Mods / Wildcraft Trees v1.2.4
Author: Catasteroid
Side: Both
Created: Sep 19th 2022 at 3:19 PM
Last modified: Jul 21st 2023 at 5:11 PM
Downloads: 36823
Follow Unfollow 400
Latest file for Various v1.18.x:
Wildcraft Trees-1.2.4.zip
1-click install
Wildcraft Trees Module v1.2.4
Note: This mod is obsolete and may not function properly in versions later than 1.18
This mod adds an array of new fruit trees and their associated fruits and nuts and a series of new trees and wood types to the game with species natively inhabiting a range of climates from cooler pine forests to tropical rainforests, the fruit and nuts can be used in meals wherever fruit can normally be used and used as fillings for pies and the fruit can be juiced and it can be used to produce brewed alcohol and distilled spirits and most of the trees provide wood which can be used to produce wood products. Also included are Wattle fences in three different types (Alder, Bearnut and Willow), handbaskets and basket chests made from Wattle, as well as Wattle and Daub blocks and walls/fences in three colours.
Other Wildcraft modules are not required as prerequisites for this mod to run correctly but may complement those other modules if they are loaded.
Current mod contains the following fruit trees:
- Apricot
- Almond
- Citron
- Cocoa
- Fig
- Hawthorn
- Plum
- Quince
- Common hackberry
- Sugar hackberry
- Hazelnut
- Pomelo
And includes the following non-fruiting trees:
- Alder*
- Bearnut
- Beech
- Birch (Narrow)
- Black poplar
- Blue spruce*
- Bride-in-white*
- Catalpa
- Cedar
- Douglas fir
- Elm
- Eucalyptus
- Honey locust
- Mahogany
- Pyramidal poplar
- Sal
- Saxaul
- Spruce
- Sycamore
- Willow
- Willow (Narrow)
- Coconut palm*
* Indicates tree has no associated wood type
The leaves and branches of Alder, Bearnut and Willow trees will provide flexible canes as well as their standard stick and seed drops which can be woven into wattle handbaskets and stationary basket chests in place of reeds, or wattle blocks which can be used as fences or ad-hoc walls for light structures, or combined with pre-made cob or dirt or a mix or dirt and sand combined with dry grass to produce a wattle and daub block which can be turned into fences/walls, addition of quicklime or a bucket containing limewater with four wattle and daub blocks will produce four light limewashed wattle and daub blocks. Any of the wattle an daub blocks can be crafted into a thinner fence-like wattle and daub wall which may serve well as a structural wall or as dec in outbuildings, barns and small houses.
Future content for the mod will include additional fruit and nut producing trees and additional non-fruiting trees and wood types along with all associated wood products.
Models and JSON work by Catasteroid and Gabb, textures and other art by Ледяная Соня. German translation by Stefanklm, Japanese translation by Macoto_hino and Brazilian translation by Azure-Lights.
Please voice any suggestions, feedback, bugs or other issues with the mod you might have and we'll work together to make a better product.
