the ability whilst not having the quiver equipped, and later equipped the quiverwould you expect a similar crash? I will likely try that soon enough and will report back if its that easy a solution.
I also have the same problem and I have mod called BackpackPackPlus Continued... O.o
Georgy Do you have any other mods that change the backpack?
Had a crash with the log reporting xskills to be the issue. Had just taken the 'Strong back' ability.
Running on 64 bit Windows 10.0.19045.0 with 32717 MB RAM
Game Version: v1.20.0-rc.8 (Unstable)
09/01/2025 21:01:55: Critical error occurred in the following mod: xskills@0.8.9-rc.2
Loaded Mods: betterloot@1.0.9, chiseltools@1.14.6, combatoverhaul@0.0.119, craftablecompanion@1.2.0, decor@1.2.0, effectshud@0.2.12, hangingoillamps@1.0.3, moreicons@1.1.0, MoreTorchHolders@1.0.0, Sergsmetaltongs@2.0.0, litbrig@0.5.2, terraprety@6.0.1, translocatorengineeringredux@1.5.4, game@1.20.0-rc.8, AgeOfConfession@2.1.1, armory@0.0.43, betterhewnfencegates@1.1.0, betterruins@0.4.4, carryon@1.8.0-pre.1, commonlib@2.6.1, maltiezfirearms@0.9.9, mobsradar@2.1.2, claywheel@1.1.2, scarecrow@1.6.1, simplealchemy@2.2.16, tabletopgames@2.0.2, traitacquirer@0.9.6, unconscious@1.8.1, creative@1.20.0-rc.8, survival@1.20.0-rc.8, webstotwine@1.20.1, wildfarmingrevival@1.3.4, xlib@0.8.7, xskills@0.8.9-rc.2
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 Vintagestory.API.Common.BagInventory.get_Item(Int32 slotId) in VintagestoryApi\Common\Inventory\BagInventory.cs:line 112
at Vintagestory.Common.InventoryPlayerBackPacks.get_Item(Int32 slotId) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerBackPacks.cs:line 54
at XSkills.XSkillInventoryBackpack.get_Item(Int32 slotId)
at Vintagestory.API.Client.GuiElementItemSlotGridExcl.InitDicts() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridExcl.cs:line 42
at Vintagestory.API.Client.GuiElementItemSlotGridExcl.PostRenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridExcl.cs:line 68
at Vintagestory.API.Client.GuiComposer.PostRender(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 678
at Vintagestory.API.Client.GuiDialog.OnFinalizeFrame(Single dt) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 408
at Vintagestory.Client.NoObf.GuiManager.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 326
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1019
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 248
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
That's correct, not happened to me during todays ~2h gameplay. i will keep looking! Thanks for update!
Sashkaa I could never reproduce this issue and I think it only happens on the unofficial version. If you encounter this crash in the current version please send me a full crash report.
Did you fix issue with berry bushes?
Yay!
Works on 1.20
1.20? :3
Any plans for 1.20 release?
Hiya!~ I see that the link to the Github Source is dead. Any chance that could be revived? Thank you!!
Love the Mod, but no Skill for Panning? My friend loves doing it and having nothing Incorperated Panning is kinda sad. Idea?
Phelan21 you have it lucky I am running the exact same copies of the same mods and even the vanilla booz would not give me any unlearn pints, I wound up modding the config files to give myself a point. When I tried a skill I wound up not liking. This is the first play through where I have ever had that problem. Or any for that mater with xskills. I'm thinking it must be a mod conflict with something else I'm running.
Hm, I've got XSkills 0.8.8 and Wildcraft Fruits and Nuts 1.2.2, but the Wildcraft wines don't give any unlearn points, only the vanilla ones... Is that a known issue, could there be a conflict with some other mod(s), would a mod list/log files/... help? :)
I have a possible fix to steeplechaser for players who encountered the issue of climbing up blocks inside homes

what if instead steeplechaser trigger only when you look up (basically let's say eye level is 0 degrees, it toggles when the camera is up past 40-90 degrees, and doesn't work if the player looking below 40 degrees
if this is possible then this can hit two birds with one stone and fix the goofy interaction between step up and skills, while maintaining both features to stay on
Hello, we think it's a very interesting mod but before putting it on our server we need to review the code to make sure everything is in order.
The link to ''github'' seems broken.
Could you fix it?
Thank you very much the mod looks great!
Hello there, in trying to make "desalinate" perk from cooking to work with cauldrons from "A culinary artillery" by simply boiling water in it. It seems like i need to do smth with .dll. Is there way to see the source code? github giving me 404 error
Would be nice if we could get a keybind for Steeplechaser. It's great for climbing rough terrain, but triggers on every table and object in your home.
Thanks for making this mod!
Does Swordsman skill improve falx damage?
Axe Expert isn't working on charcoal. Is that intentional?
the looter talent from the combat tree's effects are way to small to be noticible on anything but double headed drifters, either that or its not working
Hi is there a way to disable the incompabilities in certain talents e.g. stonecutter 3 & it's "siblings" (for singleplayer players)?
dumb question, how can i find the stuff i need to craft to get unlearn points?
Dear developer, the juicer in this version works as usual, when you upgrade the fruit juicer skill, 32 pieces are required.although it must have decreased by 66%??
Hey, I updated a patch for xp harvest for the current? version of wildcraft (fruits and nuts / herbs and spice) as the current patch within the mod is for the outdated version. Berry bushes get the bush harvest behavior while spices/herbs get mushroom harvest behavior! Anyone can download this and add it to their patch folder or if the mod author can update that, that would be awesome.
https://github.com/lmbz115/VS_Patching/blob/267a281501562d567e2d196a9ac3f58883adc717/farming-wildcraftcompat.json
Chinese localization
github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/xskills_v0.8.8
Would love to help balancing out the Xskills points if you want any help with it. Been doing some testing on my own editing it, though I tend to enjoy a much longer leveling process with the ability to eventually gain superb ability after leveling a skill to 50 or 100
Noticed a small oversight possibly? when you seal a crock with food that has the gourmet quality on it, the quality lowers since the item you crafted with it to seal the crock didn't have a quality value and it degrades the quality of the food inside the crock.
Could we get a patch that allows Culinary artillery cauldrons and stuff to do desalination?
Running on 64 bit Windows 10.0.17763.0 with 21472 MB RAM Game Version: v1.19.8 (Stable) 15.09.2024 22:58:13: Critical error occurred in the following mod: xskills@0.8.8 Loaded Mods: aculinaryartillery@1.1.5, alchemytrader@1.0.1, ancientarmory@1.0.5, attributerreborn@1.0.6, balancedthirst@0.0.41, bettercompost@1.0.2, irregularguybetterjam@1.0.0, chiseltools@1.12.3, decor@1.1.4, domesticanimaltrader@1.0.0, entitiesinteract@1.0.11, explosive@0.0.5, flourbags@1.0.4, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.8, dinornithidae@0.7.0, machairodontinae@1.0.9, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, geoaddons@1.3.5, hideandfabric@1.3.0, indappledgroves@0.7.3-dev.2, lastingarmor@1.0.5, lightingrework@1.0.0, longtermfood@0.0.5, lumbersling@1.2.2, mastodontrunk@1.0.1, meltingpp@1.0.3, molds@0.0.8, morefuel@0.0.6, feidrysfixedmoreclasses@1.2.6, moreenemyloot@1.2.2, oils@1.2.2, pickuplootvessel@1.0.0, plumpkins@1.0.3, qptech@1.15.2, ripened_wild_crops@1.0.0, rnroutlawsvillagerscompat@1.2.0-dev.2, rustandrot@0.0.6, saltandsands@1.0.2, swordz@1.1.8, thatchexpanded@1.1.1, toolsextended@1.0.4, vintageengineering@0.2.4, game@1.19.8, abcsreborn@0.2.2, AbsoluteProspecting@1.420.69, alchemy@1.6.34, augplantlib@0.0.3, bedspawnv2@1.2.0, betterhewnfencegates@1.0.0, blacksmithenhancements@1.0.5, butchering@1.6.5, casualcraft@1.0.0, commonlib@2.5.0-rc.2, composter@1.1.0, compostgrass@1.2.2, decayingcreatures@0.0.7, electricity@0.0.11, expandedfoods@1.6.9, extrainfo@1.8.1, fendragonbcs@0.0.8, foodshelves@1.1.2, fromgoldencombs@1.6.0, herbarium@1.2.0, krpgenchantment@0.3.8, lavoisier@1.3.0, levelup@1.2.7-pre.7, lichenredux@1.8.3, liquidcontainers@1.2.0, medievalexpansion@3.13.1, metalunittooltip@1.0.0, moreanimals@1.3.5, spearexpantion@0.1.8, oneroof@0.11.4, OutlawCompForRustRot@1.2.3, paxel@1.4.6, simplewinddirectionpelagus@1.0.0, petai@2.2.6, powdermanufacturing@0.0.2, recyclecrudearrow@1.0.0, rivers@3.1.0, rustyshell@0.0.12, sailboat@1.3.1, scarecrow@1.5.0, clssicseraphfaces@1.0.0, spawnersapi@1.0.8, steamandpower@1.6.0, tempseed@1.1.0, vanvar@5.0.4, vinconomy@0.3.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, vsvillage@1.0.6, xlib@0.8.6, advancedchests@0.2.3, alchemistry@1.0.2, battletowers@1.0.3, captureanimals@2.7.0, cats@2.0.3, chemistrylib@1.1.5, configlib@1.3.13, electricityaddon@0.0.6, electricityextensions@0.0.7, em@2.7.0, grasscompost@1.0.0, hidenotrot@0.1.0, morecandles@1.2.2, morerope@2.0.1, newworldcrops@0.0.8, playercorpse@1.10.1-rc.1, stonequarry@3.3.1, tpnet@1.14.3, biggerwindmill@0.3.0, vsradiomod@0.2.1, wildcraftfruit@1.2.1, wildcrafttree@1.1.0, wolftaming@2.1.3, xskills@0.8.8, ropebridgescompatibility@1.0.0, tailorsdelight@1.7.0, ashes@1.0.0 System.IndexOutOfRangeException: Index was outside the bounds of the array. at XSkills.BlockEntityClayFormPatch.LayerBounds(Int32 layer, ClayFormingRecipe SelectedRecipe) at XSkills.BlockEntityClayFormPatch.OnAdd(BlockEntityClayForm clayForm, Int32 layer, Vec3i voxelPos, Int32 radius, IPlayer byPlayer) at Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch0(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode) at Vintagestory.GameContent.BlockEntityClayForm.OnUseOver(IPlayer byPlayer, Int32 selectionBoxIndex, BlockFacing facing, Boolean mouseBreakMode) in VSSurvivalMod\BlockEntity\BEClayForm.cs:line 151 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 329 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The perks from Blacksmith perk doesn't seem to apply to items. Previously on a different server it would show like "Bad (0.9)" or something like quality on the bottom after smithing. Got a new PC, downloaded new mods and it no longer does so. Doesn't change anything at all. I believe the Chef perk also isn't working right. I get the timers on saturated health, heated, hunger etc. But it also does not show the quality like it used to.
Is that a bug or was that a different mod? I had someone suggest that it was the RPG Item Rarity mod but that wasn't it as that wasn't installed previously.
"Most Alcoholic beverages" I know that's the answer, but I love the delivery.
LadyBlakeHammer By drinking most alcoholic beverages.
Ah, strange. I seem to need to eat less anyway.
How do you earn an unlearn point?
NukoSan Yes xskills has its own cage and you can catch small animals with it if you have the associated ability.
Enduriel I have answered this in discord.
AngliNex There is a command section in the mods forum page for that.
LadyBlakeHammer Increasing your hunger rate means that you have to eat more because you get hungry faster.
My reading comprehension, is pretty bad; Is increasing hunger rate by <#>% like, mean I eat slower? Because I've been getting perks involving that.
9.9.2024 22:54:18 [Error] Exception thrown during OnTesselation() of block entity XSkills.XSkillsBlockEntitySapling@2047936/114/2047832. Block will probably not be rendered as intended.
9.9.2024 22:54:18 [Error] Exception: Object reference not set to an instance of an object.
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(CollectibleObject collObj, Shape shape, MeshData& modeldata, Vec3f rotation, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 193
at Vintagestory.GameContent.BlockEntitySapling.<>c__DisplayClass5_0.<get_dirtMoundMesh>b__0() in VSSurvivalMod\BlockEntity\BESapling.cs:line 39
at Vintagestory.GameContent.BlockEntitySapling.get_dirtMoundMesh() in VSSurvivalMod\BlockEntity\BESapling.cs:line 32
at Vintagestory.GameContent.BlockEntitySapling.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BESapling.cs:line 243
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 152
what could cause this? getting quite a few of those in the "client-main"
Is there a way to set a players levels? Someone had their character data corrupted and had to start over. I would like to give them a bump.
I have an issue with this (otherwise fantastic) mod, I managed to unlock cateyes and while it's a great skill, unfortunately I get some really strange behavior with artifacting across the diagonal of my screen. I'm running on the default low settings. My PC is a laptop running and AMD 5700U with only the iGPU. Here's a screenshot, if you need anything else from me feel free to reach out on the discord as I'll be much more likely to respond quickly after being pinged/dmed there, as I'd be interested in helping you figure this out.
The XSkills came with its own cages? without the mod animal cages can I catch hens etc.? I remember it used to work but tried it recently and couldn't catch anything.
ScorchedAce Make sure that both mods xskills and xlib are installed and you have the newest version of both. Try to clear the cache. That helps sometimes.
It seems like the gourmet also is changed. Both skills used to show what "quality" they had, like if it was an 8 it would say legendary or something next to it as well as what number was assigned. Was that updated to no longer show that information?
Xandu
It seems like my xskills may be bugged. Even with no other mods installed and a brand new fresh save, it seems like the blacksmith skill isn't working at all,and even the Master Smith doesn't work 100% of the time. Any ideas on what happened? Is it something on my side that I did incorrectly?
Xandu
Thats awesome to hear! Thanks for letting me know!
Thanks for letting us know you're working on this!
SoupInCat There was compatibility with older wildcraft version but since they changed the mod it is no longer compatible. However it will be added again with the next update. I just haven't finished the update yet.
Having an issue where no wildcraft trees give forestry xp, is this a bug or a lack of compatibility? I had heard that compatibility was worked in already so I am unsure.
Xandu
Oh the issue had been resolved as i've edited and concluded in my first message.
Still thank you for responding though!
Dreadicon I know that the repo is down it will be online some time in the future.
You need just to lines of code to manipulate the max satiety:
EntityBehaviorHunger playerHunger = player.Entity.GetBehavior<EntityBehaviorHunger>();
playerHunger.MaxSaturation = (1500 + YourValue);
But you have to hard code this value because there is no modifiers for your max satiety and therefore you could have issues with other mods. The mod does not use any special log files. It uses the base game ones. You will not find much useful information there. But you could also tell me what you want to do and send me your config file.
I3eauLeBoi I would assume that in this case it would just use the old file and you wouldn't loose any experience.
@Xandu
I have not.
But i did mention the name issue which it didn't recognize or correct. I did already fix it after finding this said issue.
Xandu
Looks like the Github repo is down - I was hoping to learn some things about manipulating max satiety capacity from your repo. Any chance you could get the link back up?
Also, my custom skill config doesn't seem to be working - where would I find the logs to find out where it's erroring out? I shouldn't need more help than that :) (dayjob dev)
And of course, thanks for the mod! Definitely has extended out the gameplay interest for us.
I3eauLeBoi Have you altered the xleveling save file in any way?
When the mod is loaded for a world for the first time it sets a name for the file which is by default the name of the world. If you change the name of the world this value is still set to the old name. You can use the skill set command to change the file name.
I've encountered a odd problem.
My server had to update and have noticed that all my players have lost all their points and progress. Although. When we double check the supposed files, its not even there in the first place! Why we are not so sure.
After searching more. It seems that the files are being saved onto the OLD world name. I originally made it for example on "Village story". But renamed it to "blight world". Your mod doesn't like renamed files since it kept saving xp/progress onto "village story" in the xleveling folder.
Gariba Adding a new tool mode to existing tools is tricky and can easily cause conflicts. I want to avoid it as much as possible.
Can I request that the Scrap Detector perk be a shovel mode instead of being active all the time? I like randomly getting panning loot, but sometimes I just want to gather gravel and sand for landfilling and plaster.
DeathSeven You are using an older version of the mod. Try the newest version 0.8.8.
Running on 64 bit Windows 10.0.19045.0 with 16215 MB RAM
Game Version: v1.19.8 (Stable)
8/13/2024 6:44:30 PM: Critical error occurred in the following mod: xskills@0.8.6
Loaded Mods: decor@1.1.1, juicyores@1.0.0, molds@0.0.5, primitivesurvival@3.6.0, game@1.19.8, zoombuttonreborn@1.8.0, animalcages@3.0.2, commonlib@2.5.0-rc.2, divisionoflabor@1.0.8, herbarium@1.2.0, medievalexpansion@3.13.1, petai@2.2.6, spawnhighlight@1.2.0, creative@1.19.8, survival@1.19.8, xlib@0.8.6, stonequarry@3.2.1, wildcraftherb@0.0.1, wolftaming@2.1.3, xskills@0.8.6
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsPlayerBehavior.OnEntityReceiveDamage(DamageSource damageSource, Single& damage)
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 816
at Vintagestory.API.Common.EntityAgent.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 386
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 355
at Vintagestory.Client.NoObf.ClientMain.TryAttackEntity(EntitySelection selection) in VintagestoryLib\Client\ClientMain.cs:line 2781
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 386
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
no idea whats happening
Dorwon The mining skill is designed and balanced to work with the base game mining system. The quarry mod introduces its own way to mine stone which does not work well with the abilities. It could still give experience but I would need to read their source code and learn how it works and then try to find a way to somehow implement experience to that. This can take quite some time.
Ernie The base value is just a multiplier. So it's something like base * x. If you have a base value of 2 instead of 1 your food will have doubled it's quality. But if x is too small the result can still be less than 0.
Lone_ I made the xp distribution before the tailor class was introduced and therefore it still defaults to all 0. I always wanted to make something like a tailor skill that would work well with the tailor class. But this skill wouldn't have much to do at all. So I was thinking of mixing it with the farming, husbandry and metalworking skills. The tailor class would probably get an update when I introduce some of the abilities I have in my mind that fit a little bit into its theme. Until then you can always configure the exp in the configuration file to your own liking.
I3eauLeBoi I am happy that you could figure it out. I wanted to say that the server probably don't have the mod installed or does use another version.
ilm I am aware of this issue. But it's an issue on toolworks side. The mod disables the functionality as soon as xskills is installed.
XSkills (+XLib?) disables "shift+rightclick" from Toolworks mod (key combination required for more immersive tools crafting). In settings I not found where to change that.
Well, i am quite lost. Got both Xskill and XlLib installed.
With my massive mod list, it still works in singleplayer.
But on servers it doesn't seem to open the window with 'O'. Neither do i see any level up books.
Its very odd.
Do you happen to know, or anyone. What this might be?
Edit:
Nevermind, it was because the server was outdated.
no skills for tailor?
I did the math for everything and here is what iv come with.
class xp growth buffs- commoner +10% XP for all skills Hunter survival +20 combat 0 temporal -15 farming -15 digging -15 forestry +10 mining -20 husbandry +20 metalworking -15 pottery +15 cooking +15 Malefactor survival +15 combat -10 temporal -5 farming +10 digging +10 forestry -20 mining -10 husbandry +15 metalworking -15 pottery +5 cooking +5 clock-maker survival -20 combat -20 temporal +20 farming +15 digging -15 forestry -15 mining +15 husbandry -20 metalworking +20 pottery +20 cooking 0 blackguard survival -5 combat +20 temporal +10 farming -15 digging +10 forestry -5 mining +15 husbandry -10 metalworking +15 pottery -20 cooking -15 tailor survival 0 combat 0 temporal 0 farming 0 digging 0 forestry 0 mining 0 husbandry 0 metalworking 0 pottery 0 cooking 0
Average commoner +10% hunter 0% malefactor 0% clockmaker 0% blackguard 0% tailor 0% total commoner +110% hunter 0 malefactor 0 clockmaker 0 blackguard 0 tailor 0
it makes sense that all the classes average out to 0 outside of commoner, sense their focused heavily into their own skill sets like combat and aquireing their related gear.
but i propose that tailor should get some love like commoner sense they are the more homebody of the many classes, that it should be reflected in their skills. giving extra to farming, husbandry, and the 3 craft skills. allowing them to support other players better with lackluster combat and mining growth rates. tacked on with the allready hefty tailor debuffs that exist allready. perhaps giving them a net +5% average or something would be nice.
I think I might be misunderstanding what "Gourmet" does in terms of food quality. I have Gourmet 2/2, the description for which says that the minimum (or base, I forget the wording) quality level is 2. However, I'm often making food which comes out as "Bad" with a quality of zero point something. Having the second level doesn't seem to make a difference. What am I missing, or is that a bug?
Im sorry to ask but can you get mining points when you mine stones with the quarry mod?
Hi nmbpjnwwbt. Thank you for your report. There are even more reasons why this does not work. I try to make it work.
Hello.
The metalband from https://mods.vintagestory.at/tailorsdelight isn't affected by chiselRecipeRatio. They decided to implement recycling on their own in /assets/tailorsdelight/recipes/grid/recycling.json
From what I understand, the foreach loop in if( num != 1f ) of the UpdateBits() function was supposed to reduce the output but somehow fails to do so.
Suspected reason is the switch case detecting the item being destroyed:
case "A":
case "I":
The recipe uses PatternCode "B", which is being ignored.
MyuriC Adding experience to crafting recipes is not really feasible. Tilling Soil would be either irrelevant or an exploit to farm farming experience. I don't like the idea of people tilling the whole world to farm experience.