Help me make more mods, consider buying me a coffee via my Ko-fi or subscribing to my Patreon!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.4 | 18273 | Jul 21st 2023 at 5:11 PM | Show | Wildcraft Trees-1.2.4.zip | Install now | |
v1.2.3 | 2798 | Jun 15th 2023 at 3:04 PM | Show | Wildcraft Trees-1.2.3.zip | Install now | |
v1.2.2 | 368 | Jun 14th 2023 at 10:04 PM | Show | Wildcraft Trees-1.2.2.zip | Install now | |
v1.2.1 | 318 | Jun 14th 2023 at 2:34 AM | Show | Wildcraft Trees-1.2.1.zip | Install now | |
v1.2.0 | 533 | Jun 13th 2023 at 2:30 AM | Show | Wildcraft Trees-1.2.0.zip | Install now | |
v1.1.9 | 2028 | May 19th 2023 at 4:08 AM | Show | Wildcraft Trees-1.1.9.zip | Install now | |
v1.1.8 | 189 | May 19th 2023 at 2:53 AM | Show | Wildcraft Trees-1.1.8.zip | Install now | |
v1.1.7 | 202 | May 19th 2023 at 2:02 AM | Show | Wildcraft Trees-1.1.7.zip | Install now | |
v1.1.6 | 446 | May 16th 2023 at 10:17 PM | Show | Wildcraft Trees-1.1.6.zip | Install now | |
v1.1.5 | 2860 | Apr 11th 2023 at 4:31 AM | Show | Wildcraft Trees-1.1.5.zip | Install now | |
v1.1.4 | 3465 | Dec 29th 2022 at 11:37 PM | Show | Wildcraft Trees-1.1.4.zip | Install now | |
v1.1.3 | 391 | Dec 29th 2022 at 7:32 AM | Show | Wildcraft Trees-1.1.3.zip | Install now | |
v1.1.2 | 1210 | Dec 5th 2022 at 5:24 AM | Show | Wildcraft Trees-1.1.2.zip | Install now | |
v1.1.1 | 382 | Dec 4th 2022 at 6:52 AM | Show | Wildcraft Trees-1.1.1.zip | Install now | |
v1.1.0 | 511 | Nov 29th 2022 at 4:59 PM | Show | Wildcraft Trees-1.1.0.zip | Install now | |
v1.0.1 | 2350 | Sep 22nd 2022 at 10:59 AM | Show | Wildcraft Trees-1.0.1.zip | Install now | |
v1.0.0 | 470 | Sep 19th 2022 at 3:46 PM | Show | Wildcraft Trees-1.0.0.zip | Install now |
Catasteroid thanks for getting back to me. I actually posted this to the wrong mod. My bad. I am actually using the correct one, so you can disregard my report. I will report the issue to the other one, because this is a fresh 1.19.8 server, so it never got in contact with this mod.
Maybe the other modder has an idea, why their mod is giving me these errors.
Shinji170981 This mod is the older version, is obsolete and you should not use it, use the other version that is available here on the ModDB- this mod uses the domain prefix "wildcrafttrees" and not "wildcrafttree" so chances are those blocks and recipes are from the newer version and you've installed this one by accident and run it on a world with the newer version installed previously
I did a quick test with the mod on 1.19.8, played for about half an hour or so, broke a few trees, made firewood etc.
Trees spawn normally, everything looks fine, nothing broken. So far so good. But I think there might be a problem with the seeds not being dropped?
Unless if the chances for the seeds are lower with the modded trees.
I play a long run now and see if anything happens.
Do all trees drop seeds?
Will this be updated 1.19.x?
Please update to 1.19.1
I used this Mod back in the days and now my base and everything is almost done and now every Block is just white and the world is unable to load without this mod :(
Getting crashes when exploring. Probably this mod.
github.com/anegostudios/VintageStory-Issues/issues/3410
I'm running this mod on a server, absolutely LOVE all the additional wood types! We have encountered a few issues with the added trees, though. Blue Spruce can't be planted at all, and when chopped down none of the leaf blocks break. Catalpa has some weird crafting gaps. And, most importantly, Douglas Fir and Alders don't finish growing - they're stuck at "less than a day" indefinitely as planted saplings. Saw someone else posted about the same issues in October.
It's worth noting that my server is heavily modded. Is there any known issues with other mods maybe?
BlackJackal84
Yes, though the mod plants would only appear in chunks that you explore/generate after adding the mod.
It's also possible to regenerate already-explored chunks, but that risks replacing structures etc you guys have made.
Is it just me or are those trees way too dominant and kinda all over the place, while almost completely removing the vanilla ones? It's almsot all douglas fir, cedar and spruce trees, while the pine is pretty much gone.
roblob Are you running the mod on 1.18.15? If so it could be an issue with the texture atlas being full, you can increase the size in settings from 4096x4096 to 8192x8192 to increase the available space which might clear up any atlas overflow issues
I'm getting some invisible blocks in my game. The wattle baskets are all invisible when placed on the ground, but become visible when opened. If you mouse over them you see the bounding box and the "tooltip" on how to open them, but otherwise they are totally invisible. Then if you open the basket it shows the opening animation and the opened block. If you close it, it disappears again.