I have a question. Why does creating Firewood and Using the Hoe to Till soil not give Expierence in their classes? Firewood = Forestry Exp - Tilling Soil = Farming Exp. Even if it's not much it's still work.
@Xandu Thanks! ^-^
Silviosal You have to use the internal name in this case: "temporaladaptation".
Could you tell me which command to level Skills involves Temporal Adaptation?
He is the only one that I cannot modify because there is space in his name.
Screwy Hi, thank you for your report. You are totally correct. The mod used the wrong MaxHelath value for the calculations. The grafter issue was discussed in the discord this day. It seems to only affect the tooltip but not the actual value.
Ketrai There should be a trader for every book. Maybe you were just unlucky. Or something haven't worked as it should.
Nebux Thank you for your report. It seems like the recipe was renamed at some point. I will fix this and will make some more changes to the ability.
ForeverGood023 Thank you for the translation.
@Xandu hi! i've made a translation for Portuguese Brazil:
Google Drive
Crowdin
husbandry tanner skill doesn't reduce the liquid amount
Xandu
Minor thing, but it seems several skills such as cooking and metalworking don't have any traders to sell skill books for them? If possible, could these be added to luxury or treasure hunter traders? The fact luxury traders sell steel falxes and ornate weaponry suggets they bought these from skilled smiths in distant lands, especially since steel doesn't occur naturally in ruins. It makes sense they bought smithing books from said smiths too!
Cooking probably fits for survivalist traders, or agriculture traders.
Xandu I've observed some strange behavior of my HP, since I skilled "long life". Seemingly the health bonus is recaltulated every time I relogg to my server, based on the health value including the bonus I had on my last game session.
Example: I log off with 41 HP, on my next login I have 42.2, on the next one it's 42.6 or so, then somewhat around 43, till it tops out at around 45HP. I guess this is not intended.
I've relogged multiple times for testing purposes and no other source for health points was changed, not even nutrients. I've just skilled "long life" to max level and then started the relogging.
The calculation of the HP bonus even takes other sources of HP bonus into account when recalculating. If I put on a +4HP armor with CanJewelry encrustation, on my next login those 4 HP will get boosted as well. Don't know if that's a good thing.
I can also confirm the grafter issue. We have experienced the same thing.
Hi smiterdin, Do you use a modded scythe or do you have a mod that changes how scythe work?
Hi, just to preface, playing on the sanctuary server so it could be a mod conflict. That said, bright harvest (farming) does not seem to be working. I hate collecting grass, and would love for this perk to be useable!
Bach_Treebane Hi. You should keep your abilities and skill levels if you use the same name for your world. But I hear what you described for the first time.
Hi Im loving the mod, but I'm having a weird issue. I'm not sure if its a bug or a feature. I've levelled up a few times in a previous save. I've since started a new save. The points Ive spent will automatically spend (once I've levelled up to the requirements, usually just points) in the same places Ive spent points in my previous game.
Xandu Thanks. Still breaking down the nuance of the mod but its been pretty nice so far.
Grieval Anvils don't have any properties that could benefit from quality.
does the metalworker quality perk affect anvils?
Deion No. Cross Breeding only applies on direct neighbors.
Does Cross Breeding apply to different crops planted diagonally next to each other, too?
Xandu Yes It's literally just vanilla pick axe with different stat cuz its a new metal
Wandour It depends. Do you have your own implementation for pickaxes (with c# code)? Or do you just add new pickaxes that work like the base game ones but with different stats? If you use the base game implementation you have nothing to do.
hello, If i hypothetically made mod tools and i wanted my tools to be compatible with skills, how do i do that?
Let's say i made a pick axe mod, and i want it to benefit from miner skills like normal pickaxes
jayu I'm glad this helped.
Jessterr Do you also use the "Step up" mod or custom values for this ability?
Could we get a keybind for Steeplechaser?
It causes me to climb while indoors. I think it tries to climb the ceiling. I only really use steeplechaser when mining so if I could toggle it on and off it wouldn't be an issue. This bug where it attempts to climb ceilings while indoors happens to everyone I play with on Conquest of Blocks server.. I don't know the code well enough to know what causes it, much else find a solution. We are on xskills 0.8.7 and xlib 0.8.3
Xandu That's great I didn't know I could do that. If there's a clean solution on my side, I won't bother you. Do I need to import the XLeveling dll for this? Edit: Nvm it's in XLib I think? Edit2: Damn that was so easy! Saved me a lot of headaches.
Falco The tooltip is from the base game so I can't change the format. I couldn't reproduce the second issue. But I think it is just a synchronization issue. So the 60% are still applied on the server side but the client does not know it.
jayu Hi. You could use the modloader from the base game api to get the XLeveling api. Then you can get the survival skill from this and add your ability there. The code would look like something like this:
XLeveling xLeveling = api.ModLoader.GetModSystem("XLib.XLeveling.XLeveling") as XLeveling;
Skill survival = xLeveling.GetSkill("survival");
Ability ability = new Ability("camelhump", "balancedthirst:ability-camelhump", "balancedthirst:abilitydesc-camelhump", 1, 3, new int[] { 500, 1000, 1500 });
ability.OnPlayerAbilityTierChanged += YourMethod;
survival.AddAbility(ability);
public void YourMethod(PlayerAbility playerAbility, int oldTier)
{
IPlayer player = playerAbility.PlayerSkill.PlayerSkillSet.Player;
//change the players max hydration
}
But I could also do this on my side.
Xandu Hey I was asked to add compatibility for Balanced Thirst with your mod by adding a "Camel Hump" skill that is the same as Huge Stomach but for hydration instead of saturation. I managed to get it to appear with a Harmony patch although for some reason it doesn't get saved by the game if I log off, I would probably have to patch somthing else for that too. However, I realise it might be much easier and better practice if you could add it onl your side? I checked some tutorial files you have uploaded for xskills and xlib, but I felt it unnecessary to add a whole new skill. It would fit very well in the survival skill. Is there some way for me to add to the skill on my side, without harmony patching the Survival constructor?
It would be nice if I could just patch the json with my own ability class / instance
Xandu
Just got the grafter skill (Better survival chance for planted fruit trees).
Planting the tree it reads "60.000004%" (should probably format that to 60 if you can?)
But after restarting the server or reconnecting (last player, stops time on server) the tooltip reads 40% again.
Gerard_ Thank you. I will add this with the next update.
Klos I only encountered this issue with dummies and this should be fixed. Please tell me if you have problems with Player Corpse, I thought I had fixed them.
Lionion A list like this is hard to maintain. Other mods also change regularly or add new stuff. I can't check if everything still works with newer versions and therefore I cannot guarantee compatibility even if it worked at one point. For example: I don't know if the mod works with wildcraft anymore since their transition to Herbarium.
Can you document properly what this is compatible with? I had to dig through search results to see a comment you left on a compat patch back in 2023 to realize this is already compatible with wildcraft. It isn't documented anywhere. I'm sure it's cumbersome for you to reply what this mod works with everytime someone asks, so having a section of what you already patched on your end would be much appreciated.
Xandu Sorry, I should've explained myself better. I meant any living entities, interacting with them, either right click or left click caused an immediate crash for client who was clicking. It happened to anyone who tried. Also happened on dummies, and some animals. It threw the exact same error DejFidOFF and Kurigohan posted.
We're currently on XSkills 0.8.5 and XLib 0.8.3 and everything is stable, granted I'm expecting issues relating to Player Corpse and the Soulbound Bag and Strong Back perks to arise soon.
I translated the rest of the skills into Polish and corrected some of them translated incorrectly
pl.json
I also translated xlib, but I'm posting it here because it's more likely that someone will notice it
xlib & xeffect
Great Mod, but i have a question: What makes sparring mode possible? You could add information about what happens when you hover the cursor over it.
Aimli This is probably possible but I have to look how their stoves work first.
Is it possible to make the Canteen Cook skill work on the Electric Stove inside the electricityaddon mod?
Fair enough. Figured it might be cool to split those weapons from the bow tree to further force specialization.
Heavy_Mettaloid If I remember correctly these mods already benefit from some bow related abilities. I don't make extra abilities for specific mods usually. There are enough ideas for abilities for the base game which have a higher priority.
How hard would it be to create additional combat abilities for the Firearms and Crossbow mods? Either one ability tree for each or maybe a combined one for both?
Klos I am not sure what you mean with " right clicking entities".
Is the player damage, or right clicking entities crash fixed now? Safe to update?
Hi NaseW,
The survival skill has its own setting for this because it is handled separately.
Hi, me again,
Just had the experience of lossing quite a lot of XP even though the "expLossOnDeath" is set to "0.0" in the XLeveling file. Is that a bug, or did I miss something?
@xandu
Yah, shift+crouch+right click (or left ) :D
DejFidOFF You can pick up straw dummies? I didn't know you can do that.
Xandu
xskills_v0.8.5
Player disconnected right after try to take a Straw dummy
7.6.2024 17:42:41 [Event] HráΔ DejFidOFF byl odstranΔn. DΕ―vod: Threw an exception at the server
7.6.2024 17:42:41 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.XSkillsEntityBehavior.OnEntityDeath(DamageSource damageSourceForDeath)
at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1706
at Vintagestory.API.Common.EntityAgent.Die_Patch1(EntityAgent this, EnumDespawnReason reason, DamageSource damageSourceForDeath)
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
The below crash also happens on my server. Particularly when a player attempts to damage another- they just immediately crash. Also seemed to happen when a player died to spikes, except it crashed everyone in the vicinity.
Hi Xandu thank you for your amazing mods, I love all of them.
We've been using Xskills on a server lately and I've been randomly hit with a crash with the followed log:
Game Version: v1.19.8 (Stable)
06/06/2024 21:55:23: Critical error occurred in the following mod: xskills@0.8.6
Loaded Mods: aculinaryartillery@1.1.4, chiseltools@1.12.0, primitivesurvival@3.5.5, repairablelocust@1.3.0, rpvoicechat@2.3.9, translocatorengineeringredux@1.5.1, upgradeablelocust@1.0.2, game@1.19.8, accessibilitytweaks@3.7.1, alchemy@1.6.32, betterruins@0.3.5, butchering@1.5.5, carryon@1.7.4, coinage@1.10.1, commonlib@2.3.7, fromgoldencombs@1.4.30, heatretention@1.0.2, immersivewoodchopping@0.7.2, immersivewoodsawing@0.2.0, sailboat@1.3.0, lavoisier@1.3.0, leaderboards@1.1.2, medievalexpansion@3.13.1, metaltongs@1.1.3, nbcartographer@2.0.10, postsandbeams@1.3.2, prospecttogether@1.3.0, storageoptions@1.0.2, vinconomy@0.2.8, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wildfarmingrevival@1.1.9, xlib@0.8.5-pre.1, alchemistry@1.0.2, configlib@1.3.13, playercorpse@1.10.1-rc.1, xinvtweaks@1.6.2, xskills@0.8.6
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsPlayerBehavior.OnEntityReceiveDamage(DamageSource damageSource, Single& damage)
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 816
at Vintagestory.API.Common.EntityAgent.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 386
at Vintagestory.GameContent.EntityBehaviorBreathe.OnGameTick(Single deltaTime) in VSEssentials\Entity\Behavior\BehaviorBreathe.cs:line 159
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I don't really know where it's coming from as I'm not doing anything except maybe walking when it happens. I've spent one point in the first Cooking skill and, fortunately enough, I can safely rejoin the server after the crash so it's not really bothersome. I just felt like sharing it just in case it wasn't a mod incompability.
Hope it helps. Have a nice day! :D
Xandu
Yaah. Not big deal, I am just reporting. Cause one player report me this bug at my server. I am accidently close my server window yeasterday by mistake so you know :D
DejFidOFF Well things like this happen when you confuse min and max methods. π
Xandu
"ability-scrapdetector": "Scrap Detector"
this skill no longer working in VS 1.19.8 xskill 0.8.5
xxpowerofsoundxx I think what you want there is out of the scope of this mod. If you want alcohol to do more stuff like buffs it should be another mod like the alchemy mod that gives buffs from specific items.
PurpleDino The setting is missing at the moment. It's a bug I haven't fixed yet. Should be fixed when I finally upload the next update.
Judex, Azraile, Quiche, Yorki Hi, thank you for your suggestions. I already had similar ideas but some of these are not implementable or require a lot of work. And at the moment I don't want to add new abilities. But I will take some notes.
DejFidOFF Does this happen more than ones? Do you have additional informations about it? Just this crash report isn't really helpful.
Iguana_mec, Tim2002 Hi, make sure you have xskills and xlib installed and enabled. Look at your key settings when you are ingame (you need to load a world because mods are not loaded when you are in the main menu) to see whether the key conflicts with another mod. The default key should be 'O'.
xxpowerofsoundxx I have tested it with just rustbound magic and xskills/xlib enabled and I had no issues. So this could be an issue with a third mod or with a more specific setup.
Ghaelen The formula is correct. You have to put in the level you want to reach and not the level you currently have.
FallenAngel I had written some extra code a while ago to make it work with player corpse but it seems like they or the base game changed something that broke it. I couldn't find out to get it to work again.
Xenn There is no bug I am aware off and it works fine for me. Try to make a relog. Try to put the item directly into the slot. Make sure that the firepit shows you as the owner. This could also be a conflict with another mod.
Neo_O Yes in the survival configuration file.
there is some way we can disable class experience reduction?
How can i open the Skill menu?
Is there a bug w/ Canteen Cook? I put a point in it, and can see that I can now add 8 items to each cooking pot slot, but the text doesn't appear to tell me anything is a valid meal anymore.
Love the mod, been playing on a server with it. Ran into some compatability issues. Can you make this capatable with the "playerscorpse" mod? Similar to the older "xskillsplayercorpsecompat" mod.
Hi Xandu, the formulas you have listed on this page need updating, at least, the quadratic equations. The equation is listed as:
expValue * (level-2)^2 + (level-2) * expMult + expBase
but I couldn't get the equation to work -- it kept giving me the wrong number for the experience of the next level. But then I realized it's not correct. I think this is the actual formula:
expValue * (level-1)^2 + (level-1) * expMult + expBase
which makes a whole lot more sense when you consider at level 1, you'd get a negative number if the terms were (level-2).
I get this when trying to join my server. I think it's because I also have rustbound magic. Turning Temporal Stability off fixes the error.... but I sorta need temp stability for Rustbound magic. Is there a way to just turn off the temp adaptability traits for Xskills? I don't really care about them if that's what the problem is.
Running on 64 bit Windows 10.0.19045.0 with 65466 MB RAM
Game Version: v1.19.7 (Stable)
5/16/2024 10:01:09 PM: Critical error occurred in the following mod: xskills@0.8.5-pre.1
Loaded Mods: aculinaryartillery@1.1.4, carpet@1.0.2, cellardoor@1.4.0, chiseltools@1.11.5, eldritchmonsters@2.5.1, extraclayforming@1.0.0, fancysky@1.1.6, fantasycreatures@0.7.1, femininity@0.1.3, hudgametimeclock@0.1.1, millwright@1.1.5, moreclay@1.0.2, MoreTorchHolders@1.0.0, primitivesurvival@3.5.5, proximityprospectingpick@1.0.1, qptech@1.15.1, Rotcreatures@1.0.0, rpgitemrarityreborn@1.0.5, ruststones@1.1.0, satup@0.1.0, swordz@1.1.7, temperaturescales@1.0.2, Vanilla_PlusWorldGen@1.3.5, game@1.19.7, abcsreborn@0.2.1, alchemycompat@1.0.0, alchemy@1.6.32, ancienttools@1.5.18, animalcages@3.0.2, animationmanagerlib@0.8.7, egocaribautomapmarkers@3.1.0, beehivekiln@1.6.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, butcheringmxp@1.2.0, canjewelry@0.2.29, carryon@1.7.4, chickenSit@2.0.1, Clumps@1.0.0, commonlib@2.3.7, expandedfoods@1.6.9, helfavorite@0.3.4, fromgoldencombs@1.4.30, herbarium@1.2.0, sailboat@1.3.0, kevinsfurniture@1.2.0, medievalexpansion@3.13.1, metaltongs@1.1.3, moreplaster@1.0.2, outlawmod@1.2.3, petai@2.2.4, claywheel@1.1.1, prospecttogether@1.3.0, rivers@2.7.0, rpgdifficulty@1.0.0, rustboundmagic@1.7.4, sharablewaypoints@1.5.4, stillnecessaries@1.1.2, stonebakeoven@1.1.3, storagecontroller@1.0.11, th3dungeon@0.2.1, thecritterpack@0.9.1, usefulstuff17@1.3.2, creative@1.19.7, vsimgui@1.1.3, vsinstruments@1.2.7, vsquest@1.2.0, survival@1.19.7, vsvillage@1.0.0-pre.6, xlib@0.8.3-pre.1, cats@2.0.1, chemistrylib@1.1.5, tradercamps@1.1.4, configlib@1.3.11, em@2.6.0, feverstonewilds@1.4.5, fsmlib@0.4.5, OutlawMeat@0.0.2, plankstick@1.0.1, playercorpse@1.9.0, stonequarry@3.2.1, tallowcandles@0.1.0, tpnet@1.14.3, vsradiomod@0.2.0, wildcraftfruit@1.2.0, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.2, xinvtweaks@1.6.1, xskills@0.8.5-pre.1, kosphotography@1.4.1, maltiezcrossbows@0.3.9, maltiezfirearms@0.5.2, moreroads@1.5.6, tailorsdelight@1.4.3
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsPlayerBehavior.ApplyAbilitiesStability()
at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime)
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 684
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
i simply ask for a perk in survival to reduce hunger rate without having to be naked (like nudist) or combat to reduce the hunger rate increase from heavy armor
Hello,
The dialog screen isn't opening to me, I've searched everywhere but couldn't find an answer.
6.5.2024 15:36:08 [Error] Exception: Object reference not set to an instance of an object.
at XSkills.XSkillsEntityBehavior.OnEntityDeath(DamageSource damageSourceForDeath)
at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1706
at Vintagestory.API.Common.EntityAgent.Die_Patch1(EntityAgent this, EnumDespawnReason reason, DamageSource damageSourceForDeath)
at Vintagestory.GameContent.EntityStrawDummy.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VSSurvivalMod\Entities\EntityStrawDummy.cs:line 26
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
maybe skills that make dying use up less dye, sowing kits produice more or have a chance not to be used up when used?
Love this mod. Great for feeling rewarded for the time and effort put into your skills. Would be interested in a tailor based skill tree for leather, dye and cloth making, if suggestions are welcome. Thank you!
Judex
I wouldn't mind a way to refresh a trader's stock
Hi,
So, I really liked Your mod and was playing with it for a while. I can’t tell that it needs any improvements, but my brain keeps generating ideas. I thought that it will be cool to share these ideas with You. This is not much but.Take a look.
Builder Perks:
1 Long-armed: Increasing reach distance
2 Steel Legs: Reduce fall damage
3 Frugal: Gives a chance not to reduce the durability of the tools while chiseling
4 Multi craft: Chance to create an additional building block when crafting
5 Builder: Profession
6 Rock climber: Allows you to climb walls
7 Thrifty: Increases the number of building blocks in the stack
8 Disassembly expert: Allows you to destroy any building blocks by hand, equalizes and increases the speed of mining all building blocks by hand
Trader Perks:
1 Experienced trader: General reduction of the prices when buying
2 Persuasive Trader: General increase of the prices when selling
3 Neat: Refurbished clothing gives a price bonus when buying and selling
4 Only the best: Purchased tools/armor/food have a quality modifier
5 Trader: Profession
6 Close Friend: One selected trader will have better prices
7 Special offer: Adds additional slots to merchants for trading
8 Invitation to visit: You can carry one trader wherever you want once
It will be really cool if You will use any of these ideas.
Xandu
Hello I have a little question, can someone point me in the direction of metalworking skill config related to finishing touch skill so I can change it to how it previously worked.
Glad you like the drunken monk Idea. The damage should be based on the age of the alchohol drunk and the amount. Though if that's to tough then whatever you come up with would be awesome. While I know a bit about the subject I am in no way a programmer lol.
That being said I also just thought of WURM online, where skilling xp takes forever, but can be modified with specialized food and drink. ----
Basically I'm looking for more of a reason to make alchohol to begin with. So besides the unlearn point. What if you made it so different brands, ages, etc of alchohol provided timed xp boosts? Maybe even the really high end alchol could modify perks for a time. Some really old vintage wine could add an extra point into strong back or something. Fine mead could increase survival xp gain by 5% for 1 hour. Strong vodka could increase mining xp by 10% for 30 minutes... etc etc.
I think if we did that then it could make taverns some real hotspots on any server runnin g Xskills and make a sort of alchemy like addition without actually deviating from the vanilla experience and original mod concept. Using some strong Honey mead to get a point in Cat Eyes or Luminiferous for an hour etc.
I don't know how hard it would be to implement timed status changes for something like that. But since there's a cool downon the unlearn point I think you can probably proc the same coding for xp boosts and temporary perk allocations.
And any chance you could add compatibility for "From Golden Combs" on the Xskill side to make harvesting from the combs possible with beemaster. -_- the from golden combs dev refuses because they don't like new classes. Seems weird but eh.
Xandu
NightSky You can use unlearn points from alcohol to get rid of the ability. I will try to fix the issue even when I have no idea what causes it.
hi Xandu :) thank you for all the good work,
i got a lill problem on my server.. in singleplayer this worked fine..
while digging gravel.. i got kicked off the server.. and got this as msg on the console..
it said im doing something naughty..
ps: is there a way that i can reset the scrap detector skill ?
so i can remove the point in the skill till this is fixed ?
xxpowerofsoundxx Actually that would be easy to implement. And I think it is a funny idea.
How hard would it be to add a Drunken Monk perk to the Combat tree so we can hit harder depending on how wobbly we are :D ??