Does anyone know what could be causing this?
HI,
I wanted to ask you if your mod can be used on an already started world. Unfortunately when I started my current world I hadn't seen this mod and starting from scratch would definitely irritate my in-game friends.
The map currently I think I have explored 10% of it by traveling only 10k 15k blocks north, south, west and east.
:)
Coffee, pls!
Most of the content should function properly in 1.18.15 and the 1.19 prerelease versions, I can't guarantee that the palm tree generation code works in the latest versions but it's quite simple so I imagine it might work fine.
Does this mod still work in version 1.18.15?
Yeah the oak and I believe the acacia spawns get outweighted by the other trees in the mod. Might I suggest also being able to make tannin from Birch and Willows.
I can confirm on my SMP server the same issues with walnut mentioned by Pamela back in August and the blue spruce seeds issue
Not sure if anyone can help me - but I'm having issues with Douglas fir & Alder that is stuck on 'less than a day' but never grows. I also cannot place down Blue Spruce seeds. Am I missing anything? Cheers 👍
Hello, Catasteroid
I was having some issues with some of the asset names in your mod, so I took a look in the EN Json and I found some inconsistencies with those names and were not registering your inputs.
ie. "game:block-sapling-beech" was changed to "game:block-sapling-beech-*"
My corrections are here: https://pastebin.com/ketNwSFY
The only files that I did not correct, or rather could not correct, are the block-coconuttree-banana files, as I did not see them in the JSON and did not know what your naming intention with them was.
Thank you for creating such a wonderful mod.
needs for cold climate aspens, hickories, chestnuts, pears, cherries
l33tmaan The thing, for me, is that they are only usefull in the first technological era. After that, they are only an annoyance to manage in my personal inventorty. I would love to manage to disable them and keep all the rest.
I seem to be getting pretty frequent lag spikes while playing on a world with this mod installed. Anyone else have this experence and possibly know a fix?
edit
It seems there is only a problem when the mod is installed with A Culinary Artillery and Expanded Foods
MikhaelPerrin
Not even the wattle fences? :(
Beag1e thanks for the suggestion. But what I meant is that it is very annoying to have to deal with my personal inventory when I'm exploring since my seraph auto collects everything, including those canes that (at least for me) are only usefull on the first couple of hours of gameplay. As soon as I can make clay storage I never again use them for anything. I really loved the variety this mod gives to the game but the "cane problem" is so annoying to me that I don't use it anymore.
Will this work for 1.18.8 (.net 7)??
MikhaelPerrin
Take a knife to the Wattle Baskets you can make with Canes and get Reeds back. Great for getting rid of them and getting more Reeds.
I loved this mod but did't like the flexible canes part, is there a way to disable only them?
With the latest version, Oaks are considerably hard to find, and their saplings will not grow even in season. They just sit on "Less than a day" and don't grow up.
@Catasteroid
I noticed when adding Medieval Fashion Mod to your tree mod, it messes with the fruit tree textures. Any Suggestions, ideas?
Zorf I fixed it for the author https://mods.vintagestory.at/vanillacratecompatibility
Catasteroid
Hello, I've found a text error in your en.json file (and so in others language files). It's written "game:fruittree-branch-hazenut" and I suppose it's "game:fruittree-branch-hazelnut".
Here is the new fr.json (I've made some corrections in french too) : pastebin.com/t0QSe8GY
With the latest version, there is a distinctly lacking number of oak and walnut trees. What walnut trees there are, are only 1 - 4 blocks high.
I'd be happy with either my suggestion or a compatibility mod (or built incompatibility) with wild farming, just to make all trees work the same. Mendall
Any way to make it work with Better Logs tree gen?
I know that Better Logs it's an old mod, but strangely it still works fine with vanilla trees, even in 1.18.x
As you see from the Acacia tree on the right side of the screenshot
Mendall That's why i specified it would be a mod variation or a separate mod for sure, so this one stays as it is.