TheRealFlynn You can use the cage with the catcher ability to capture small animals. The ability is older than the base game method of capturing animals and it has some advantages over it.
what does the cage do?
(sorry, not seeing it noted anywhere)
Xandu
yw. I thank you. You are so fast. Now it´s time to translate xlib :D
Jade1 Try the new .pre versions I uploaded today. This should fix it.
DejFidOFF Thank you. I have included your file in the latest version.
After version 0.8.2 (e.g. 0.8.3 to current) I can no longer milk mammals (cows, sheep, goats).
FWIW, I have the husbandry skill; and I took the perk that allows my character to milk and sometimes get cheese / sometimes get milk.
Xandu
I posted link in VS forum under the Xskills forum homepage.
Xandu
Yah that´s very true. It deleted the links
DejFidOFF I think the comment section here does not like links.
Azraile The salty backpack ability just changes the transition speed multiplier for backpacks. The actual transition is handled by the base game. I already have an report for the fruit press issue.
Phunghis_Khan Hi. I already looked at this issue a few weeks ago and it seemed like the mod breaks itself when xskills is installed. It has to be fixed from their side.
DejFidOFF Hi. There is no link for me. I think it would better to send it to me in a dm.
Xandu
Hello o/ I am just finished czech translate. Can you add that to the mod? And also thanks for great job with this !
https:/
Hi there! Some friends and I are trying to get this mod to work with Toolworks, which says it's compatible with xSkills, but it seems several people are claiming that this mod breaks it.
Just wondering if you might know if that's the case or a better idea of what might be causing it.
Thank you in advance!
yah it was from high ping, however I do keep havong crocs turn to rot on me i think might have to do with the salty backpack skill
I have it maxed out (least till the server person added 2 levels to the skill so it could be lowered down to 25%, but it happened before that too) I don't know if it happens when i crash or when i sleep or when it happens but some time the crocs turn to crocs full of rot when they had like 10~20+ days on them because of the xskills but ... i'm wondering if it was because they would be rotten with out the skill?
Also keep crashing when i try and put barries in the jucier and getting a crash log that says it's xskills anywhere i can send that?
Note- friend isn't crashing when doing this... not sure why... they have two points in the juicer and i have one.... and it happened half the time, then all the time, then after rearanching my invitory.... none of the time... so think it had something to do with invitory items
Azraile If your inventory is full crocks should be dropped on the ground when you try to pick them up. Crocs weren't touched in the latest updates. Maybe you just missed them? Are you are playing on a server? It could also be caused by a high ping. Sorry but I don't know what pressure plates are. Are they from a mod?
picked up a crock with a full invitory and it vanished, and presure plates are stoping me from walking and then activating after like a full second delay, this and xlib where the only updates before this started.
Works like a charm, thank you, its really appreciated.
thank you.
This should be fixed now.
since the update these issues have cropped up:
I just updated and I'm running into the same issue.
Sorry if im maybe missing something but for some reason after updating this and the lib I cant scoop food out of a crock now.
This mod - While it takes time to gain levels - Is a fantastic addition to the game. It gives me so much joy seeing milestones of progression paying dividens as levels go up and traits are learned.
MerfAvenger You can tell me after next update whether the bug is fixed or if have to take another look at it.
Blaze_wraith I am not great with ui stuff and this sounds like a lot of work. But I may add it later when I have the time and motivation for it.
is it possible for you to make an addon mod (or even incorperate it into the the base mod) that adds a progress bar, which pops up when you're doing a specific action for a skill so you can see your progress go up without having to open the skills GUI
If you have a rough idea of where it is I'd be happy to install a build with extra logs or some other debugging if you want to try and fix it. I'm unfortunately unable to unlearn the habit of shift clicking meat into the pot so it'd be great to have it fixed!
MerfAvenger I've seen this issue multiple time but I was never able to reproduce it. Sometimes I change a few lines of code and hope that this will fix the issue. But it seems like this haven't worked yet. So I will try it again. But I can't gurantee that it will fix it this time.
I get a reliable crash when I shift-click to add bushmeat to a cooking pot:
Running on 64 bit Windows 10.0.19045.0 with 16332 MB RAM
Game Version: v1.19.7 (Stable)
08/04/2024 23:02:21: Critical error occurred in the following mod: xskills@0.8.2
Loaded Mods: abandonedkingdom@0.0.4, aculinaryartillery@1.1.3, autowalk@1.0.4, bettertraders@0.0.5, blacksmithname@1.1.6, effectshud@0.2.10, geoaddons@1.3.3, hideandfabric@1.3.0, lanternpost@1.0.8, magellan1k@1.0.0, moreicons_cs@1.1.0, moreclassesrevised-v1-0-4@1.0.4, moremolds@1.4.2, naturalpatchesdense@0.0.4, pipeleaf@1.5.0, plantstograss@1.0.1, shepherdmod@1.0.2, someextramolds@1.0.6, spyglass@0.5.1, game@1.19.7, weaponpackalphaunoff@1.5.1, animationmanagerlib@0.7.9, BedRespawning@1.0.1, butchering@1.5.5, carryon@1.7.4, clipfix@2.0.1, commonlib@2.3.7, expandedfoods@1.6.9, herbarium@1.1.0, knifemold@1.0.1, lavoisier@1.3.0, morepiles@1.5.0, prospecttogether@1.3.0, rivers@2.7.0, rustboundmagic@1.6.0, scythemold@1.0.1, sharablewaypoints@1.5.4, somethinginthewater@1.2.0, steamandpower@1.0.3, storageoptions@1.0.2, creative@1.19.7, vsimgui@1.1.3, vsinstruments@1.2.7, survival@1.19.7, vsvillage@1.0.0-pre.1, weatherthestorm@1.0.0, xlib@0.8.1, 118hair@0.1.3, awearablelight@1.1.1, bullseye-continued@2.5.8, chemistrylib@1.1.5, configlib@1.1.3, em@2.5.2, fsmlib@0.4.1, tpnet@1.14.3, xskills@0.8.2, bricklayers@2.5.1, kosfire@1.1.3, kosphotography@1.4.1, maltiezcrossbows@0.3.1
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.ItemSlotCooking.get_MaxSlotStackSize()
at Vintagestory.API.Common.ItemSlot.GetRemainingSlotSpace(ItemStack forItemstack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 85
at Vintagestory.API.Common.ItemSlot.CanTakeFrom(ItemSlot sourceSlot, EnumMergePriority priority) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 104
at Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(ItemSlot sourceSlot, ItemStackMoveOperation op, List`1 skipSlots) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 362
at Vintagestory.GameContent.InventorySmelting.GetBestSuitedSlot_Patch1(InventorySmelting this, ItemSlot sourceSlot, ItemStackMoveOperation op, List`1 skipSlots)
at Vintagestory.Common.PlayerInventoryManager.GetBestSuitedSlot(ItemSlot sourceSlot, Boolean onlyPlayerInventory, ItemStackMoveOperation op, List`1 skipSlots) in VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 202
at Vintagestory.Common.PlayerInventoryManager.TryTransferAway(ItemSlot sourceSlot, ItemStackMoveOperation& op, Boolean onlyPlayerInventory, StringBuilder shiftClickDebugText, Boolean slotNotifyEffect) in VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 232
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 436
at Vintagestory.Common.InventoryPlayerBackPacks.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerBackPacks.cs:line 143
at XSkills.XSkillInventoryBackpack.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 973
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 744
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 494
at Vintagestory.Client.NoObf.GuiDialogInventory.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 549
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1909
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1836
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
DejFidOFF Hi. You can contact me on discord or send it to me here. I will then add then translation to the mods files.
Hi o/ I am translating this mod to czech language ( cs.json ) is it possible after correcting and testing to send you the file and implement that language to the mod?
bringitonwimps Hi. "Arithmetic operation resulted in an overflow.". This is a new one. I have never seen this error before. Is this error reproducible or did it occur only ones? Have you tried to delete the cash? Do you have another mod that adds a lot of panning drops?
client crashes when i trigger a drop from the digging skill, i think?.. here is erreor log
pastebin.com/41pK5PSK
Really nice progression mod! Lov eit!
xskills_v0.8.1 is looking for xlib_v0.8.0
thank you
basfrasse You get 'unlearn points' primarily from alcoholic drinks.
does anyone how you get an unlearing point i did a miss click the hand book says you can recive an unlearing point by consuming specific items fond in the hand book but what that item is i dont know what i should look for
Yeah, about that, thanks for that particular change, it was very unbalanced. It's a change for good, my community is mostly happy about it;
Ingrimus You can never satisfy everyone. Someone is always complaining. Especially about the metalworking abilities that were very overpowered and had some exploits.
Oh it was so smart to get rid of the main perk of finishing touch!
-.-' *Sarcasm*
Hey, I get crash when trying to eat a stew from taro leafs and orange brandy garnish which was added randomly. Taro leafs comes from Floral zones mod.
28/03/2024 23:26:39: Critical error occurred in the following mod: xskills@0.8.1
Loaded Mods: aculinaryartillery@1.1.3, autopanning@1.0.1, bettercrates@1.7.0, cellardoor@1.4.0, chiseltools@1.10.8, ClaimsRadar@1.1.0, coloredeggs@1.0.0, landformoverhaul@0.0.2, decor@1.0.15, detonateredux@1.1.0, dont-place-sticks@1.0.0, eftraders@1.0.1, extendedcrafts@1.1.1, floralzonescaperegion@1.0.6, floralzonescaribbeanregion@1.0.3, floralzonescentralaustralianregion@1.0.1, flourbags@1.0.2, sirenia@1.0.1, HangingOilLamps@1.0.1, juicyores@1.0.0, mannequinstand@1.0.3, mapzoomkey@1.0.0, millwright@1.1.4, primitivesurvival@3.5.0, sharpencompat@1.0.0, ssab@0.0.1, temporal_gears_stack@1.0.0, toolsplus@1.0.1, translocatorengineeringredux@1.4.9, viescraftmachines@2.3.1, visibleore@1.0.1, volumetricshadingreupdated@0.7.5, game@1.19.5, zoombuttonreborn@1.6.0, alloycalculator@1.0.0, ancienttools@1.5.17, animalcages@3.0.2, animationmanagerlib@0.7.4, apeseedbagpatch@1.0.0, egocaribautomapmarkers@3.1.0, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, butchering@1.5.4, canjewelry@0.2.23, canmarket@0.3.22, carryon@1.7.4, Clumps@1.0.0, commonlib@2.3.7, composter@1.1.0, Crateful@1.2.8, cuniculture@1.0.2, danatweaks@1.2.0, earlychiseling@1.0.1, electricityunnoficial@0.0.13, electricity@0.0.11, expandedfoods@1.6.8, extrainfo@1.7.0, fairplayguardian@1.1.7, fromgoldencombs@1.4.25, glojack@1.1.1, glowingprojectiles@1.1.3, gravelpaths@1.0.0, hudclock@3.4.0, knapster@2.9.0, liquidcontainers@1.2.0, maltiezbows@1.0.4, medievalexpansion@3.13.1, metalsupports@1.0.3, mobsradar@2.0.0, morepiles@1.5.0, nohands@0.1.1, pileful@1.1.5, playerlist@1.7.3, prospecttogether@1.3.0, qpquests@1.0.0-pre.1, rivers@2.7.0, rustboundmagic@1.6.0, scarecrow@1.4.3, statushudcont@2.1.1, stepup@1.2.0, stillnecessaries@1.1.1, stonebakeoven@1.1.3, storagecontroller@1.0.8, storageoptions@1.0.2, th3dungeon@0.2.1, thecritterpack@0.9.1, usefulstuff17@1.3.2, vinconomy@0.2.4, vmetp@1.1.1, creative@1.19.5, survival@1.19.5, xlib@0.8.1, awearablelight@1.1.1, betterstepping@1.0.0, bullseye-continued@2.5.7, electricityextensions@0.0.3, em@2.5.2, extraoverlays@1.4.0, playercorpse@1.9.0, rifteye@0.3.4, stonequarry@3.2.1, tpnet@1.14.3, vanity@2.1.0, xskills@0.8.1, bricklayers@2.5.1, moreroads@1.5.4, tailorsdelight@1.4.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at XSkills.BlockMealPatch.tryFinishEatMealPrefix(BlockMeal __instance, TryFinishEatMealState& __state, ItemSlot slot, EntityAgent byEntity)
at Vintagestory.GameContent.BlockMeal.tryFinishEatMeal_Patch2(BlockMeal this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, Boolean handleAllServingsConsumed)
at Vintagestory.GameContent.BlockMeal.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VSSurvivalMod\Systems\Cooking\BlockMeal.cs:line 107
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 329
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Posting this here as well as on the primtive survival mod discussion, but for VS 1.19.5, it seems that having both Primitive Survival 3.5.0 and Xskills + Xlib (0.8.0 and 0.8.1) causes the hoe to no longer til land. Removing either of the mods will allow tilling to occur again and this was tested with only these 3 mods in addition to the core mods (essentials etc).
McTiddies I am interested what you have cooked. But I think you have eaten something with an Unknown food category?
Seems there's a current CTD with Xskills whenever you eat a bowl of food. Currently unsure if it's due to the huge stomach perk or bad interaction with other mods. Regardless. Also unsure why it says 0.8.0 when we used 0.8.1 both in server and client
"Running on 64 bit Windows 10.0.19045.0 with 32682 MB RAM
Game Version: v1.19.5 (Stable)
3/27/2024 12:31:18 AM: Critical error occurred in the following mod: xskills@0.8.0
Loaded Mods: aculinaryartillery@1.1.3, bettercrates@1.7.0, betterdrifters@2.1.3, chiseltools@1.10.8, driedpeat@1.0.3, extrachests@1.8.0, millwright@1.1.4, moredrygrass@0.2.0, nightwatcher@2.0.0, primitivesurvival@3.4.9, qptech@1.15.0, sortablestorage@2.2.3, sticksfromfirewood@1.0.0, translocatorengineeringredux@1.4.9, game@1.19.5, abcsreborn@0.2.1, alchemy@1.6.25, animalcages@3.0.2, animationmanagerlib@0.7.3, egocaribautomapmarkers@3.1.0, beehivekiln@1.5.1, betterfirepit@1.1.4, betterruins@0.3.4, carryon@1.7.4, commonlib@2.3.7, cooperativecombat@1.1.1, electricity@0.0.11, expandedfoods@1.6.8, glowingprojectiles@1.1.3, herbarium@1.1.0, sailboat@1.2.8, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, prospecttogether@1.3.0, statushud@1.4.3, stillnecessaries@1.1.2, stonebakeoven@1.1.3, storagecontroller@1.0.8, creative@1.19.5, survival@1.19.5, wildfarmingrevival@1.1.8, xlib@0.8.1, awearablelight@1.1.1, bullseye-continued@2.5.8, em@2.5.1, playercorpse@1.9.0, stonequarry@3.2.1, tpnet@1.14.3, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, xskills@0.8.0, moreroads@1.5.4
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at XSkills.BlockMealPatch.tryFinishEatMealPrefix(BlockMeal __instance, TryFinishEatMealState& __state, ItemSlot slot, EntityAgent byEntity)
at Vintagestory.GameContent.BlockMeal.tryFinishEatMeal_Patch2(BlockMeal this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, Boolean handleAllServingsConsumed)
at Vintagestory.GameContent.BlockMeal.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VSSurvivalMod\Systems\Cooking\BlockMeal.cs:line 107
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1157
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 313
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 160
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 19
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 81
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93"
@Wandour Well, actually someone else pointed this problem out to me.
damn i tihnk xandu figured everyone out lmao
we used to make plates and anvils using 1 ingot haha
it's officially patched now guys π
Risskitty It will no longer occur if you don't have enough voxels. It was also possible to use this as an exploit to create metal out of thin air.
Sorry to bug you Xandu, but with the reduction in finishing touch completion without the appropriote amount of voxels, is it now finishing touch WILL NOT occur if there are not enough voxels, or it just has an extremely reduced chance?
@NukoSan
Also having an issue where my satiety cap seems to occasionally flip between 1500 and 2000 with one level of huge stomach, not sure what's causing it
@Jahir I think I have to add some additional ingame information to the ability to make it more clear that it does not work in some cases (to avoid infinite metal exploits).
v0.8.0 rc2: My molds still required 100 units despite putting a talent into Smelter that says it reduces requirements by 10%.
I noticed extensive farming skill does not work where it should give hoes tool modes
it's not working on the latest version v0.8.0 rc2
With v0.8.0-rc.2 on 1.19.4, unlearn points are no longer being gained from alcohol. Tested with multiple players with both pre-update and newly-spawned wine. Xandu
Yea I for one love the auto smithing (The Master Smith ability), makes it easier to hammer out the hundreds upon hundreds of items I need for me and my friends on the server
So thanks for keeping people like us in mind Xandu
Denton_ Hi. I know the ability is op. This could be a great way to nerf it. But I think their will be people that will complain about nerfing it. So I need to find a way to enable the current version of the ability with configurations.
Vedrit I had no issues using both mods. You need to have the the ability to use the cage and you cannot use it on all animals. I noticed that I forget to add the 1.19 animals. This could also be the issue. Additionally the xskills cages use right click to use the cage while I think Animal Cages uses the attack button.
Dagardt You can still get the same buffs from meals as before. I only fixed an inconsistency in the distribution of the buffs. The strength of the buff already depends on the quality of the meal.
cooking is now more useless than digging skill, GG
RIP actually useful meal buffs
maybe buff the end result meal buff by a factor based on the QL? like 1ql = 10
There seems to be some sort of compatibility issue with Animal Cages that prevents the cage from trapping animals.
This mod is very cool, but I find that the Master Smith skill is very OP, since you can smith basically anywhere and it puts the two voxels at the correct position, even though it's at the complete opposite side. Best thing to nerf this is when doing a heavy hit, when spreading the voxels, if they are 1-2 voxel of distance, at least two of them will 100% go to the nearest good spot.
Wandour I don't know haven't tested it. I may test it when a full release was released.
does the mod not work on 1.19.5 rc1?
@Kara Thank you for noticing this. But I think clay forming is also performance heavy in the base game. I took a look at this and haven't had a big issue with it.
@Sooner535 Not planned at the moment. I focus on getting it work properly. But if you have any ideas you can tell me and I see later whether it is possible to implement it.
@Buder28 Mushrooms were always an issue because they work differently in recipes than other items. I thought I fixed this in the latest updated. But it seems like I made it worse. But I think I finally found a way to make it work in the next update.
minor problem when cooking with mushroom the cooking pot dosent show has a valid recipe but still cook like normal
like 1 vegetable + 1 vegetable + 1 mushroom
i debugged to find with mod and its xskill
*removed all mod tried new game reinstalled whole game
Will there be more skills added to this mod? Or is what there is what we get? Just curious, love your mod Xadnu
Xandu While clayforming, i was experiancing random little lag spikes. im not sure if its the mod, or a vanilla issue, but i figured i should mention anything i find ^v^
@Yololator You need to update your Xlib version. I am surprised that the game started without updating it.
@Xandu the xp multiplayer that applies for all of skills, the universal one, it's in 1 on basis
It gave me this error now
Running on 64 bit Windows 10.0.19045.0 with 16304 MB RAM
Game Version: v1.19.4 (Stable)
11/03/2024 14:54:31: Critical error occurred in the following mod: xskills@0.8.0-rc.1
Loaded Mods: aculinaryartillery@1.1.3, ancientarmory@0.9.4, bettercompost@1.0.1, decor@1.0.14, entitiesinteract@1.0.2, evaporite@1.0.0, flourbags@1.0.2, caninae@1.0.10, machairodontinae@1.0.2, pantherinae@1.1.1, instanddrifterdrops@1.1.0, lowershield@1.0.0, natshumanskin@1.0.0, Swordz@1.19.3, Vanilla_PlusWorldGen@1.3.3, game@1.19.4, weaponpackalphaunoff@1.5.1, animationmanagerlib@0.7.1, betterruins@0.3.3, commonlib@2.3.2, cropseedstage@1.0.1, electricity@0.0.11, expandedfoods@1.6.8, herbarium@1.1.0, sailboat@1.2.8, justanarrowheadmold@1.0.1, meteoricexpansion@1.2.5, moreanimals@1.3.3, petai@2.2.3, rivers@2.7.0, stonerailings@1.2.0, storageoptions@1.0.2, th3dungeon@0.2.1-rc.1, thecritterpack@0.8.9, vhfp@1.1.0, creative@1.19.4, vsimgui@1.1.1, survival@1.19.4, xlib119@0.7.4-dev.1191, apanserbjornstory@0.9.2, awearablelight@1.1.1, cats@2.0.1, configlib@1.0.2, extraoverlays@1.4.0, feverstonewilds@1.4.5, foxtaming@1.4.0, fsmlib@0.2.15, playercorpse@1.9.0, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.1.0, wolftaming@2.1.0, xskills@0.8.0-rc.1, maltiezfirearms@0.4.3
System.TypeLoadException: Could not load type 'XLib.XEffects.TriggerEffect' from assembly 'xlib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at XSkills.XSkillsPlayerBehavior.OnEntityReceiveDamage(DamageSource damageSource, Single& damage)
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 816
at Vintagestory.API.Common.EntityAgent.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 386
at Vintagestory.GameContent.EntityBehaviorBreathe.OnGameTick(Single deltaTime) in VSEssentials\Entity\Behavior\BehaviorBreathe.cs:line 159
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 680
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 03/03/2024 21:29:56, Site = , Source = Application Error, Message = Nombre de la aplicación con errores: Vintagestory.exe, versión: 1.19.4.0, marca de tiempo: 0x65310000
Nombre del módulo con errores: coreclr.dll, versión: 7.0.1023.36312, marca de tiempo: 0x64b06d6c
Código de excepción: 0xc0000005
Desplazamiento de errores: 0x00000000001c98a6
Identificador del proceso con errores: 0xabf8
Hora de inicio de la aplicación con errores: 0x01da6da8c12566ee
Ruta de acceso de la aplicación con errores: C:\Users\Usuario\AppData\Roaming\Vintagestory\Vintagestory.exe
Ruta de acceso del módulo con errores: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Identificador del informe: d62d8441-a79c-46d0-a6f4-4e5353ecf20e
Nombre completo del paquete con errores:
Identificador de aplicación relativa del paquete con errores: }
Yololator Which multiplier do you mean?
thank you so much for updating :)
i touched config files (xleveling) and modified the multiplier to 10 instead of one, now everything one-shots me, idk what happened
Canteen Cook looks broken, it gives 11 portions at max, should be 12
Updated versions of the mod and require library for 1.19.x
https://mods.vintagestory.at/xskills
https://mods.vintagestory.at/xlib
Looks interesting, can the mod here be updated?