For some reason my game crashes when exploring with this mod installed after a the map gets too big, so thats why i mentioned the idea. In no way i meant limiting this mod at all. If anything, the more new plants and trees added the better for all i care~ That's literally the main reason i bought this game for~
I just want another way to add these fantastic plants models to our existing worlds without making it too demanding for my potato computer.
To ArtiKs and, RobertS42
The best thing about this mod by far is how much life and variety it adds to the wild places in the VS world, so by no means should it be limited to traders. Or scaled down in its scope. You just need to accept that this is a mod to be added during the creation of a new world and serve as a base of that world from the start. Same as any other world gen mod. Mods like this should be at the heart of a play through, not an afterthought.
Catasteroid please don't do this. Your mod can all on its own make a new world seem more alive, richer, and deeper especially when combined with normal wildcraft and creature and critter than any mod combo I can imagine and that's even before you figure in all the wonderful new building mats that it adds. Where it's second only to bricklayers
I assume it would not hurt to have the traders sell seeds, but that could be a separate small mod, not a limitation to this one.
RobertS42 I was about to comment this, though i was thinking about a variation of this mod, since this would imply a lot of changes.
Anytime i want to add this to an already advanced and well explored world, getting to the "new content" takes too long and sometimes it clashes with other simple mods due to the changes and updates. Removing this mod seems to crash the world in other instances, leaving a bunch of "? blocks" behind, so I've been to situations where i had to resort to the back-ups and lose a ton of progress.
It's just an idea, so ignore this if it's too far fetched, but how about adding this mod's trees and fruit trees as features obtainable through the Agriculture trader and not through new chunk generation?
In my opinion, some of the generation is too dense and player made controlled bioms is what some of us are looking for, specially if it can be achieved using the "Wild Farming - Revival" mod.
The agricultural trader could offer the new tree seeds, new fruit tree cuttings, just the fruits and even saplings. This is perfect for those who are not looking for a world generation overhaul but a tree/fruit tree variation mod.
Would it be possible to edit something to make it so that only the fruit trees spawn in the world? Or to remove the non-fruit ones altogether?
(I'm asking mostly because it clashes a bit with the tree growth and propogation system from Wild Farming)
Concerning the strange texture artifacting that Dionesse was reporting in wildcraft trees 1.1.9. It is persistent in 1.2.4, and iterating through mods I have discovered that it is due to Primitive survival. I've no idea why it's doing so, but it's a coin toss between abberent texturing and outright invisible blocks when PS is running.
Tested with Wildcraft 1.6.6, Wildcraft trees 1.2.4, and primitive survival 3.2.6; Vintage story version 1.18.6
Disregard this. It was a texture atlas overflow issue. Lads over in primitive Survival mod explained it to me so I get to enjoy this wonderful mod once again!.
New update is super duper. Fixed all of my naming and texture issues. Big ups Catasteroid
I know you juuuuust updated, but is there a compat for A Culinary Artillery/ Expanded Foods coming down the pipe? At least for me, for some reason the fruits (that register nutritionally as fruit) aren't registering properly. Like, I CAN make citron wine, but i can't use it in recipes with Expanded foods like I can with cranberry or black currant wine. It just makes base game, not-affected-by-Expanded-foods-at-all alcohol.
sorry, was just pitching the idea. I left a mesage with them as well, so I dunno what'll come of it.
is there a way to config the temp range and growth speed of trees?
"Cursed willow trees removed and sent to the shadow realm"........... did you mean you have removed willow trees all together. I kinda need to know since half of my build is meant to be willow, and I'm waiting for them to grow. If yes, ill hold off on updating. Or did you just fix them somehow.
the birch wattle basket should have it's clothes back now
It seams i'm missing a texture to the Birch Wattle basket, it is completly white with red question marks, but otherwise work fine and help me out alot as there are no cattails near me.