This is a hobby project, no expectation of updates. Billy made a compatibilty update but he is no way responsible for adding new or fixing broken code in the mod, simply making it work without crashing the game in the latest version is all he did. If Xandu doesnt want to update the mod anymore, I imagine the source code will be released and that will allow someone else to carry the torch, until then, stop whining and complaining unless you guys want to remake the mod from scratch.
@MacAttack You speak in riddles. What the heck is "the Fork made by Billy"? Me like many others don't use discord. I am aware that this is a hobby project and I therefore don't expect anything but not answering for months is very uncommunicative to say the least. So I it is not the caziest idea to think that the project is dead. Thanks for informing us that this is not the case.
@SkyArcane Ah good to know that someone updated it, thanks.
Xandu is a person after all and this is just a hobby project. It's not dead and Xandu released his feelings about the Fork made by Billy on the discord. I myself trust in Xandu to continue it one day or it will just stagnate in the hands of Billy imo, because Billy just forked it, i dont see him do any improvements/expansions in the future like Xandu will do for sure :D
someone already updated this mod, same name look it up on all mods for 1.19.x HellToKitty
Xandu It is not very promising that you don't answer anything for months. Guess the project is dead.
I am still playing 1.18.15 until this mod gets updated
Waiting for this mod, so I can start playing VS again. Please update for 1.19.
I really love this mod, do you have any plans to update it to 1.19.x?
Please tell me this will be updated to 1.19 pleeeese
At this stage the game really needs a skills system.
Please update for 1.19
I can say without reservation this is the best mod that has ever been made for VS.
Waiting with bated breath for the update. This mod is so much fun.
Please update for 1.19. I'm missing my skills. Thanks Xandu
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.NightVisionRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
Looks like 1.19.0 broke the mod :'(
We love this mod, but it don't work for us in 1.19.0, it will be fixed?
Hey, Xandu
Running into a small problem where I've increased the size of my Satiety bar so much that it takes so much food to fill me up, I'm burning through my food stores like a madman. Is there any kind of way to increase how much Satiety a meal gives you so that it balances out better? If not, this might either be a good perk to add or the existing perk that increases your "stomach" needs to take this into account somehow.
It's overwriting the class stuff (like increased hunger rate of Blackguards and walk speed of Hunters, and I can only assume it'll also overwrite the non-visible ones like ore drop rate) for me. I switched class from Commoner (via .charsel), so I don't know whether it also happens with the "original" class picked at world generation.
Anyone else having this issue, or is it just me?
Is this working on 1.19rc4?
What is an additional professions? All rounder skill in survival tab. doesnt seem to do anything.
for anyone adventurous I got it working with dnspy and hacking the assembly and it didn't take too much.
Obviously this could crash at any time if you give it a go. and you do need to know what you're doing in advance this isn't for people who don't know programming.
nightvision onrender -> ret
XLevellingServer() -> change OptionalFloat call and insert ldc.r4 0
remove IBookShelveble from ItemSkillBook
the tricky one, happened for me on sleep only, remove call to AnimManager from the item use function. nop the if out
so if you do them one crash at a time that should get you working (ish, without night vision etc.)
I haven't tried eating a book yet but otherwise I get iron bits back from smithing, extra satiety form survival etc.
Not working on version 1.19.0-rc4, giving the following error.
Running on 64 bit Windows 10.0.19045.0 with 16312 MB RAM
Game Version: v1.19.0-rc.4 (Unstable)
12/31/2023 9:01:16 AM: Critical error occurred in the following mod: xskills@0.7.5
Loaded Mods: game@1.19.0-rc.4, creative@1.19.0-rc.4, survival@1.19.0-rc.4, workbenchexpansion@1.8.0, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.NightVisionRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
at Vintagestory.Client.NoObf.ClientMain.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 952
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 219
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 12/31/2023 9:00:01 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1c70
Faulting application start time: 0x01da3bf98a3e1146
Faulting application path: D:\games\Vintage Story\Vintagestory.exe
Faulting module path: D:\games\Vintage Story\Lib\openal32.dll
Report Id: 27e11ae1-3230-438f-808b-238e81a9621d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 12/31/2023 8:56:31 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x94
Faulting application start time: 0x01da3bf787895fea
Faulting application path: D:\games\Vintage Story\Vintagestory.exe
Faulting module path: D:\games\Vintage Story\Lib\openal32.dll
Report Id: 49b30831-b4d3-473c-8e75-a41898c851b6
Faulting package full name:
Faulting package-relative application ID: }
Anyone know if this is still working as of 1.19+?
I seem to have come upon a bug or issue with Cat Eyes, when my friend holds a lantern in their hand, my eyes don't adjust to it, but if it is placed on the ground or I am holding a light, the cat eyes adjust.
Please could I suggest a toggle for Luminiferous/Cat Eyes? I love using them but I would like to be able to turn them off when lighting my base/my roads. If it's not possible that's ok, I just think that it might be useful for other people as well.
I may have found a bug: I made a ton of strips and nails from copper plates manually on an anvil and didn't get any metal working experience. I did get the copper bits though.
Anyone having a problem with adding ClassExpMultipliers? Doesn't matter if I add new(lines for my classes) or edit the old names out to allow mine. On generation it just deletes everything and generates the vanilla Json.
Hi @Xandu
Im an Admin for a vs server and we ran into an problem on the server and had to roll it back
and we lost all the skill lvl's for players where are the xskills data saved So that i can see if the back up capptered the file's
Thank you for an awsome mod
-added the skill book item
-you can set the attributes "skill" and "experience" to create a book that grants a specific amount of experience for a specific skill
what is the command for this?
How does the Blackmsmith perk work? I reached level 25 on a server and it seems like my smithed items are still the same quality on average as when i was level 19/20.
(The max level is increased to 50 btw)
Blacksmith ability in Metalworking does not work, am still only getting bad(less than 1) quaility, instead of the minium of quaility 1
@Cmdr_Fil You need to take it at night, close to midnight. That is the right time to be a vampire.
how do i get the vampire skill?
I'm currently playing on version 1.18.15 and after I upgraded my forestry skill to lvl 1 (which is my first skill upgraded) , when I cut trees they disappear as if I cut them, but they don't drop any logs. I noticed the same thing when I throw a spear it also disappears
I too almost always play with this mod installed. Is this mod going to be update for net7?
This has always been a must have mod for my playthroughs.
Any chance we could see some added compatibility for the Butchering mod? If the husbandry skill from xSkills could effect the drops from the butchering mod, that'd be epic!
Does this mod still work in version 1.18.15?
Is anyone else having their game crash when the metalworking skill Finishing Touch activates?
Hi :) I updated the spanish translation (the name of the file is for the latinoamerican spanish, but it can be changed to es-es to apply to spaniard spanish aswell, there's not much difference) and added a couple things missing. Here it is for the next update!
https://pastebin.com/tJhbpt0C
you know what i really miss?
Infinity enchantment from minecraft
it can be like a End game combat skill that require you max archer trait and warrior class to get and probably lvl 10-15 requirement
but the arrows cannot be picked again or the ghost arrow just break
Xandu
Does this mod have anything to do with trees?
If so, I'm sending an error
0.2023 14:29:10 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Block.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1135
at Vintagestory.GameContent.BlockFruitTreeBranch.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BlockFruitTreeBranch.cs:line 218
at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1027
at Vintagestory.Common.BlockAccessorBase.BreakBlock(BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\BlockAccessorBase.cs:line 574
at Vintagestory.GameContent.FruitTreeGrowingBranchBH.OnTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\FruitTreeGrowingBranchBH.cs:line 64
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
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 881
Running on 64 bit Windows with 32693 MB RAM
Game Version: v1.18.13 (Stable)
2023-09-28 5:19:39 AM: Critical error occurred in the following mod: xskills@0.7.5
Loaded Mods: acorns@0.5.3, aculinaryartillery@1.0.15, bettercrates@1.6.0, betterruins@0.2.2, blacksmithname@1.1.1, cellardoor@1.3.0, chiseltools@1.8.4, ClaimsRadar@1.0.1, hqzlights@1.1.1, driedpeat@1.0.2, extrachests@1.7.0, gwb@1.0.1, hideandfabric@1.3.0, instruments@1.2.2, materialaging@1.1.0, meteoricexpansion@1.2.4, millwright@1.0.9, moreicons@1.1.0, moreclay@1.0.1, MoreTorchHolders@1.0.0, palisademod@1.1.0, PipeLeaf@1.2.0, playerlist@1.6.0, potontheshelf@1.0.0, primitivesurvival@3.2.8, rackablefirestarter@1.0.0, rpvoicechat@2.0.2, tprunes@1.1.0, translocatorengineeringredux@1.4.7, game@1.18.13, wildcrafttrees@1.2.4, wildcraft@1.6.6, zoombuttonreborn@1.5.0, abcsreborn@0.1.2, animalcages@2.2.0, betterfirepit@1.1.1, betterjonasdevices@1.0.1, blacksmithgloves@1.0.1, canmarket@0.3.14, carryon@1.6.0, commonlib@2.2.0, composter@1.1.0, divisionoflabor@1.0.6, expandedfoods@1.6.7, fairplayguardian@1.1.3, fishing@1.1.5, hudclock@3.3.0, sailboat@1.1.0, liquidcontainers@1.1.0, petai@1.8.0, pileful@1.0.4, claywheel@1.1.0, prospectorinfo@4.3.0, prospecttogether@1.2.4, scarecrow@1.3.1, scythemold@1.0.0, statushud@1.4.3, stonebakeoven@1.1.0, storageoptions@1.0.1, temporalstormtimer@1.1.1, th3dungeon@0.1.3, usefulstuff17@1.2.0, vanvar@3.2.2, creative@1.18.13, survival@1.18.13, woodenfortifications@0.0.4, woodfp@1.0.0, xlib@0.7.4, onebedsleeping@2.2.0, bullseye@2.5.0, em@2.4.1, feverstonehorses@1.5.0, linearpower@0.2.1, playercorpse@1.8.0, simplewinddirection@1.0.2, stonequarry@3.1.5, wolftaming@1.8.0, xskills@0.7.5, bricklayers@2.4.0
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.XSkillsSkepBehavior.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer, EnumHandling& handling)
at Vintagestory.API.Common.Block.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2015
at Vintagestory.GameContent.BlockSkep.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VSSurvivalMod\Block\BlockSkep.cs:line 130
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 262
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
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 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
there is a problem with strong back skill
if you attempt to trade with the gears in ur strongback (it detect that u have double the amount)
if u make ap purchase and u don't actually have the amount the items will disappear and u will crash/dc from a server)
Another one - the skill smelter applies to molds for tools but not the Ingot ones.
My Satiety reverted back to 1500, not sure when though. I have still the level in Huge Stomach
I am going to some of my favorite mods from this play through, and yours was one I found I was most impressed with. I played with mods of this type back in MC and while having the progression was cool, the abilities you earned didn't ever seem all that useful. But that is actually where your mod shines I was just noticing the other day how some of the best QOL things I had this play threw came from this mod like Geologist or tool mastery, so I don't even have to carry a weapon, or cats eyes wow that one is amazing. Or my personal favorite strong back that you helped me modify when I asked, thanks for that. There are too many to name, actually. Even without the RPG progression aspect, this mod would stand out as one of the better QOL mods. Thanks for the great work.
Will this and XLib work for 1.18.8 (.net 7)??
I have a suggestion for the pottery skill "Inspiration." My suggestion is to expand the chance of variation to mugs, bowls, vats, and vessels (the vessels from the bricklayers mod) instead of ONLY storage vessels, flower pots, and planters.
(My only other wish would be for this to work with the multiblock pottery kiln from Useful Stuff but IDK if that fix needs to happen on their end or yours)
It seems xskills makes treeside-type mushrooms unusable in stews and soup.
Love the mod, but it would be great to implement messages in chat about experience receiving:
"You got 0,5 exp for *something*"
"You got 1 exp for *something*"
I love this mod a lot, but the smelter skill that makes you use less material to fill a mold is broken... It only apply the bonus the first time you add the points, but once you reload the game the bonust wont work anymore making it to need the full material cost to fill the molds, making the skillpoints useless in that skill. Also, the strong back slots always take priority when you loot any item, even if you have an incomplete stack in your inventory, for some reason it will move the item to your strong back slots first, wich is a bit anoying because you end up having multiple incomplete stacks of the same items. Other than that i have no encountered any other bug, so far the other skills i manage to add points seems to be working just fine.
Thank you Exletalis that really helped me and we're currently rebalancing all the classes now, thanks <3
@Rivernoodl I have the MoreClasses mod and was able to add class XP bonuses quite easily. Navigate to your Xskills config folder in C:\Users\{username}\AppData\Roaming\VintagestoryData\ModConfig and edit each of the .json files with notepad. At the very bottom you will see the bonuses and drawbacks of each of the existing classes. In here you need to just follow the pattern with the naming of the classes from the mod.
Hello there, I wanted to ask if there will be any compatibilty for Division of Labor, or if there is a feasable way for me to add that in myself maybe? I don't really have hardly any coding knowledge, but the lack of Class XP bonuses on these classes bother me.
Below is the crash i got when doing some cooking on a very modded server with a couple buds. Not sure
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.7 (Stable)
8/3/2023 1:51:19 AM: Critical error occurred in the following mod: xskills@0.7.5
Loaded Mods: betterdrifters@2.1.3, betterruins@0.2.1, extrainfo@1.3.0, fantasycreatures@0.5.3, meteoricexpansion@1.2.4, primitivesurvival@3.2.6, rpgitemrarity@1.0.3, sortablestorage@1.9.0, strspawnchances@0.0.2, game@1.18.7, egocaribautomapmarkers@2.6.0, betterruinslootchanges@0.0.1, carryon@1.3.0, commonlib@2.2.0, divisionoflabor@1.0.5, prospecttogether@1.1.0, statushud@1.4.1, creative@1.18.7, survival@1.18.7, xlib@0.7.4, bullseye@2.5.0-rc.1, playercorpse@1.8.0, xskills@0.7.5
Involved Harmony IDs: XSkillsPatch
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.ItemSlotCooking.get_MaxSlotStackSize()
at Vintagestory.API.Common.ItemSlot.GetRemainingSlotSpace(ItemStack forItemstack) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Inventory\ItemSlot.cs:line 86
at Vintagestory.API.Common.ItemSlot.CanTakeFrom(ItemSlot sourceSlot, EnumMergePriority priority) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Inventory\ItemSlot.cs:line 104
at Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(ItemSlot sourceSlot, List`1 skipSlots) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Inventory\InventoryBase.cs:line 343
at Vintagestory.GameContent.InventorySmelting.GetBestSuitedSlot_Patch1(InventorySmelting this, ItemSlot sourceSlot, List`1 skipSlots)
at Vintagestory.Common.PlayerInventoryManager.GetBestSuitedSlot(ItemSlot sourceSlot, Boolean onlyPlayerInventory, List`1 skipSlots) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 184
at Vintagestory.Common.PlayerInventoryManager.TryTransferAway(ItemSlot sourceSlot, ItemStackMoveOperation& op, Boolean onlyPlayerInventory, StringBuilder shiftClickDebugText, Boolean slotNotifyEffect) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 233
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Inventory\InventoryBase.cs:line 440
at XSkills.XSkillInventoryBackpack.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 975
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 773
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 703
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Client\UI\GuiComposer.cs:line 460
at Vintagestory.Client.NoObf.GuiDialogInventory.OnMouseDown(MouseEvent args) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 551
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:line 1821
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\Input.cs:line 219
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/1/2023 7:55:11 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FF951DDCF19
Stack:
at System.Environment._Exit(Int32)
at System.Environment._Exit(Int32)
at System.Environment.Exit(Int32)
at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
at OpenTK.GameWindow.Run(Double, Double)
at Vintagestory.Client.ClientProgram.Start(Vintagestory.Client.ClientProgramArgs, System.String[])
at Vintagestory.ClientNative.CrashReporter.Start(System.Threading.ThreadStart)
at Vintagestory.Client.ClientProgram.Main(System.String[])
}
--------------
{ TimeGenerated = 7/31/2023 2:44:22 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.OutOfMemoryException
at Vintagestory.ClientNative.CrashReporter.Crash(System.Exception)
at Vintagestory.ClientNative.CrashReporter.Start(System.Threading.ThreadStart)
at Vintagestory.Client.ClientProgram.Main(System.String[])
}
--------------
{ TimeGenerated = 7/25/2023 7:10:15 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFCE8E7CF19
Stack:
at System.Environment._Exit(Int32)
at System.Environment._Exit(Int32)
at System.Environment.Exit(Int32)
at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
at OpenTK.GameWindow.Run(Double, Double)
at Vintagestory.Client.ClientProgram.Start(Vintagestory.Client.ClientProgramArgs, System.String[])
at Vintagestory.ClientNative.CrashReporter.Start(System.Threading.ThreadStart)
at Vintagestory.Client.ClientProgram.Main(System.String[])
}
I love this mod and I shill it every chance I get. However, there are a few minor bugs and annoyances I've encountered while using it. I'll preface this by stating I am using the .net7 version and a metric ton of mods so if that's the cause of the issues I apologize but the first bug I've encountered is that the Smelter perk doesn't actually work at all. It doesn't matter if it's a vanilla mold or one added by a mod, vanilla or modded metal, it just doesn't work. All the molds still need the full amount in order to completely fill the mold. Steeplechaser is also broken when using MoveLikeKaji, I'm not sure if that's an issue that needs to be brought up here or on that mod page but I thought I'd mention it anyway. Also, something that's a bit of an annoyance and I don't know if it can even be fixed but when shift clicking an item to transfer it from a container to your inventory, even if you have your backpack open, the item will get placed in your Strong Back inventory slots first instead of your hotbar or your backpack. Again, I don't know if it's possible but if you could add a config where your strong back inventory takes the lowest priority instead of the highest would be amazing.
Is it possible that you forgot bony soil being a thing you can pan? Scrap Detector doesnt seem to work on that.
Binn I think I answered this question 3 days ago. As long as the author of the weapon mod categorized their weapons as one of the game's weapon categories it should already work.
Hi!, I really love your mod, but what about compatibility of damage bonuses with other weapon mods?
Hello, excellent mod, I wanted to report an error with the Spanish translation that the mod includes. Browsing through the mod files a bit looking to translate it into my language (Spanish) I realized that the mod already has the translated file that is required for it to run in Spanish but unfortunately the file has an incorrect name {es.json } and unfortunately Vintage Story does not recognize this name for any of the languages it includes since the game has 2 types of Spanish (Spanish from Spain and Spanish from Latin America) and for the game to recognize them they must be named es-es .json for Spanish from Spain and es-419.json for Spanish from Latin America, the only thing to do is correct the name of the file and it would work correctly, I already did this with the mod from my PC, giving it the name es-419. json since, according to my last revision, it is the Spanish translation with the most progress in the game and I am from Latin America, although I assure you that Spanish from Spain and Latin America have no difference other than some mannerisms that are understandable by both parties. Thanks for reading and I hope this small error is fixed soon so that we can enjoy the mod in Spanish on our Spanish-speaking servers. ñ_ñ
DoraiYu So you still have issues with cat eyes? It works fine at my end. Maybe it is an problem with your graphic settings or your graphics card. Do you could provide a screenshot for this bug?
j0e I don't want to have money for that. Just contact me on discord for such a request.
DoraiYu Does this matter? The number of nuggets you can put into a crucible should be limited by the stack size of the nuggets which is 128? by default. So increasing the stack size of the crucible shouldn't matter.
Bratwurstinator Yes you can. But you will also forget abilities that require this profession.
Ahrondus The mod should work with all weapons that are categorized as such.
Binn Hi. This already exists in theory. But it might be difficult to get the buff.
Hi again!
How about to add a buff to Food in Culinary to exp.gain from work? Just like from one of "Survivale" skills?
Is this compatible with weapons from Weapon Pack Alpha/Beta/Gamma, or any other mods that add additional weapons?
@Bratwurstinator may i see it?
Quick question though, can i unlearn professions and then learn new ones - essentially allowing me to spec into every skill?
j0e the quasi-source code is there, it's c#...
also, cat eyes makes my entire screen go scatterbrain glitching with cubes
Why does canteen cook from cooking, increase the amount of nuggets that can put into crucibles? could crucibles be excluded from canteen cook?
@Xandu If I could pay you to look at the source code for this mod in private (without distributing it publically), how much money would it take?
Jaarl Thank you for your appreciation.
Binn I may add these as specialisations. I think especially on server it would make more sense to specialize and also take other skills.
Hello, what about divide metalworking to some more subskills?
Something like Weaponstmith, Armoursmith and Blacksmith(to craft all other)?
cause it looks like right now on serwers whole metalworking - is meta: you can do almost anything for comfort life
XSkills has ruined Vintage Story for me. Now I can never go back to vanilla VS without it π
Thanks so much for making XSkills! β€οΈ
Mendall Thank you for your comments. I had a lot of fun reading it.
j0e You can use a harmony patch to add a postfix to the method EntityPlayer.LightHsv. There you can override the return value or change it. You should create a new array if you want to change it since overriding existing values could also change the base values for existing items. The return value must be an array with 3 elements that represent a HSV color value.
can you post the source code for this? Im trying to learn how the luminiferous skill was made
Xandu
Thank you for the reply and the instructions you are a god ....... no really you're a god..... with a few keystrokes you alter the very physics of an entire world.
And thanks to your kind instructions I shall now weld that power, if only in a small way. I π to you almighty modder.
Finassar Can you post the crash report?
getting a crash with cooking, shift clicking a stack into a pot, I have 1 level of canteen cook
Mendall You don't have to beg. You can do it yourself.
I have really fallen in love with this mod. And one of my favorite additions is the skill that allows you to transition between two hot bars, I think it's called strong back or something like that. So I was wondering what I could say that might convince you to add just one more upgrade level to it, so it spans the hole hot bar, not just the first 6 slots. I'm not above begging. I'll even get on my knees and whimper and plead and post it to YouTube if it will help.
Vaili Make sure you are using v.0.7.3. There was a similar crash in v.0.7.2. If this does not help please send me a crash report.
The game crashes when you try to inspect the rope, old weapons and some things. Do you know what that might mean?
I am on 1.18.5, as is the server I play on.
Jesterspark Do you play on a server? This sounds like the server and clients are running on different versions which messed up some ability ids.
New bug introduced in the newest version.
A bunch of traits were unlearned and others that I did not have were learned.
Example: All-Rounder, Metalworker, Warrior, Strong back were unlearned.
Photosynthesis, On the road were learned.
The loss of Strong Back caused me to lose the items I had in the strong back slot...
but then unlearning On The Road caused the items to pop back into my inventory.
(I had also unlearned Photosynthesis so the bug is either tied to On The Road, or tied to both that were learned by the bug. unsure)
Hexedian Should be fixed now.
Getting crashes when checking the handbook page for linen, with the crash log pointing to xskills.
Draekus The base value is just a base multiplier and not a minimum value. The actual outcome relies heavily on your metalworking skill.
Blacksmith does not seem to do what it says. "Items you forge on an anvil can now have quality with a base value of 1 and a maximum value of 5 quality." I have forged on the anvil dozens and dozens of items and everyone has had a quality less than 1, they seem to mostly range from bad(0.60) to bad(0.80). Is there a way to fix this?
X56 I wrote something about it here a few days ago.
Mingebrigtsen7
have to do it near midnight
Hey, has anyone else noticed that all Ranged weapons, vanilla or modded, don't generate any Exp?
It makes it very difficult to level a Hunter with a bow, when it only counts Melee strikes with said bow.
Spears thrown also do not generate exp, only direct Melee attack kills seem to generate Combat Exp.
Need to test if the Perks (Archery/Sniper) even apply any boons to ranged weapons either.
How do you unlock the vampire ability? It says "the time is not right", and can not be unlocked even when the other requirements are met.
Xandu When I've got another crop yield ready to harvest, I'll get an server log of the error I'm getting associated with this bug report, but after taking the Composting ability, breaking withered pumpkin plants (both the main plant and the small branch-off plants) causes a client crash. It's possible this may be due to an error with the base level of the soil, as we are also running the MoreClasses mod and have the soil levels boosted beyond their normal levels with the soil boosters from that mod.
I did not have the crash occur when harvesting other plants, it seems to be specific to pumpkin vines. I'll post the full error next time I am able to attempt it to the forum thread.
Raukx There is a known issue with projectile weapons in the current version.
Xandu Love the mod! Quick question. Running v1.18.5 with Xskills/Lib and a handful of other mods. Game is running fine, no crashes, but have noticed that certain skills dont seem to be leveling up since the server update. For example, I can kill a Bighorn with a bow, and the only skill that levels up is Survival, no points in combat or husbandry. Killed a bunch of wolves, no increase to comboat. Can kill a bunch of drifters, no increase to combat. Am I missing something here?
Xandu I wound up playing till late, so I got around to things this morning. I updated my other mods, made sure the game was playing correctly then updated to 1.18.4 again, this time without any problem, so either updating the other mods changed something or the crashes I got the first day were a fluke. Either way, all seems good now.
All I can remember from the crash screens yesterday is it said xskills could not find something.
Xandu No I don't have a crash report but after updating everything today and making sure all is working as should be ill update to 1.18.4 again and if I get the same error I'll send it to you. If, however, all works and there are no errors, I'll let you know that as well.
Wandour I implemented exp for harvesting fruits from trees. Maybe I will add grafting later.
Mendall Do you have a crash report or something? Because I don't have this issue.
Don't update to 1.18.4 if you are running this, I did and had to revert to 1.18.3 for my world to load without throwing an error and shutting back down. And the crash screen listed this as the cause, that's how I knew. But went back to 1.18.3 and all is well again.
Wait I have a solution regarding not getting ex in the grafting process
how did you consider assigning the xp to the branch itself? that way it might give xp while grafting doesn't ( to avoid exploitation)
that way in order to get xp with fruit farming you
1- harvest fruits in season (usually once a year IF conditions are met)
2- grafting your trees by chopping branches or cutting them down from the stem
I believe the game has a "mature-stem" for those old trees so only they give the xp
Wandour You are right. I thought I implemented it.
I noticed harvesting fruit trees doesn't give you XP either
Wandour I will keep this idea in my mind.
JunidO Do you have another mod that may change these "items"? Try to delete the cache. This seems to help with a lot of issues.
You no longer get "unlearn points" for drinking wine, beer, brandy or similar.
May I suggest a skill?
A survival Skill: High jump 0/3 Increase Jump Height and increase fall Fall damage taken -> increase jump and __reduces__ fall damage from lvl 2-3
a skill that is exclusive to Steeplechaser and you can only pick 1 :)
maybe this one require strong life
Xandu
Yea I think it's fixed now thanks β€οΈ
Wandour I think a server has also cache files.
Xandu
we use it on a server
it seems more players noticed their tools qualities vanished from their tools
edit: it seems any tool i made has no qualities at all
Wandour I haven't changed anything regarding this feature. Have you tried to restart the game (not just the world) ? Maybe delete the cache files.
I noticed after updating from version 0.7.0 to 0.7.1 all tools qualities disappeared (not the tools) Like the tools that had qualities (rare,common,etc) are no longer on the tool
maybe it's a port issue? or was the feature removed?
I can't seem to smith any quality parts
Xandu
ooooohhh
I guess that make sense
Wandour You should gain farming experience while harvesting them. You usually just get experience for harvesting stuff. It's the same for trees or crops. The thing is that the base game doesn't save which player has planted a tree. So the mod has to this by itself which is in the meantime a lot easier than in previous versions of the game but its still a thing you have to do and you still probably need to patch some base game methods for this. Additionally to save resources skill sets are only loaded for players that are online. So if you are on a server and offline while your tree grows you wouldn't even get experience if it would be implmented.
Question regarding farming
does Fruit tree tend not count as farming? like cutting and grafting fruit trees and successfully growing them in their conditions
I mean I get that you might;ve not have considered it since fruit tree farming is a time-consuming process with climate knowledge for their care
but would be cool if it was more rewarding toward farming skill
Yes, the linux config issue is fixed. Thanks for the awesome work!
RogueRaiden I hope I have fixed it now. But you have to update Xlib for this issue.
here is the server-debug log for the config file issue
https://pastebin.com/gam2acuU
Xandu thx for the quick clarification ^^
Ach, dang. Hardcoded stuff is a curse so often.
RogueRaiden Can you please send me your server-debug log file for this issue?
Burgersim I don't no why they wrote that these abilities don't work. I made some tests with bullseye and the abilities Archer and Spearman seems to work fine for me. I noticed that the Spearman ability don't work for thrown spears. But this is also the case in the base game. The reason for this is that it is not easy to determine a thrown spear as a damage source. Nonetheless I made the ability work with spears for the next update. But this could also include some other weapons that may work similar.
EiraValkyrie The ability works but it only increases the maximal number it can harvest but not the range. The range is 1 block in every direction in the base game and this is hardcoded. I could overwrite the method with a harmony patch that handles the range but I probably shouldn't do this. Maybe I fixed the issue with the need to restart the game.
Not sure if the skill "Bright Harvest" works. I tried upping the value to +200% and shears still seem to break just as many blocks as before. This is from full restart too.
For anyone having trouble with other skills not working btw, if you save and leave world you have to fully restart game before going back in to make them work again. Many other games have this kind of issue, something about how it unloads the world and stuff messes up some kinds of mod loads.
Hi there, I wanted to ask if compatibility with Bullseye could be increased/added? I saw on the page of Bullseye that they said they coudn't add to the compatibility from their side, because the code of this mod wasn't open source. And it seems that certain skills (e.g. Archer and Spearman) do not work at all when using Bullseye.
Linux server, config generates strangely. in the ModConfig folder it generates
VintageStoryData/ModConfig/XLeveling/
and
XLeveling/
looks like the first folder has all the configs. editing them is reverted on server load. adding edited configs to the second folder doesnt seem to do anything ingame for edit or added classes.
the second folder edits did work in 1.17
Xandu
I can run some tests after your update to make sure it's working π
EiraValkyrie I've sent you a message I hope it reached you. I updated the mod post. It seems like I haven't done it for a while.
Wandour The boss should now give experience but I can't test this.
DragooKnight11 Thanks. This is probably the solution for people with similar issues. It seems to happen quite a lot in the recent version. But since this is managed by the base game I don't really know what I could do about this.
AmyDestroyer I would guess that the server is running on the version 1.18.0 while the mod v0.7.0 requires the base game version 1.18.1. This is usually the case when something like you descripted happens. So make sure your server is running on version 1.18.1 and both mods xskills and xlib are on version 0.7.0. This is everything I can tell without log files.
Once I updated my server to v0.7.0 , no user can get the skill menu to open. I tried deleting the cache. I tried uninstalling and re-installing a previous version.
I also had an issue with Pottery skills not working, however it fixed itself (so far) after I deleted the preBuild cache for XSkills and XLibs.
In the 1.18.1 version of the game, my dad and I are not getting any experience for pottery or metalworking. Is there a known issue about that? Or is it a new bug with the new version?
Xandu
YEP a very tough one
Check out the resonance archive lore and dungeon
I can't say much to avoid spoilers
IT'S TOTALLY worth doing but be really prepared
it's not easy π
Hi! As usual, your mod is amazing. Two somewhat minor requests though: I would like you to update the mod post so all new skills are listed. And also, if possible I would like to see the values of highest tier abilities (as in, "2% per level caps at 40%" and such) since I want to adjust them for a higher max level and having to go back and forth between game and text editor to figure out which skill is which is a bit of a hassle (goldfish memory). If you're too busy, no biggie, but I would really appreciate it =)
Xandu yeah.... like, a lot
edit: i just noticed that if i open the game then open a world quickly and sleep the mod works π€·βοΈ
Wandour This game has an end game boss? :D
Ototinho Ok. I don't know why this happens. Do you have a lot of other mods?
I want to mention that The end game boss give 0 combat xp π
Xandu it isnt actually, because i gain xp even without the well rested bonus and my xp modifiers are all positive, I've cheked, its something totally different from what you've said. And some others skills have a similar behavior like every processing skill, husbandry, combat and farming iirc
Ototinho This sounds like your exp modifiers make your experience gain become zero for some skills and with well rested it becomes something like 10%.
i cant get xp from cooking for some reason. im playing in singleplayer
edit: i just noticed that when well rested works i can gain xp from cooking again, i think there is some trigger that activates some skills and mechanics that doesnt work most of the time (at least for me) and when it triggers everything just works
I think this just forces the clients to use the mod. Servers doesn't load the mod and it wouldn't even do anything on servers.
actually.. it's the server that has stepup installed, not the players.
I have tested and you are right
I made sure the rooftop has 2 blocks and I stopped climbing
seems like it's trying to claim to the surface in your range
but yea seems like potential walk around this issue is to stay at steeplechaser 1/2
Wandour Yes. If you use stepup I recommend to disable the second tier of the ability because the effects stack. If you use tier 2 and stepup you can climb 3 blocks. So when you are in a small room the game tries to climb on the roof what does not work because you are hitting the roof from the bottom and this causes the weird jumping. I can't do this with code because Stepup is a client only mod and the xskills configurations are handled on the server side.
Xandu
actually yea I do have stepup, it's on multiplayer too
wait could that be the cause of the weird behavior?
Wandour Do you also have the StepUp mod that does the same as the ability? Do you play on a server or singleplayer? Can you send me screenshot of your house or something because when I build a 2-3 blocks high house I don't have any issues.
Xandu
well i guess that make sense
one more thing
it seems Stablechaser 2/2 act very weird in areas with low ceilings 2-3 blocks high
even though you aren't walking up a wall for some reason you keep jumping up and down in small spaces which gets really annoying
also that include trying to pass thru a door
it's very hard to do so without moving very slowly bit by bit
Xandu Thanks for the confirmation that the saturation is purely visual :) I think it was simply something on my end, where a vanilla performance issue popped up in 1.18.1 - after hours of testing it was completely random and .debug logticks 20 showed it was never this mod, and I did manage to fix it simply by playing a new world. I have a feeling that something with that world somehow messed up, or that my PC simply struggled. Thanks again for all your mods, and for taking the time to respond!
LittleCutie I uploaded a new version of the mod. The pre 1 version isn't meant to work with 1.18 at all. So if you were using the game version 1.18 the pre.5 version properly would be the better choice. I also tested smithing with the newest version and it seems to work fine for me even with the metal recovery mod.
Wandour I also tested all of these abilities and they seem to work fine for me. The effect of the Afforestation ability may be unnoticeable because the base value of a seed is very low. So it just increases from 5% to something like 6% for each leaf block.
Lohn Thanks. I am happy to hear that people actually use this feature. The changing of the saturation values exists since always I think. I think it is caused by a server/client sync problem or something like that. And there isn't much I can do about this. I think it is some kind of weird vanilla behavior. But I may be totally wrong on this one. The ability itself is pretty simple it just sets the maximal saturation when the ability tier updates what only happens when you increase/decrease the ability tier or the player joined the world. So there no updates while you just play the game. I think the flickering is more of a symptome then the issue itself.
Ototinho Nudist and well rested are not connected at all. You also need to sleep a minimum amount of hours(1) to make the ability take affect.
Lohn There is nothing like skills recalculating. The abilities are used when there are needed. Some skills like huge stomach just change base game values ones you load a game and then only when you actively change the ability tier. And there are skills that do their thing every tick or every second. But if these cause any issue you would also notice it every tick.And there are skills that do things at specific actions like getting hit by a mob but these should not have a big affect on things like performance.
Why some abilities do not work for some people I can not say. It may be conflicts with other mods or some edge cases I haven't thought about. Sometimes updating the mod seems to help. But it's hard to track down these bugs when they only occur for some people and I am unable to reproduce them.
Ototinho Your English is fine :) I'm thinking the below issues, both yours and others with some skills not functioning proper (Lumferious/Well Rested/etc) might be from a similar issue. I noticed the lag spike right after being hit, but now after hours of trying have failed to replicate it - it's sporatic when it happens, usually 30-40 minutes into playing, and a few times near-instantly.
I think that Huge Stomach allows us to visually see when the skills are re-calculated because we see the saturation lose and gain it's bars without having to open any menu. For me, Well Rested and Lumferious work fine, but something is making it hard for the mod to just keep our stats, and then it keeps re-checking. I'm thinking that either from mod incompatability or some other obscure issue (or lag from vanilla game) that certain perks are struggling for different users.
For me, whenever I eat/get hit/sleep/load world, I have a brief moment of 1500 saturation followed by a few seconds before it goes back to 3000. I see this as fine when it's brief, but when I start to have bad lag (still unsure the cause) I notice I "rewind" each lag spike (maybe from movespeed perks turning off) and then it becomes unplayable. I think for cases of perks not working (Well Rested/etc) it's possibly when Huge Stomach stops for a sec, maybe all skills are stopping briefly and so Well Rested isn't added upon wake up or you're using a modded bed?
Update: So I did some .debug logticks 20 (then again after a minute, to stop logging) and I have tick lag from two sources, alchemy mod (which I removed) and then beginrenderstage-ShadowFar which seems to be a vanilla shadow render (about to try reducing view distance) looking at the discord, 1.18.1 might have a vanilla performance issue, and that causes the saturation to keep re-checking itself, not this mod itself as the culprit. I'm unsure about why others have certain skills not work, but that might be a mod conflict or a different bug at play. I disabled shadows but still keep encountering lag spikes and at the same time the saturation changes. I'm going to do a longplay test to see if I can find out more.
Lohn i also have this problems with the Huge Stomach Skill, but its only when my character get up from a bed, i didnt notice if the hunger bar rapdly switch between 3000/1500 when taking damage but im having problems with well rested not actvating when the character gets up, but i noticed that this started to happen when i got the Nudist Skill so maybe they are relatable in some way? (sorry if my english is bad or smth)
Xandu Hello there, I've been a long-time user and fan of this mod - I always forgot to comment on it back on the forums (could never get forums to work) but here I can! Thanks for this mod, as it has added countless fun to my many many worlds (especially with /skillset save/load)
Edit: After a few hours of gameplay I'm encountering a minor bug with saturation on your mod constantly changing from 1500 to 3000 (Huge Stomach) but is most-likely due to another non-related bug I'm dealing with after a few hours on a fresh 1.18.1 world where I'm "lagging" and "rewinding" so it's probably my end.
I've since followed what was posted here https://www.vintagestory.at/forums/topic/6244-potential-fix-for-stuttering-nvidia-cards/ (I recently upgraded my GPU) and the stuttering is so far gone, and I believe the recalculating of saturation, hopefully. (The recalculating saturation still happens, but only with the stuttering which means whatever is causing me to lag might be why it's calculating so much.) Thanks again for all the work on this mod! :)
Update: I have discovered the source of the problem, but not what specifically it is (this mod, a certain skill effect, or a vanilla 1.18.1 bug, or possibly a mod conflict) but whenever I take damage (current confirmation was a surface drifter from a portal throwing a rock at me) causes the saturation to rapidly switch between 3000/1500 and makes my game lag and stutter. I presume it's from temporal adaptation/huge stomach/meat shield/others all calculating at once or something, but more testing is needed. This is why it's fine at first and only occurs after a while - my first 4 hours were relatively safe (10 days until monsters spawn) and I only hunted Gazelles/Hares which run and don't hurt me.
After restarting my game and trying a test world, I notice hiccups when hit and the saturation recalculate each time (and upon first entering the world, it takes 5-8 seconds for saturation to properly change to 3000 cap, unlike on the test world) so it may just be that the lag is from the game itself, and that the mod keeps recalculating when the spikes happen, so not the mod itself causing it.
Not sure why but for some reason Affortion doesn't seem to take effect or work properly
same goes for Luminiferous and Cateye
and steeplechaser works very weird in inclosed spaces that are 4-5 blocks high
so when i play online every skill works fine except smithing my perks dont apply and I dont get any xp its broken and it doesnt work for my brother either the only mod we have that effects smithing is the one that gives some bits after a craft and disabling it doesnt seem to fix the issue wondering if anyone had a fix and yes we have the correct mod for the right version I know the lastest is for experimental so we are using the pre 1 version
JunidO The default max level should be something like 25. But you can change this in the configuration files.
Mawg This is basically a note for developers. There is no way to get a book in survival mode at the moment. You can give yourself a skill book in creative mode and use the attack key to get a random book.
-added the skill book item
-you can set the attributes "skill" and "experience" to create a book that grants a specific amount of experience for a specific skill
how do i do this? i can't fin any info on it. thank you!
amazing mod btw
How much levels exist of each skill?
at the moment we are in version 1.18rc1, since the owner of the server still did not want to update to version 1.18rc5 for so many bugs that it has (we are suffering the invisible doors). I will tell him to download the last version of your mod, thank you very much.
Ruddi
Hi. Are you using the recent game version and the newest version of the mod? There was an issue with coal that should be fixed. I tried to reproduce the crash but when I installed your and my mod I had no crash at all when I broke charcoal.
Xandu
Hola Xandu!
between my mod and your mod there are conflicts. Many people have told me that and I checked until recently when I was playing on a friend's server, both mods were installed. I made charcoal and when I wanted to take it the game simply broke, and this also happened to several of the server users. and the crash report said that your mod had caused the crash. They have also reported more problems between your mod and my mod.
My mod is called Medieval Fashion and it's for decoration.
The problem is that I don't know anything about the internal code of the game.
The stone skill that lets you get rock as well as stone is not working. I'm not getting any rocks. Running version 1.18-rc.5 and latest XSkills.
Pamela Thank you for letting me know. I can add a message to let people know to restart the game after using this command.
I figured it out. I use the load skills command and I then have to leave the entire game before it kicks in.
The area doesn't light up. I've left the world and come back several times, but no light.
Pamela What does not work? The ability seems to work fine for me.
In pre-8, the Luminiferous skill isn't working.
@Xandu thanks, it now works, I wasn't playing on the prerelease
GathasparPL Do you use the 1.18 prerelase of the game or the 1.17 version of the game. The newest versions of the mod are only for the 1.18 versions of the game. If you are playing with the 1.17 base game version you have to use an older version of the mod.
I downloaded newest versions of both Xlib and Xskills and when i try to use them it says "Unable to solve some mod dependencies. Check log files." I didn't extract anything. I don't understand what's going on becouse when i was playing VS a few months ago with this mod everyhing was good.
Agnos No, you have to use the version v0.7.0-pre.1 or v0.6.14 version for that. Newer versions of the mod don't work with the older version of the game.
Hello! I'm new here. If I'm still using version 17 of the game, can I download the latest version of the mod that is listed as version 18? Thank you for your time and help, appreciate it!)
Game Version: v1.18.0-pre.7 (Unstable)
3/21/2023 8:27:20 AM: Critical error occurred in the following mod: xskills@0.7.0-pre.3
Loaded Mods: commonlib@1.0.3, playercorpse@1.6.0-rc.1, primitivesurvival@3.1.5, game@1.18.0-pre.7, carryon@0.11.0-pre.1, hudclock@2.9.0-pre.2, sailboat@1.0.0-pre.1, stepup@1.2.0, usefulstuff17@1.1.3, creative@1.18.0-pre.7, survival@1.18.0-pre.7, xlib@0.7.0-pre.2, xskills@0.7.0-pre.3
Involved Harmony IDs: XSkillsPatch
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.CollectiblePatch.Postfix(CollectibleObject __instance, Block __state, IWorldAccessor world, Entity byEntity, ItemSlot itemslot)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1647
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 789
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 596
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 968
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 715
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 618
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
Yeah, still crashing when digging charcoal in pre3 :/
Plumeria Have you tried the pre.3 version?
Hello, Server is playing 1.18pre7
Updated the mod this morning and clients are crashing when digging charcoal with a shovel. Then giving a critical error report
Ura Should be fixed now.
@Xandu , got crash while digging charcoal from pit.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.0-pre.7 (Unstable)
19.03.2023 15:40:04: Critical error occurred in the following mod: xskills@0.7.0-pre.2
Loaded Mods: aculinaryartillery@1.0.12, Ceramos@0.3.0, game@1.18.0-pre.7, carryon@0.11.0-pre.1, expandedfoods@1.6.5, lavoisier@1.2.6-pre.1, creative@1.18.0-pre.7, survival@1.18.0-pre.7, xlib@0.7.0-pre.2, chemistrylib@1.1.1, em@1.1.2, xskills@0.7.0-pre.2, bricklayers@1.3.0-pre.1, kosfire@1.1.1-pre.1
Involved Harmony IDs: XSkillsPatch
System.NullReferenceException: OdwoΕanie do obiektu nie zostaΕo ustawione na wystΔ pienie obiektu.
w XSkills.CollectiblePatch.Postfix(CollectibleObject __instance, Block __state, IWorldAccessor world, Entity byEntity, ItemSlot itemslot)
w Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
w Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) w VintagestoryLib\Client\ClientMain.cs:wiersz 1647
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) w VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:wiersz 789
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) w VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:wiersz 596
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) w VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:wiersz 86
w Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) w VintagestoryLib\Client\Util\ClientEventManager.cs:wiersz 191
w Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) w VintagestoryLib\Client\ClientMain.cs:wiersz 776
w Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) w VintagestoryLib\Client\ClientMain.cs:wiersz 968
w Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) w VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:wiersz 241
w Vintagestory.Client.ScreenManager.Render(Single dt) w VintagestoryLib\Client\ScreenManager.cs:wiersz 715
w Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) w VintagestoryLib\Client\ScreenManager.cs:wiersz 618
w Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) w VintagestoryLib\Client\ClientPlatform\GameWindow.cs:wiersz 119
w System.EventHandler`1.Invoke(Object sender, TEventArgs e)
w OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 476
w OpenTK.GameWindow.DispatchRenderFrame() w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 452
w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 375
w Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
w Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) w VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:wiersz 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 08.03.2023 23:12:20, Site = , Source = Application Error, Message = Nazwa aplikacji powodujΔ cej bΕΔ d: Vintagestory.exe, wersja: 1.18.0.0, sygnatura czasowa: 0x6405c8b8
Nazwa moduΕu powodujΔ cego bΕΔ d: KERNELBASE.dll, wersja: 10.0.19041.2546, sygnatura czasowa: 0xe8e9ac9b
Kod wyjΔ tku: 0xe0434352
PrzesuniΔcie bΕΔdu: 0x000000000002cd29
Identyfikator procesu powodujΔ cego bΕΔ d: 0x2010
Godzina uruchomienia aplikacji powodujΔ cej bΕΔ d: 0x01d9520ac04f95b9
ΕcieΕΌka aplikacji powodujΔ cej bΕΔ d: C:\Users\lolle\AppData\Roaming\Vintagestory\Vintagestory.exe
ΕcieΕΌka moduΕu powodujΔ cego bΕΔ d: C:\Windows\System32\KERNELBASE.dll
Identyfikator raportu: 4ba1d60f-eead-4c9e-a855-dae95447a0cb
PeΕna nazwa pakietu powodujΔ cego bΕΔ d:
Identyfikator aplikacji wzglΔdem pakietu powodujΔ cego bΕΔ d: }
--------------
{ TimeGenerated = 08.03.2023 23:12:20, Site = , Source = .NET Runtime, Message = Aplikacja: Vintagestory.exe
Wersja architektury: v4.0.30319
Opis: proces zostaΕ przerwany z powodu nieobsΕuΕΌonego wyjΔ tku.
Informacje o wyjΔ tku: System.ObjectDisposedException
w System.Threading.ThreadLocal`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].GetValueSlow()
w Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.Common.ItemSlot)
w Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(Vintagestory.API.Common.ItemSlot, System.Text.StringBuilder, Vintagestory.API.Common.IWorldAccessor)
w Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo(Vintagestory.API.Common.ItemSlot, System.Text.StringBuilder, Vintagestory.API.Common.IWorldAccessor, Boolean)
w Vintagestory.API.Common.Block.GetHeldItemInfo(Vintagestory.API.Common.ItemSlot, System.Text.StringBuilder, Vintagestory.API.Common.IWorldAccessor, Boolean)
w Vintagestory.API.Common.ItemStack.GetDescription(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.Common.ItemSlot, Boolean)
w Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(Vintagestory.API.Client.ICoreClientAPI, Vintagestory.API.Common.ItemStack)
w Vintagestory.GameContent.ModSystemHandbook.onCreatePagesAsync()
w Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async()
w System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
w System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
w System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
w System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 08.03.2023 23:03:35, Site = , Source = Application Error, Message = Nazwa aplikacji powodujΔ cej bΕΔ d: Vintagestory.exe, wersja: 1.18.0.0, sygnatura czasowa: 0x6405c8b8
Nazwa moduΕu powodujΔ cego bΕΔ d: KERNELBASE.dll, wersja: 10.0.19041.2546, sygnatura czasowa: 0xe8e9ac9b
Kod wyjΔ tku: 0xe0434352
PrzesuniΔcie bΕΔdu: 0x000000000002cd29
Identyfikator procesu powodujΔ cego bΕΔ d: 0x37b8
Godzina uruchomienia aplikacji powodujΔ cej bΕΔ d: 0x01d95209c0fc49c2
ΕcieΕΌka aplikacji powodujΔ cej bΕΔ d: C:\Users\lolle\AppData\Roaming\Vintagestory\Vintagestory.exe
ΕcieΕΌka moduΕu powodujΔ cego bΕΔ d: C:\Windows\System32\KERNELBASE.dll
Identyfikator raportu: 586facdc-38b4-4924-b294-dee4c8226c3e
PeΕna nazwa pakietu powodujΔ cego bΕΔ d:
Identyfikator aplikacji wzglΔdem pakietu powodujΔ cego bΕΔ d: }
Xandu
Hi!
Really in love with your mod!
Can you please tell when will be a version for pre. 18?
@Xandu,
Thank you for the reply, maybe ill see about removing the files, and trying again. I have been talking to nitrado about why we are on version 1.17.6 and they said no other stable version of the game has been released, so I just showed them the dev log and wiki showing 1.17.9 and 1.17.10 both are, so maybe it is just something with that. I will try again later check out the log files, so far no errors that I notice but figured it was some file causing the mod to redownload the files. Thank you again for your time and a great mod!
JackOfShadows I copied your settings and tested it on singleplayer and a local server and it worked perfectly fine for me. I could choose up to 5 specialisations. I don't know if this is some kind of nitrado specific thing. But normally the configuration should only reset if some kind of error happens while the mod tries to load the file.
Is there no way to change the amount of professions allowed, seems like if I edit the xleveling JSON file, it just resets, I am using a nitrado server, and the server is shut down then I edit, is there something or somewhere else I should be changing this.
/Data/Modconfig/xleveling
{
"unlearnCooldown": 150.0,
"pointsForUnlearn": 1,
"expLossOnDeath": 0.0,
"expLossCooldown": 0.0,
"specialisationLimit": 5,
"expMult": 1.0
}
whenever I change it to the above, it just goes back to default when I start the server again.
LiquidDisease
Nitrado is on 17.6 I have submitted a ticket asking for 17.9 or 17.10 To get mine to work I had to use xskills 0.6.13 and xlib v0.6.10 to work on mine.
I hope they make the latest mod updates available for 17.6 as well or 17.x all.
Hey Xandu
I noticed there isn't any farming related skills for fruit trees. So I'm leaving a little suggestion to add one to make grafting & planting them easier? I unno, I just really love making frankenstein fruit trees.
Have a nice day.
For some reason, my server just won't push this mod (along with xlib) so I just can't install it on my server. Anyone has any idea?
I am hosting on Nitrado. All the mods work, i.e., when I log onto my server, it says I need to download 10 mods but I have 12 installed (Xlib and Xskills being 11 and 12) but the server just won't push them and sure enough, when logged onto the server, all mods work except for those two. Is there anything I am missing? Thank you.
I tried it again and it's now working fine. I'm not sure what happened before, but all is well now.
Pamela I think there is more than one place the game looks for mods. Maybe you have the mods in another directory.
Ashtal I don't know of any incompatibilities that could cause this. And i haven't experienced this with only xskills enabled. I think the only think you can do is disable and enable mods to figure out which mods are causing this.
I don't know if any of you can help me with this? Using Xskills and Xlib (newest versions.)
Everytime I craft with a tool, like crafting firewood, it disappears after clicking on it in the inventory.
I use a bunch of mods and wanted to know if anyone knows about incompatibilities that could cause this?
Cheers, Ashtal.
I actually removed the old ones, including the unpack files, and installed both 0.6.14. I'm not sure why the file says otherwise. I'll give it another try.
Pamela
Update XLib to 0.6.14 and see if it still happens.
Edit: Actually, your log also shows you're still using XSkills 0.6.13, the newest version is 0.6.14
As soon as I logged into the game.
Here is the client.main.txt file:
7.12.2022 17:18:23 [Notification] Client logger started.
7.12.2022 17:18:23 [Notification] Game Version: v1.17.9 (Stable)
7.12.2022 17:18:23 [Notification] Screens:
7.12.2022 17:18:23 [Notification] 0: {X=0,Y=0,Width=1920,Height=1080}, \\.\DISPLAY1 (primary)
7.12.2022 17:18:23 [Notification] 1: {X=-1920,Y=0,Width=1920,Height=1080}, \\.\DISPLAY2
7.12.2022 17:18:24 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
7.12.2022 17:18:24 [Notification] CPU Cores: 4
7.12.2022 17:18:24 [Notification] Available RAM: 16384 MB
7.12.2022 17:18:24 [Notification] Graphics Card Vendor: ATI Technologies Inc.
7.12.2022 17:18:24 [Notification] Graphics Card Version: 4.6.0 Compatibility Profile Context 22.11.1.221110
7.12.2022 17:18:24 [Notification] Graphics Card Renderer: Radeon RX 570 Series
7.12.2022 17:18:24 [Notification] Graphics Card ShadingLanguageVersion: 4.60
7.12.2022 17:18:24 [Notification] Cairo Graphics Version: 1.17.3
7.12.2022 17:18:24 [Notification] OpenAL Version: 1.1 ALSOFT 1.16.0
7.12.2022 17:18:24 [Notification] C# Framework: .net Framework 4.0.30319.42000
7.12.2022 17:18:24 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.)
7.12.2022 17:18:24 [Notification] Start discovering assets
7.12.2022 17:18:24 [Notification] Found 20 base assets in category lang
7.12.2022 17:18:24 [Notification] Found 0 base assets in category patches
7.12.2022 17:18:24 [Notification] Found 22 base assets in category config
7.12.2022 17:18:24 [Notification] Found 0 base assets in category worldproperties
7.12.2022 17:18:24 [Notification] Found 46 base assets in category sounds
7.12.2022 17:18:24 [Notification] Found 97 base assets in category shapes
7.12.2022 17:18:24 [Notification] Found 80 base assets in category shaders
7.12.2022 17:18:24 [Notification] Found 16 base assets in category shaderincludes
7.12.2022 17:18:24 [Notification] Found 129 base assets in category textures
7.12.2022 17:18:24 [Notification] Found 4 base assets in category music
7.12.2022 17:18:24 [Notification] Found 0 base assets in category dialog
7.12.2022 17:18:24 [Notification] Found 414 base assets in total
7.12.2022 17:18:24 [Notification] Loading sounds
7.12.2022 17:18:24 [Notification] Sounds loaded
7.12.2022 17:18:24 [Notification] (Re-)loaded frame buffers
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass .
7.12.2022 17:18:24 [Notification] Window was resized to 1920 1080, rebuilding framebuffers...
7.12.2022 17:18:24 [Notification] (Re-)loaded frame buffers
7.12.2022 17:18:24 [Notification] Begin loading shaders
7.12.2022 17:18:24 [Notification] Load shaders now
7.12.2022 17:18:24 [Notification] Loading shaders...
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass standard.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass particlescube.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass particlesquad.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass sky.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass nightsky.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass woittest.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass helditem.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass decals.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass final.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass gui.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass blur.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass findbright.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass godrays.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass autocamera.
7.12.2022 17:18:24 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass wireframe.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass entityanimated.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass luma.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass blit.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass shadowmapgeneric.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass texture2texture.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass celestialobject.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass colorgrade.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass guigear.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass ssao.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass grass.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass flowers.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass shadowgrass.
7.12.2022 17:18:25 [Notification] Loaded Shaderprogramm for render pass shadowflowers.
7.12.2022 17:18:25 [Notification] Cached session key is valid, validating with server
7.12.2022 17:18:26 [Notification] Server validation response: Good
7.12.2022 17:18:26 [Notification] Will search the following paths for mods:
7.12.2022 17:18:26 [Notification] C:\Users\pkwbb\AppData\Roaming\Vintagestory_1.17.9\Mods
7.12.2022 17:18:26 [Notification] C:\Users\pkwbb\AppData\Roaming\VintagestoryData\Mods
7.12.2022 17:18:26 [Warning] [betterruins] Failed parsing version string '0.0.6A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 0.0.6-A)
7.12.2022 17:18:26 [Warning] [captureanimals] Failed parsing version string '2.3.0A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 2.3.0-A)
7.12.2022 17:18:26 [Warning] [expandedfoods] Failed parsing version string '1.6.4A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.6.4-A)
7.12.2022 17:18:26 [Warning] [lichen] Failed parsing version string '1.6.1A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.6.1-A)
7.12.2022 17:18:26 [Warning] [potatoes] Failed parsing version string '1.0.8A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.0.8-A)
7.12.2022 17:18:26 [Warning] [moreroads] Failed parsing version string '1.5.1A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.5.1-A)
7.12.2022 17:18:26 [Warning] [primitivesurvival] Failed parsing version string '3.1.0A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 3.1.0-A)
7.12.2022 17:18:26 [Notification] [StepUp-v1.2.0.cs] Successfully compiled 1 source files
7.12.2022 17:18:30 [Notification] Initialized GUI Manager
7.12.2022 17:18:30 [Notification] Initialized Server Connection
7.12.2022 17:18:30 [Notification] Server args parsed
7.12.2022 17:18:30 [Notification] GuiScreenConnectingToServer constructed
7.12.2022 17:18:30 [Notification] Server main instantiated
7.12.2022 17:18:58 [Notification] Processed server identification
7.12.2022 17:18:58 [Notification] Map initialized
7.12.2022 17:18:58 [Notification] Received server assets
7.12.2022 17:18:58 [Notification] Loading and pre-starting client side mods...
7.12.2022 17:18:58 [Notification] Will search the following paths for mods:
7.12.2022 17:18:58 [Notification] C:\Users\pkwbb\AppData\Roaming\Vintagestory_1.17.9\Mods
7.12.2022 17:18:58 [Notification] C:\Users\pkwbb\AppData\Roaming\VintagestoryData\Mods
7.12.2022 17:18:58 [Warning] [betterruins] Failed parsing version string '0.0.6A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 0.0.6-A)
7.12.2022 17:18:58 [Warning] [captureanimals] Failed parsing version string '2.3.0A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 2.3.0-A)
7.12.2022 17:18:58 [Warning] [expandedfoods] Failed parsing version string '1.6.4A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.6.4-A)
7.12.2022 17:18:58 [Warning] [lichen] Failed parsing version string '1.6.1A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.6.1-A)
7.12.2022 17:18:58 [Warning] [potatoes] Failed parsing version string '1.0.8A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.0.8-A)
7.12.2022 17:18:58 [Warning] [moreroads] Failed parsing version string '1.5.1A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 1.5.1-A)
7.12.2022 17:18:58 [Warning] [primitivesurvival] Failed parsing version string '3.1.0A' at index 5: Expected PRE_RELEASE or BUILD_METADATA, found 'A' (best guess: 3.1.0-A)
7.12.2022 17:18:58 [Notification] [StepUp-v1.2.0.cs] Successfully compiled 1 source files
7.12.2022 17:18:58 [Notification] Found 43 mods (0 disabled)
7.12.2022 17:18:58 [Notification] Mods, sorted by dependency: armordurabilityiix, acorns, aculinaryartillery, bettercrates, betterruins, evaporite, extrachests, hideandfabric, reducedarmornegatives, moreclay, potatoes, leadroof, necessaries, nomolding, primitivesurvival, speararrowheadbits, spidersilk, game, wildcrafttrees, wildcraft, zeekea, zoombuttonreborn, egocaribautomapmarkers, captureanimals, carrycapacity, expandedfoods, hudclock, lichen, medievalexpansion, moreanimals, prospectorinfo, stepup, tpnet, usefulstuff17, vesselbuff, creative, survival, xlib, em, instantfirepits, moremolds, xskills, moreroads
7.12.2022 17:18:59 [Notification] Instantiated 116 mod systems from 43 enabled mods
7.12.2022 17:18:59 [Notification] Loaded Shaderprogramm for render pass nightvision.
7.12.2022 17:18:59 [Notification] Done loading and pre-starting client side mods.
7.12.2022 17:18:59 [Notification] Mod Config successfully loaded.
7.12.2022 17:18:59 [Notification] Mod Config successfully loaded.
7.12.2022 17:18:59 [Event] started 'Medieval-expansion-mod' successfull
7.12.2022 17:18:59 [Notification] External Origins in load order: modorigin@C:\Users\pkwbb\AppData\Roaming\Vintagestory_1.17.9\assets\creative\, modorigin@C:\Users\pkwbb\AppData\Roaming\Vintagestory_1.17.9\assets\survival\, mod@2xArmorDurability_v1.0.1.zip, mod@Acorns v0.5.1 for VS 1.16A.zip, mod@ACulinaryArtillery 1.0.9A.zip, mod@BetterCrates_v1.5.2.zip, mod@BetterRuinsv0.0.6A.zip, mod@Evaporite-1.0.0.zip, mod@ExtraChests_v1.6.0.zip, mod@HideAndFabric-1.2.7A.zip, mod@LessArmorNegatives_v1.0.4.zip, mod@MoreClay-1.0.1.zip, mod@MoreCrops1.0.8A.zip, mod@MoreRoofing-1.2.4A.zip, mod@necessaries_v1.17.1-1.1.3A.zip, mod@NoMolding_v2.0.1.zip, mod@PrimitiveSurvival3.1.0A.zip, mod@Speararrowheadbits-1.1.0.zip, mod@SpiderSilk-1.2.2A.zip, mod@Wildcraft Trees-1.0.1A.zip, mod@wildcraft-v1.5.1A.zip, mod@zeekea_v1.17.1-1.6.2A.zip, mod@Auto Map Markers (1.17.0-pre.1).zip, mod@CaptureAnimals_v1.17.4_v2.3.0A.zip, mod@CarryCapacity-VS1.16.0-v0.6.5.zip, mod@ExpandedFoods 1.6.4A.zip, mod@hudclock-2.8.0.zip, mod@Lichen-v1.6.1A-VS1.16.0.zip, mod@medievalexpansion-3.8.0A.zip, mod@MoreAnimals-1.2.3.zip, mod@TeleportationNetwork_v1.17.9_v1.8.0A-pre.7.zip, mod@usefulstuff17_v1.0.1A.zip, mod@VesselBuff.zip, mod@xlib_v0.6.10.zip, mod@expanded_matter-1.1.0A.zip, mod@moremolds_v120.zip, mod@xskills_v0.6.13.zip, mod@MoreRoads 1.5.1A.zip
7.12.2022 17:18:59 [Notification] Found 115 external assets in category lang
7.12.2022 17:18:59 [Notification] Found 501 external assets in category patches
7.12.2022 17:18:59 [Notification] Found 59 external assets in category config
7.12.2022 17:18:59 [Notification] Found 32 external assets in category worldproperties
7.12.2022 17:18:59 [Notification] Found 401 external assets in category sounds
7.12.2022 17:18:59 [Notification] Found 4602 external assets in category shapes
7.12.2022 17:18:59 [Notification] Found 19 external assets in category shaders
7.12.2022 17:18:59 [Notification] Found 0 external assets in category shaderincludes
7.12.2022 17:19:00 [Notification] Found 7644 external assets in category textures
7.12.2022 17:19:00 [Notification] Found 63 external assets in category music
7.12.2022 17:19:00 [Notification] Found 17 external assets in category dialog
7.12.2022 17:19:00 [Notification] Found 10 external assets in category compatibility
7.12.2022 17:19:00 [Notification] Found 3 external assets in category effects
7.12.2022 17:19:00 [Notification] Found 0 external assets in category effecttrigger
7.12.2022 17:19:00 [Notification] Found 11 external assets in category skills
7.12.2022 17:19:00 [Notification] Reloaded lang file now with mod assets
7.12.2022 17:19:02 [Notification] JsonPatch Loader: 3759 patches total, successfully applied 93 patches, missing files on 1561 patches, unmet conditions on 1134 patches, no issues
7.12.2022 17:19:02 [Event] [xlib] Initialize skills
7.12.2022 17:19:02 [Event] [xlib] Registered 10 skills (0 disabled) and 119 abilities (0 disabled).
7.12.2022 17:19:02 [Event] [xlib] Initialize effects
7.12.2022 17:19:02 [Event] [xlib] Registered 21 effects and 0 effect triggers.
7.12.2022 17:19:04 [Notification] Received 6611 item types from server
7.12.2022 17:19:04 [Notification] Loaded 47901 block types from server
7.12.2022 17:19:05 [Notification] Reloaded sounds, now with mod assets
7.12.2022 17:19:05 [Notification] Composed 1 4096x4096 entities texture atlases from 247 textures (last textureid = 179)
7.12.2022 17:19:06 [Warning] Did not find required shape expandedfoods:shapes/item/food/dryfruit/wildcraft/husktomato.json anywhere. (defined in Shape for item expandedfoods:wilddehydratedfruit-husktomato)
7.12.2022 17:19:06 [Warning] Did not find required shape expandedfoods:shapes/item/food/dryfruit/wildcraft/wolfberry.json anywhere. (defined in Shape for item expandedfoods:wilddehydratedfruit-wolfberry)
7.12.2022 17:19:06 [Warning] Did not find required shape expandedfoods:shapes/item/food/dryfruit/wildcraft/blueraspberry.json anywhere. (defined in Shape for item expandedfoods:wilddehydratedfruit-blueraspberry)
7.12.2022 17:19:06 [Warning] Did not find required shape expandedfoods:shapes/item/food/dryfruit/wildcraft/bunchberry.json anywhere. (defined in Shape for item expandedfoods:wilddehydratedfruit-bunchberry)
7.12.2022 17:19:06 [Warning] Did not find required shape expandedfoods:shapes/item/food/dryfruit/wildcraft/crowberry.json anywhere. (defined in Shape for item expandedfoods:wilddehydratedfruit-crowberry)
7.12.2022 17:19:06 [Notification] Collected 2796 shapes to tesselate.
7.12.2022 17:19:07 [Warning] Texture asset 'hideandfabric:textures/entity/bear/brown1.png' not found (defined in Shape file hideandfabric:item/resource/hide/huge-bear).
7.12.2022 17:19:07 [Warning] Texture asset 'potatoes:textures/block/plant/crop/jalapeno/pickledjalapeno.png' not found (defined in Shape file potatoes:item/food/vegetable/chopped/pickledjalapeno).
7.12.2022 17:19:07 [Warning] Texture asset 'potatoes:textures/item/food/grain/ricebread.png' not found (defined in Shape file potatoes:item/food/bread/bread).
7.12.2022 17:19:07 [Warning] Texture asset 'wildcrafttrees:textures/shapes/item/ripe.png' not found (defined in Item wildcrafttrees:treefruit-almond).
7.12.2022 17:19:07 [Warning] Texture asset 'wildcrafttrees:textures/plum.png' not found (defined in Item wildcrafttrees:treefruit-fig).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/birchbread2.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-birch-raw).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/pinebread2.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-pine-raw).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/birchbread.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-birch-baked).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/pinebread.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-pine-baked).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/birchbread1.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-birch-charred).
7.12.2022 17:19:07 [Warning] Texture asset 'game:textures/item/food/grain/pinebread1.png' not found (defined in Shape file expandedfoods:item/food/hardtack/hardtack-pine-charred).
7.12.2022 17:19:07 [Warning] Texture asset 'expandedfoods:textures/item/food/dryfruit/wildcraft/husktomato.png' not found (defined in Item expandedfoods:wilddryfruit-husktomato).
7.12.2022 17:19:07 [Warning] Texture asset 'expandedfoods:textures/item/food/dryfruit/wildcraft/wolfberry.png' not found (defined in Item expandedfoods:wilddryfruit-wolfberry).
7.12.2022 17:19:07 [Warning] Texture asset 'expandedfoods:textures/item/food/dryfruit/wildcraft/blueraspberry.png' not found (defined in Item expandedfoods:wilddryfruit-blueraspberry).
7.12.2022 17:19:07 [Warning] Texture asset 'expandedfoods:textures/item/food/dryfruit/wildcraft/bunchberry.png' not found (defined in Item expandedfoods:wilddryfruit-bunchberry).
7.12.2022 17:19:07 [Warning] Texture asset 'expandedfoods:textures/item/food/dryfruit/wildcraft/crowberry.png' not found (defined in Item expandedfoods:wilddryfruit-crowberry).
7.12.2022 17:19:07 [Notification] Composed 1 4096x4096 items texture atlases from 3014 textures (last textureid = 180)
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}1.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:1).
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}1.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:1).
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}2.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:2).
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}3.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:3).
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}4.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:4).
7.12.2022 17:19:08 [Warning] Texture asset 'leadroof:textures/block/metal/sheet/{metal}5.png' not found (defined in Baked variant of block leadroof:fullroofblock-lead alternate:5).
7.12.2022 17:19:08 [Warning] Texture asset 'game:textures/block/stone/polishedrock/none.png' not found (defined in Baked variant of block zeekea:cabinetbottomcase-birch-none-north).
7.12.2022 17:19:08 [Notification] Server launched
7.12.2022 17:19:08 [Notification] Composed 1 4096x4096 blocks texture atlases from 5311 textures (last textureid = 181)
7.12.2022 17:19:09 [Notification] Server assets loaded
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass anvilworkitem.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass lines.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass aurora.
7.12.2022 17:19:10 [Event] Hello from ZoomButton!
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass squintoverlay.
7.12.2022 17:19:10 [Event] Registering network channels
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass rift.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass machinegear.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
7.12.2022 17:19:10 [Notification] Started 84 systems on Client:
7.12.2022 17:19:10 [Notification] Mod 'VSEssentials.dll' (game):
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.Core
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.EntityPartitioning
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ErrorReporter
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.FallingBlockParticlesModSystem
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.CharacterExtraDialogs
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.EntityNameTagRendererRegistry
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.POIRegistry
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.RoomRegistry
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.WeatherSystemCommands
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.WeatherSystemClient
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.WorldMapManager
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.LoadColorMaps
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ClothManager
7.12.2022 17:19:10 [Notification] Mod 'CaptureAnimals_v1.17.4_v2.3.0A.zip' (captureanimals):
7.12.2022 17:19:10 [Notification] SharedUtils.ConstantsCore
7.12.2022 17:19:10 [Notification] SharedUtils.Extensions.LoggerNetwork
7.12.2022 17:19:10 [Notification] CaptureAnimals.Core
7.12.2022 17:19:10 [Notification] CaptureAnimals.BaitsManager
7.12.2022 17:19:10 [Notification] Mod 'VSSurvivalMod.dll' (survival):
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.SaplingControl
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.GenFromHeightmap
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.GenMaps
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.DebugSystem
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.UpgradeTasks
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.MyceliumSystem
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemAuction
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemHandbook
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.CharacterSystem
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.FruitingSystem
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemRifts
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModTemperature
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.SystemTemporalStability
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.MealMeshCache
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemWearableStats
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ChiselBlockModelCache
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModJournal
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModLootRandomizer
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.ModSleeping
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.TeleporterManager
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.TradeHandbookInfo
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.GenStructures
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
7.12.2022 17:19:10 [Notification] Vintagestory.GameContent.TraderOutfits
7.12.2022 17:19:10 [Notification] Mod 'TeleportationNetwork_v1.17.9_v1.8.0A-pre.7.zip' (tpnet):
7.12.2022 17:19:10 [Notification] TeleportationNetwork.ConfigManager
7.12.2022 17:19:10 [Notification] TeleportationNetwork.Core
7.12.2022 17:19:10 [Notification] TeleportationNetwork.TeleportManager
7.12.2022 17:19:10 [Notification] TeleportationNetwork.GenTeleportStructures
7.12.2022 17:19:10 [Notification] Mod 'VSCreativeMod.dll' (creative):
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.Core
7.12.2022 17:19:10 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
7.12.2022 17:19:10 [Notification] Mod 'ACulinaryArtillery 1.0.9A.zip' (aculinaryartillery):
7.12.2022 17:19:10 [Notification] ACulinaryArtillery.ACulinaryArtillery
7.12.2022 17:19:10 [Notification] ACulinaryArtillery.RecipeUploadSystem
7.12.2022 17:19:10 [Notification] Mod 'BetterCrates_v1.5.2.zip' (bettercrates):
7.12.2022 17:19:10 [Notification] BetterCratesNamespace.BetterCrates
7.12.2022 17:19:10 [Notification] Mod 'ExtraChests_v1.6.0.zip' (extrachests):
7.12.2022 17:19:10 [Notification] ExtraChests.ExtraChests
7.12.2022 17:19:10 [Notification] Mod 'HideAndFabric-1.2.7A.zip' (hideandfabric):
7.12.2022 17:19:10 [Notification] HideAndFabric.Core
7.12.2022 17:19:10 [Notification] Mod 'necessaries_v1.17.1-1.1.3A.zip' (necessaries):
7.12.2022 17:19:10 [Notification] necessaries.src.Necessaries
7.12.2022 17:19:10 [Notification] Mod 'PrimitiveSurvival3.1.0A.zip' (primitivesurvival):
7.12.2022 17:19:10 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem
7.12.2022 17:19:10 [Notification] Mod 'wildcraft-v1.5.1A.zip' (wildcraft):
7.12.2022 17:19:10 [Notification] wildcraft.wildcraft
7.12.2022 17:19:10 [Notification] Mod 'zeekea_v1.17.1-1.6.2A.zip' (zeekea):
7.12.2022 17:19:10 [Notification] zeekea.src.ZEEkea
7.12.2022 17:19:10 [Notification] Mod 'ZoomButton1.3.0.zip' (zoombuttonreborn):
7.12.2022 17:19:10 [Notification] ZoomButton.ZoomButton
7.12.2022 17:19:10 [Notification] Mod 'Auto Map Markers (1.17.0-pre.1).zip' (egocaribautomapmarkers):
7.12.2022 17:19:10 [Notification] Egocarib.AutoMapMarkers.MapMarkerMod
7.12.2022 17:19:10 [Notification] Egocarib.AutoMapMarkers.GUI.MapMarkerGUISystem
7.12.2022 17:19:10 [Notification] Mod 'CarryCapacity-VS1.16.0-v0.6.5.zip' (carrycapacity):
7.12.2022 17:19:10 [Notification] CarryCapacity.CarrySystem
7.12.2022 17:19:10 [Notification] Mod 'ExpandedFoods 1.6.4A.zip' (expandedfoods):
7.12.2022 17:19:10 [Notification] EFRecipes.EFRecipes
7.12.2022 17:19:10 [Notification] Mod 'hudclock-2.8.0.zip' (hudclock):
7.12.2022 17:19:10 [Notification] hudlock.src.HUDClockMod
7.12.2022 17:19:10 [Notification] Mod 'medievalexpansion-3.8.0A.zip' (medievalexpansion):
7.12.2022 17:19:10 [Notification] gates.src.MedievalExpansionMod
7.12.2022 17:19:10 [Notification] Mod 'MoreAnimals-1.2.3.zip' (moreanimals):
7.12.2022 17:19:10 [Notification] MoreAnimals.Core
7.12.2022 17:19:10 [Notification] Mod 'ProspectorInfo-4.1.2.zip' (prospectorinfo):
7.12.2022 17:19:10 [Notification] ProspectorInfo.ProspectorInfoModSystem
7.12.2022 17:19:10 [Notification] Mod 'usefulstuff17_v1.0.1A.zip' (usefulstuff17):
7.12.2022 17:19:10 [Notification] UsefulStuff.UsefulStuff
7.12.2022 17:19:10 [Notification] UsefulStuff.GasHelper
7.12.2022 17:19:10 [Notification] Mod 'VesselBuff.zip' (vesselbuff):
7.12.2022 17:19:10 [Notification] OffhandDebuffPatch.VesselPatch
7.12.2022 17:19:10 [Notification] Mod 'InstantFirepits_v4.0.0.zip' (instantfirepits):
7.12.2022 17:19:10 [Notification] InstantFirepits.InstantFirepits
7.12.2022 17:19:10 [Notification] Mod 'MoreRoads 1.5.1A.zip' (moreroads):
7.12.2022 17:19:10 [Notification] MoreRoads.MoreRoads
7.12.2022 17:19:10 [Notification] Mod 'StepUp-v1.2.0.cs' (stepup):
7.12.2022 17:19:10 [Notification] StepUp.StepUpSystem
7.12.2022 17:19:10 [Notification] Mod 'xlib_v0.6.10.zip' (xlib):
7.12.2022 17:19:10 [Notification] XLib.XLeveling.XLeveling
7.12.2022 17:19:10 [Notification] XLib.XEffects.XEffectsSystem
7.12.2022 17:19:10 [Notification] Mod 'xskills_v0.6.13.zip' (xskills):
7.12.2022 17:19:10 [Notification] XSkills.XSkills
7.12.2022 17:19:10 [Notification] XSkills.LatePatcher
7.12.2022 17:19:10 [Notification] Loading shaders...
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass standard.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass particlescube.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass particlesquad.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass sky.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass nightsky.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass woittest.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass helditem.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass decals.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass final.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass gui.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass blur.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass findbright.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass godrays.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass autocamera.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass wireframe.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass luma.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass blit.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass shadowmapgeneric.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass texture2texture.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass celestialobject.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass colorgrade.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass guigear.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass ssao.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass grass.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass flowers.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass shadowgrass.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass shadowflowers.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass nightvision.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass anvilworkitem.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass entityanimated.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass poison.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass lines.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass aurora.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass squintoverlay.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass rift.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass machinegear.
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass sleepoverlay.
7.12.2022 17:19:10 [Notification] Reloaded shaders now with mod assets
7.12.2022 17:19:10 [Warning] Client registered 2 network channels (ClaimInfoRequestChannel, ClaimInfoResponseChannel) the server does not know about, may cause issues.
7.12.2022 17:19:10 [Notification] Received level init
7.12.2022 17:19:10 [Notification] Loaded Shaderprogramm for render pass instanced.
7.12.2022 17:19:10 [Notification] Loading world map cache db...
7.12.2022 17:19:10 [Notification] Initialized Music Engine
7.12.2022 17:19:10 [Error] Could not load sound The specified sound format is not supported.
7.12.2022 17:19:11 [Notification] Texture size is 32 so decal atlas size of 128x128 should suffice
7.12.2022 17:19:11 [Notification] [Auto Map Markers] Successfully established connection with the server.
7.12.2022 17:19:12 [Notification] Finished fully loading sounds (async)
7.12.2022 17:19:13 [Notification] Blocks tesselated
7.12.2022 17:19:15 [Warning] Request channel not connected. Try 1 of 6
7.12.2022 17:19:15 [Notification] Received level finalize
7.12.2022 17:19:15 [Notification] Loaded Shaderprogramm for render pass clouds.
7.12.2022 17:19:16 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code spidersilk:clothes-upperbody-noble-silkpants in tradehandbookinfo
7.12.2022 17:19:22 [Warning] Texture with texture id 272 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace.
7.12.2022 17:19:22 [Warning] Request channel not connected. Try 2 of 6
7.12.2022 17:19:25 [Warning] Request channel not connected. Try 3 of 6
7.12.2022 17:19:30 [Warning] Request channel not connected. Try 4 of 6
7.12.2022 17:19:35 [Warning] Request channel not connected. Try 5 of 6
7.12.2022 17:19:37 [Notification] Track music/vintagestory.ogg now started
7.12.2022 17:19:40 [Warning] Request channel not connected. Try 6 of 6
7.12.2022 17:19:40 [Event] Request ClaimInfo not connected. Shutted down after 6 tries
7.12.2022 17:27:10 [Notification] Track music/adventuring.ogg now started
7.12.2022 17:29:28 [Notification] Current track music/adventuring.ogg got replaced by a higher priority one (Cave Mix ()). Fading out.
7.12.2022 17:29:28 [Notification] Track Cave Mix () now started
7.12.2022 17:32:58 [Notification] Track music/through-the-grass-survive.ogg now started
7.12.2022 17:38:32 [Notification] Track music/to-dawn.ogg now started
7.12.2022 17:41:12 [Notification] Current track music/to-dawn.ogg got replaced by a higher priority one (Cave Mix ()). Fading out.
7.12.2022 17:41:12 [Notification] Track Cave Mix () now started
7.12.2022 17:44:41 [Notification] Track music/night-to-day.ogg now started
7.12.2022 17:50:48 [Notification] Track music/heartbeat-survive.ogg now started
7.12.2022 17:59:26 [Notification] Track music/spring.ogg now started
7.12.2022 18:01:34 [Notification] Client pause state is now on
7.12.2022 18:01:35 [Notification] Destroying game session, waiting up to 200ms for client threads to exit
7.12.2022 18:01:35 [Event] TimeDialogController::onLeaveWorld
7.12.2022 18:01:36 [Notification] Stopping single player server
7.12.2022 18:01:40 [Notification] Exiting current game to main menu, reason: leave world button pressed
7.12.2022 18:01:40 [Notification] GuiScreenConnectingToServer constructed
7.12.2022 18:02:17 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Pamela What? Can you give some additional informations? At which point turned at black and white? Do you have log files? Are you sure it is related to this mod?
I tried using the new versions and my game went to all black & white pixels.....
TheNiteFox I have no problems using a flint shovel or any other. Are you sure the issue is the shovel and not the type of dirt. For example there is an issue with forest floors in the current version.
I've built my skills up to being to learn Catcher but it doesn't allow me to create cages as it says in the description.
Crash on new world loading.
Game Version: v1.17.9 (Stable)
10/30/2022 5:07:16 AM: Critical error occurred in the following mod: xskills@0.6.13
Loaded Mods: abandonedkingdom@0.0.4, advancedsmithing@1.2.0, weaponpacka@1.3.1, ancienttools@1.4.8, animalcages@2.0.6, betterarchery@3.0.1, betterdrifters@2.1.3, craftables@1.1.1, djsvanillatools@1.0.4, foundrymod@1.0.0, weaponpackg@1.0.1, knappingmastery@1.0.0, moreclasses@1.2.5, necessaries@1.1.3, orepulverizer@1.1.1, primitivesurvival@3.0.5, riflemod@1.0.0, specializedbags-18Slot@0.4.2, stackables@2.0.5, sterilebandages@1.0.0, superfuel@2.0.7, game@1.17.9, additionalmolds@1.0.1, liquidcontainers@1.1.0, morepiles@1.2.2, playercorpse@1.5.1, stepup@1.2.0, tprunes@1.0.5, creative@1.17.9, vsquest@0.2.0, survival@1.17.9, xlib@0.6.10, knapster@2.0.0, bullseye@2.4.1, cob@1.6.1, xskills@0.6.13
System.DivideByZeroException: Attempted to divide by zero.
at XSkills.Metalworking.UpdateBits()
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 73
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 106
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1138
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 678
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 622
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 124
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
I didn't know where to report this so I am putting it here, when using a flint shovel, be it crafted or found from ruins its doesn't give any XP at all, and I know the mod was working because I was getting survival XP while digging.
Kara Will be fixed in the next version.
so, forest floor, does not give Exp or trigger the mining speed boost. as of 1.17+
Lillcrazy Good to know. So it seems like the old Expanded foods version caused it somehow.
Just did a short test with one of ma players
Expanded foods 1.6.2
ACulinary 1.0.8
and he says the "O" Button for XSkills works, also based on his 0.05 Survival xp it probably didn't count/work at all until now
(since we all are on at da same time and started at da same time and I'm past level 2)
Vintage Story 1.17.6
Lillcrazy Ok. Since I can't test by myself it would be interesting to know if this still happens with the newest version of Expanded Foods.
Phiragon You should use the newest version (0.6.10).
which version of xLib should I use for 1.17.6?
@Xandu
Xpanded foods version 1.6.1 is currently used for us and ACulinary 1.0.6
ima bit worried of updating to the newer version bcus apparently maybe crashed with baking stuff,handbook
Well, maybe when you've conquered the major bugs. :p
l33tmaan I will do this when every bug is fixed what probably never will be the case.
Lillcrazy Hi. Thank you for your report. This is a known issue. But I still have no clue what is causing it. Just for the record: Do you use also use the Expanded Foods mod? Do you use the newest version of it?
Hi
not sure if this is a Xlib,Xskills or other mods causing this but in a coop sever (singleplayer world to Lan to internet hosted) the rest of my group cant use the keybinding, default "o" to open the Xskills menu, works fine for me tho on 1.17.6
they all have the same mods and configs installed on their pcs
whatever the default "L" button does seems to work on their ends
I'm sure you're busy, but once the bug reports cool off, you should try playing 1.17 with XSkills. I also haven't played since 1.15 and I'm having a blast! Really helps to get a good perspective on balance issue when you come at it from a player's perspective.
Barhandar I try to solve this metal bit issue in the next update if i find an easy solution for it.
I have to test the bombing problem and see what i can do there.
The game is always changing and updating the experience for every patch is a little bit tedious. Especially since i don't really play the game at the moment I have no clue how the pacing is at the moment. I didn't even knew that there were changes to the crops. I haven't really changed there anything since 1.15. A quick fix for this at the moment would be to adjust the required experience in the mod configuration.
l33tmaan The cooking skill is always the problem child. It is a total over complicated mess. It does not need Expanded Foods to be broken. π
KingWeirdo This report looks like this mod is missing. It does not show up in the Loaded mods section. Seems to be installed on the server side but not on the client. Could also be disabled on the client. So make sure Xskills is installed and enabled on the client. I think the crash occurs because the server says the client to create the XSkillsCarcass behavior and it does not exist on the client and so it crashes.
We're currently playing multiplayer and as soon as we updated this Mod it crashed the host. Any ideas what might be causing it?
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.6 (Stable)
09/10/2022 22:25:54: Critical error occurred
Loaded Mods: abandonedkingdom@0.0.3, backpackpack@1.0.3, betterdrifters@2.1.3, spyglass@0.4.5, game@1.17.6, resmeltableslight@1.0.0, creative@1.17.6, survival@1.17.6, workbenchexpansion@1.5.1, xlib@0.6.10
System.Exception: Don't know how to instantiate collectible behavior of class 'XSkillsCarcass' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket(Packet_BlockType packet, IWorldAccessor world, ClassRegistry registry) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\BlockTypeNet.cs:line 377
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateBlocks(Block[] blocks, Int32 start, Int32 maxCount) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 536
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadBlockTypes() in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 451
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 418
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()
I am thankful for any help you might provide.
Oh snap, is Expanded Foods not causing too many issues with XSkills now? Time to download!
@Xandu it matters which bits you get from steel ingots/blister steel because they don't stack, e.g. if you have 10 blister and 14 regular steel, you can't make them into blister steel ingot even though you have enough, since the recipe requires multiple of 3.
Also, forum seems to have posting limitations, so I'll report the bug here - Bomberman affects bombs themselves; normally they have 100% destruction chance because you can chain-detonate them (the explosion hitting a bomb triggers immediate detonation), but with the perk they can detonate and drop the bomb as an item.
P.S. Also, are digging and cooking (with EF) meant to gain experience this slowly? Farming, too, due to 1.17 changes to crops it's much slower to level. I'm level 9 survival and level 10 metalworking, yet level 3 digging (despite excavating several whole clay deposits), farming and cooking; in 1.16 by that point I was already farming 8 or thereabouts, but digging and cooking were already overslow compared to their 1.15 state.
Ah that explains, I used the same exact name for both saves, thank you
@gregest The mods saves your progress in its own files with the save game name. So if you already had a game with the same name you can keep your skill points. You can reset your skills with the command "/skill reset all all 1".
I'm not sure how but somehow, my skills didn't reset on a new playthrough? I added the mod in a previous playthrough then decided to start over and some skills are still level 2
Awesome Thanks! Xandu
CrimsonKing I haven't tested it with a bloomery but the tooltip seems to be right now. I will upload this was the next patch.
Cool thanks for the reply. Xandu Though I probably should've mentioned in my comment they're smelted down in a Bloomery instead of Crucible unable to add the copper arrowheads to a Crucible
but can add them to the Bloomery though don't know if this changes anything. Though I'd rather remove the patch over this mod if things can't be patched can't live without XSkills now wonderful mod btw.
BlueFuryDragon Thank you. I am happy it works now for you.
CrimsonKing I can fix this but i think it would still not work since smelting recipes work only with nuggets now. But I think this is a vanilla thing.
CoB adds a smelting recipe thing that smelts copper arrowheads down to ingots from 10 to 1 but this mod is preventing that somehow in the handbook it states 10 pieces smelt into 0x copper ingot
should I just delete the patch for this arrowhead or is there perhaps something I could change in the patches for CoB or this?
PS Sorry for no comma's or periods was never good at writing sentences.
Xandu At the time I posted that, I don't believe I was getting xp for forming clay with bricklayers installed. However, you have since updated it and I do see xp showing and don't have any issues. I love this mod.
Jessterr The mod adds a recipe to recycle these bits into blister steel ingot. Since it does not differentiate between blister steel and steel bits in this case it also does not matter which kind of bits you get while smithing.
Can we make a change to metal recovery? Hear me out.
You get steel bloom bits from the extra bits of steel that you knock off of steel bloom when you shape them into steel ingots. You get them based on how many yellow (if its hot) voxels you cut off of it using the hammer. The yellow bits are the extra bits of actual steel. It does not make sense to me that the yellow steel bits you knock off get turned into steel bloom bits. Its not like you are scooping up the slag pieces (the dark colored pieces) and saving them, right? That 's just extra carbon. I suggest changing steel bloom to recover steel bits instead of steel bloom bits.
Currently there is no metal recovery reward for working Iron bloom. I suggest awarding Iron Bits for the extra yellow iron you cut off of worked iron bloom.
Finally there is no way to actually use the steel bits currently in the game. The smelting temperature of steel is 1502. The bloomery only heats up to 1500 so you can't insert steel bits into a bloomery. I suggest that we have this mod also change the smelting point of steel bits to 1499 so that you can actually use this reward. I have seen other mods change steel smelting temperature to 1499 (for the purpose of fixing this for the anvil metal recovery mod, but I don't use that mod personally).
These changes would make the metal recovery skill much more consistant and rewarding to take.
Hatefilled I know that this happens but i couldn't find out why. It is one of these Schrödinger' bugs. If you try to track them down they magically vanish. I think it has to do with some 'harmony' weirdness.
BlueFuryDragon I don't know exactly what you mean. You should already get experience from all clay types. I made a small test and it seems to work. "also the Brick Layers mod changes the way the vessals are made with all clay types." I don't know what i should do about this. I mean it makes an ability useless. I could disable it when Brick Layers is enabled.
I second that BlueFuryDragon . Would be nice to have some compatibility with Bricklayers.
Can we get compatibility with brick layers? So we can get experience for using the different clay types for molding, also the Brick Layers mod changes the way the vessals are made with all clay types.
sometimes the cooking skills and the smithing skills work for me.
particularly smithing rarity and increased cooking pot stacks.
I'll launch the game, and try to immediately place items in a pot, and if it only stacks to 6 per slot, I restart. every 3/4 restarts it sticks and continues to work fine until I end the game.
Any idea? I've never installed expanded food.
@Tisk
That makes sense since xskills has some special code for expanded foods. But since expanded foods hasn't updated for 1.17 yet it could cause some issues. To fix this we probably have to wait until expanded foods has a 1.17 version.
Thanks for responding Xandu
I did sit down and test it all by itself and it loads fine. Yesterday was clearly a really bad day. However, I did go thru my list of mods and turned them all on one by one. Each one works individually. I do think I found the crashing pair, however. I don't know if it's feasible to test it or fix it, but it seems the crash comes with xSkills trying to load with the mod Expanded Foods. Which is so strange, because I can turn on either one alone, just not together. π
Hi Tisk.
I had no problem generating a new world on the 1.17.2 client and xskills and xlib version 0.6.10-rc.2. Without being able to reproduce the issues and without an error message it is nearly impossible to narrow down the issue. Do you have no error in your log files? Have you tried it without any mods? Have you tried to generate a world without the mods, install the mods and join the world after that?
Good Morning Xandu
I wish I had an error report to share, but I do not. After going through a bunch of mods individually, I've finally narrowed it down to either xLib or xSkills that is forcing my 1.17.0 client to simply close at the end of a world generation. I can't find an error, it just goes through the whole loading screen, and then my client closes. I can't imagine playing without the ability to level skills in this game.
@Shaidyn This looks like a version mismatch. Are you sure you are using the latest release candidate of the game (1.17.0-rc.5)?
Playing on 1.17 rc. 5....points used to give special traits sometimes don't "stay". Also, if you add a point to, for instance, Survival/Scout, it takes a point away from Long Life.
I have 11 points to be used, but when I click on the special traits, nothing happens.
Also, when exiting the game with items in the extra boxes, they disappear when you return.
I just saw that v0.6.10-rc.1 came in, and I happen to be trying my hand at 1.17 so I grabbed it. In my server load up I see an error such as:
"[xskills] An exception was thrown when trying to start the mod:
System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.CraftingRecipeIngredient.SatisfiesAsIngredient"
Not sure if I did something wrong. I did download the xlib mod
I want to work on an update when 1.17 is fully released.
Not compatible with 1.17.0-rc.3.
> 12:07:25 [Server Error] [xskills] An exception was thrown when trying to start the mod:
HarmonyLib.HarmonyException: IL Compile Error ---> System.FormatException: Method virtual System.Void Vintagestory.GameContent.BlockReeds::OnBlockBroken(Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.SingledropQuantityMultiplier) cannot be patched. Reason:
Invalid IL code in (wrapper dynamic-method) Vintagestory.GameContent.BlockReeds:Vintagestory.GameContent.BlockReeds.OnBlockBroken_Patch1 (Vintagestory.GameContent.BlockReeds,Vintagestory.API.Common.IWorldAccessor,Vintagestory.API.MathTools.BlockPos,Vintagestory.API.Common.IPlayer,single): IL_0030: call 0x00000003
at HarmonyLib.Memory.DetourMethodAndPersist (System.Reflection.MethodBase original, System.Reflection.MethodBase replacement) [0x00021] in <2414a8eb44e8496080270436f777e942>:0
at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x0007b] in <2414a8eb44e8496080270436f777e942>:0
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0010f] in <2414a8eb44e8496080270436f777e942>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00095] in <2414a8eb44e8496080270436f777e942>:0
at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <2414a8eb44e8496080270436f777e942>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <2414a8eb44e8496080270436f777e942>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <2414a8eb44e8496080270436f777e942>:0
at XSkills.XSkills.DoHarmonyPatch (Vintagestory.API.Common.ICoreAPI api) [0x00023] in <430b462b17bf45febabf490e33c90030>:0
at XSkills.XSkills.StartServerSide (Vintagestory.API.Server.ICoreServerAPI api) [0x00007] in <430b462b17bf45febabf490e33c90030>:0
at Vintagestory.Common.ModLoader.TryStartSystem (Vintagestory.API.Common.Mod mod, Vintagestory.API.Common.ModSystem system, Vintagestory.API.Common.ICoreAPI api, Vintagestory.Common.ModEventPhase phase) [0x0004b] in <0462b74ed3f94a21822b00850560ef2e>:0
Ran into a peculiar problem when running this mod with https://mods.vintagestory.at/show/mod/1235 where entering a world, saving and leaving, and going back into it would cause prospector info to not add new chunk data (old data would show up on the map, but new data from newly prospected chunks wouldn't get added). Super weird edge case I know, but through some testing I found out that removing this mod (and xlib) fixes the issue. It seems that v0.6.8 of xlevel/xlib don't have this problem, so I assume whatever changed to cause this bizarre conflict was added in the 0.6.9rc1 version. For all I know this might be more of the other mod's problem than this one, but I thought I'd leave it here since this compatibility edge case wasn't an issue before 1.6.9. (When I did all this testing the only three mods I had were ProspectorInfo-3.1.2 and xlib/xskills of various matching versions).
Xandu, Were you planning on updating this mod for 1.17? I tried looking through the comments on this page but didn't find anything regarding that.
SteAStro88, fat is already affected by the butcher ability.
I'm playing with this mod and a bunch of others. I stumbled upon expanded foods and upon trying to make pemmican, I realized how hard it is to get animal fat. Since husbandry increases the yield of meat with "butcher" what do you think about adding fat in this skill to increase fat harvests?
Great Mod, hands down my favorite for just quality of life benifits from things you do all the time, a few being very very powerful granted but have to be earned first. Hope this mod can stay around as the game updates.
Also nice on getting outlaws to grant XP, was thinking of dropping that mod for the server I've got for my friends until you got it to work.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.5 (Stable)
Loaded Mods: tonwexp@1.0.9, backpackpackplus@1.0.3, viescraftmachines@1.17.0, game@1.16.5, alchemy@1.6.3, electricity@0.0.1, hudclock@2.7.0, prospectorinfo@3.1.2, creative@1.16.5, survival@1.16.5, workbenchexpansion@1.4.1, xlib@0.6.8, xskills@0.6.8
20.04.2022 15:43:53: Critical error occurred
System.MissingMethodException: Nie odnaleziono metody: 'Void Vintagestory.GameContent.BlockEntityClayForm.CheckIfFinished(Vintagestory.API.Common.IPlayer)'.
w XSkills.BlockEntityClayFormPatch.Prefix(BlockEntityClayForm __instance, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode, ClayFormRenderer ___workitemRenderer, ItemStack& ___workItemStack, Cuboidf[]& ___selectionBoxes)
w Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch1(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode)
w Vintagestory.GameContent.ItemClay.OnHeldInteractStop_Patch1(ItemClay this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
w Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
w Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
w Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
w _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
w _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
w Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
w System.EventHandler`1.Invoke(Object sender, TEventArgs e)
w OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 479
w OpenTK.GameWindow.DispatchRenderFrame() w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 454
w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 375
w _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
w _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
-------------------------------
I have same problem when i try make somthing with clay
Mysticar
Hey :) do you know if this is fixed?
Sempai_Nagi
looking at the forum page... Xandu is aware of the incompatibility issue with 16.4, but won't get to updating anytime soon due to real life issues. Personally, I've decided to just downgrade the game client to 16.3 again for the time being, as the mod still works fine with that.
HI! As "Broken" says/writes.:
[With the 1.16.4 update >clayforming< crashes the game (Single and Server) due to xskills.]
Pls fix/Update it, many thx for the GREAT mod!
Hello, I was hoping to have a TFC-like skill system, and this is a great mod.
I made a Japanese file to make it easier to understand when playing on my own.
Please feel free to use it.π
xskills_v0.6.8 - ja.json
With the 1.16.4 update clayforming crashes the game due to xskills.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: armordurability2@1.0.0, advancedsmithing@1.2.0, weaponpacka@1.2.4, ancienttools@1.3.6, cheaperarmor@2.0.2, backpackpackplus@1.0.3, weaponpackbeta@1.0.0, bettercrates@1.4.1, betterdrifters@2.1.3, betterpoultice@1.0.0, BuggisRandomChanges@2.0.1, armortweaks@1.0.2, dragonflies@1.1.6, EasyFruitTrees@1.0.1, extrachests@1.5.2, fancysky@1.0.4, fulldrop@1.0.0, itemlights@1.0.2, reducedarmornegatives@1.0.2, meteoricexpansion@1.1.1, potatoes@1.0.6, moredrygrass@0.2.0, MoreTreeSeeds@1.0.0, OresAPlenty@2.2.0, primitivesurvival@2.8.0, quickerbarrel@1.1.0, survivalcats@1.2.2-rc.2, locustmod@2.3.5, visibleore@1.0.1, game@1.16.4, vshud@2.0.30, wolffix@1.0.0, zeekea@1.6.0, alchemy@1.5.9, carrycapacity@0.6.4, farmlife@1.2.2, fixbadrecipes@1.0.2, fixhandbookclutter@1.0.2, hudclock@2.7.0, lichen@1.6.1, medievalexpansion@3.7.1, moreanimals@1.1.1, petai@1.3.5, prospectorinfo@3.1.2, ruinvariants@1.0.0, usefulstuff@2.3.2, vanvar@1.1.2, creative@1.16.4, survival@1.16.4, wildfarming@1.2.7, woodbarrels@1.0.1, woodchests@1.0.2, xlib@0.6.8, bullseye@2.2.4, defensive@0.1.6, instantfirepits@3.0.0, wildcraft@1.1.5, wolftaming@1.3.2, xskills@0.6.8
2/27/2022 8:30:39 PM: Critical error occurred
System.MissingMethodException: Method not found: 'Void Vintagestory.GameContent.BlockEntityClayForm.CheckIfFinished(Vintagestory.API.Common.IPlayer)'.
at XSkills.BlockEntityClayFormPatch.Prefix(BlockEntityClayForm __instance, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode, ClayFormRenderer ___workitemRenderer, ItemStack& ___workItemStack, Cuboidf[]& ___selectionBoxes)
at Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch1(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode)
at Vintagestory.GameContent.ItemClay.OnHeldAttackStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
-------------------------------
I love this mod, the little bonus's you get are amazingly helpful.
@LeviusCain Please post bug reports into the forum with a crash log if possible.
@Loco Please post bug reports into the forum with a crash log if possible. And please tell why this mod is causing this. Just saying this mod is causing it isn't really helpful unfortunately.
On the server Vintage Reforged my client crashes whenever I attempt to work an ingot on an anvil. Someone on discord for the server said it could be this mod and even the crash log mentions this mod. Please look into and fix.
I upgraded my world from 15.10 to 16.1. I picked up a bucket and now I cant get in. The Crash log says BlockLiquidContainer. I am on a server. one of ther Modders says your mod is causing this. Please fix
Hi! I made a french translation for your mod, feel free to add it if you want. π
fr.json - xskills 0.6.7
This was already suggested a couple of times. At the moment i don't want to add new stuff. But it is on my "i maybe add this later list".
Have used this ever since I can remember. Was wondering, is there a possibility of adding a function to digging/shovels and mining/pickaxes, to have a 2x2 or 3x3 grid for digging up/mining? As in high end part of the skill tree. There was a mod that added special 3x3 shovels and 3x3 hammers but it is no longer updated, this would be a really since addition I think to the gathering. I would think it would need to be around the lvl15 mark or so and would need that Tool Master perk along with it.
The crash that occurred when starting a dedicated server should be fixed now.
Still getting crash while trying to implement mod into the server.
Unfortunately, i can't update the mod at the moment.
Please could you update the skills mod to 1.15.6. having the skills make the game more interesting!
Has not survived the transition to 1.15.6 unscathed, unfortunately!
@PanBanan Can you post your mod list and a crash report on the forum?
Game crashes every time i upgrade the "strong back" perk. Is this an issue with other mods?
@Aureus_Prime, thanks for the report i will fix this.
Found a bug. The class requirements for light footed are uppercased in the json file making them not regeister even if your the righ class; its an easy fix just make all the class names lower case.
Thanks for updating (v0.6.0-pre.9).
The error I mentioned earlier is now resolved - tested on VS 1.15.5!
Encountered this stack trace on my server on VS 1.15.4:
17:20:27 [Server Error] Mod exception: OnPlayerNowPlayingSystem.MissingFieldException: Field not found: 'Vintagestory.Common.PlayerInventoryManager.Inventories'.
at XSkills.Survival.OnStrongBack(PlayerAbility playerAbility, Int32 oldTier)
at XLib.XLeveling.Ability.OnTierChanged(PlayerAbility playerAbility, Int32 oldTier)
at XLib.XLeveling.XLevelingServer.LoadPlayerSkillSet(IServerPlayer byPlayer)
at XLib.XLeveling.XLevelingServer.OnPlayerJoin(IServerPlayer byPlayer)
at Vintagestory.API.Common.PlayerDelegate.Invoke(IServerPlayer byPlayer)
at Vintagestory.Server.ServerEventManager.TriggerPlayerNowPlaying(IServerPlayer player)
17:20:27 [Server Error] Exception: System.MissingFieldException: Field not found: 'Vintagestory.Common.PlayerInventoryManager.Inventories'.
at XSkills.Survival.OnStrongBack(PlayerAbility playerAbility, Int32 oldTier)
at XLib.XLeveling.Ability.OnTierChanged(PlayerAbility playerAbility, Int32 oldTier)
at XLib.XLeveling.XLevelingServer.LoadPlayerSkillSet(IServerPlayer byPlayer)
at XLib.XLeveling.XLevelingServer.OnPlayerJoin(IServerPlayer byPlayer)
at Vintagestory.API.Common.PlayerDelegate.Invoke(IServerPlayer byPlayer)
at Vintagestory.Server.ServerEventManager.TriggerPlayerNowPlaying(IServerPlayer player)
@Wandour
You can pm me on discord. Or you use the forum.
Aw maaan it seems since 1.15.0 till 1.15.1 stable pre 6 that the server just wont start if i added your mod
man i used to exclusevly play with it
it's sooooo goooood
feels weird to not play with it Dx
do you have a database or a discord server for better communication?
@Leonoric
Hi. It seems like you are missing the VSEssentials.dll. Which is a base game dll. This error looks like your base game installation has errors. I would suggest to reinstall your game. Or maybe you just disabled it somehow in your mod configurations.
Have you tried to start it without any mods?
Hello Xandu !
I can't launch the xlib with xskills in version 1.15.1 stable. The game don't want to start the server. I have enabled only this two modes.
Shortlog :
19.7.2021 13:04:35 [Error] [xskills] game@1.15.1 - Dependency 'VSEssentials.dll' (game) is not enabled
19.7.2021 13:04:35 [Error] [xskills] survival@1.15.1 - Dependency 'VSSurvivalMod.dll' (survival) has dependency errors itself
19.7.2021 13:04:35 [Error] [xskills] xlib@0.6.0-pre.6 - Dependency 'xlib_v0.6.0-pre.6.zip' (xlib) has dependency errors itself
Please do something, i don't want to play the game without you mod π
Thank you
it is in 1.15; I'm using it now in the stable version
I love your mod so much
i hope it comes to 1.15.0
@JapanHasRice, It is usually better to post bug reports on the forum thread for the mod. I don't look on the moddb comments very often. But i check the forum regularly.
This bug will be fixed with the next mod upload.
Getting a crash when harvesting from an animal as of 1.15.0-pre5:
System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.InventoryGeneric.get_IsEmpty()'.
at XSkills.EntityBehaviorHarvestablePatch.Postfix(EntityBehaviorHarvestable __instance, IPlayer byPlayer, InventoryGeneric ___inv)
at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch2(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
@JewTron Its not meant to, it doesnt work on things you can melt down again since youd be able to make infinite metal.
It seems that ingot molds do not work with the skill that lowers the amount of metal you need to fill a mold.
Not at the moment. But this is on my todo list.
Is there a way to add getting Husbandry exp for milking goats?
facepalm i knew that! I was just testing. Thanks lol.
There is changelog button near each version
I noticed this mod has been updated. It is one of my favorites. What are the notes on the recent update?