I love this, and I always play with it. That said, I have to agree with @basfrasse , every time I see those "Square Peppermint Patties", I die a little inside. :) Keep up the amazing work!
can you please fix the textures on the birch wattle basket its been anoying me for a while now
Great mod I love the changes! I have noticed that most slabs/stairs still have that naming bug and that blue spruce seeds cant be planted.
Amazing mod! I noticed the Birch wattle baskets are missing textures though. Just a heads up!
Catasteroid
I'm not sure exactly you mean by "or any chunks you've regenerated" but it sounds like if I return to an area I haven't been in for a while, even though It was already explored and mapped, there will be new content. If so sweeeeeeeet! if not how do I regenerate an area and if I do will it also erase things built there.
BouncyLlama Good call, uploading a fix now
Catasteroid Thanks again for your mods !
Pour les joueurs français / For french players :
Initialement j'avais décidé de traduire le mod par souci de standardisation de mon jeu. Je préfère un jeu avec une langue unique anglais ou français, car le mélange enlève une partie de mon immersion. C'est purement psychologique ! ;)
Cela dit, une fois le fichier Fr terminé autant le partager. Si vous trouvez des coquilles/erreurs n'hésitez pas à me le signaler. Il y a quelques arbres dont je ne suis pas sûr, le nom vernaculaire anglais étant trop générique.
Great stuff!
Is there any way to adjust spawn frequency? Viisibility is obscured at very short range, canes are awesome, but way too frequent, but at least foes (bears, wolves, driifters) have a much harder time pathing through it than I do.
Oh, and while I'm thinking of it, resin is now so common that when playing games using WCT, I don't bother collecting resin until shortly before building a helve hammer. Being able to decrease that a bit would make it so planning ahead is a good idea again.
bug report for the 1.2.2 version:
assets/game/worldgen/treegen/fatwillow.json line 10 - missing comma
assets/wildcrafttrees/patches/trees/treegenproperties.json line 468 - random 'd'
I have not put in a bug report, but perhaps you already know that quarter logs cannot be stripped like a full log?
Gonna be following 1.2.0 up with a quick patch to fix some texture issues and scuffed willow trees, it shouldn't be too long now.
Mendall Don't worry all the new stuff will begin spawning in any unexplored chunks you haven't generated yet, or any chunks you've regenerated
NOOOO! You added more good things and I have already settled in an area and everything is explored. I'll either have to start a new world or never see the new stuff.
this new update made the cocoa tree, and its fruits textures go missing
Catasteroid
Love your mod, and I think this was mentioned previously, but the blue spruce seed can not be planted. I havent run in to any issues with any of the other tree seeds but hope you are able to fix this because the blue spruce is very pretty. Thanks for the mod!
Three things:
Chopping 2x2 douglas firs correctly chops all quarter logs, but does not chop the single logs that make up the branches further up the tree. Did not happen to me on every 2x2 douglas fir that I cut, but happened more than once.
Willow wicker baskets seem to be missing a texture.
After applying the fixes to the English json pointed out by Sage last week... There are still some items with messed up names in English, though I have not compiled a list. The one I noticed, at least, was the douglas fir plank.
Apart from some remaining bugs, this is a fantastic mod. I hope it lives to see the bugs squished.
Catasteroid
Here there! Just a little bug report. The planks from the new wood types can't be used to make crates. Modded recipes and everything else seem to work perfect though afaik, so I'm sure this will be an easy fix for the likes of you :)
Hey there seem to be something wrong with the scarlet king maple if you try and plant it yourself. at growthstage 2 it stops beeing a scarlet king maple and turns inn to a regular maple. this has happened to me multiple times
other than that, awsome mod, I realy enjoy gathering the trees and the variation in woods.
Fantastic mod,
I don't know if you've fixed it already but on en.json, there is a name differance on line 363.
it reads "block-log-resin-douglasfir-*": "Leaking douglas fir log with resin", but it should read as "game:block-log-resin-douglasfir-ud*": "Leaking douglas fir log with resin",
Same goes for lines 364, 366, 367.
Where suggestions should be written for the trees?
Taska Good call. thanks for pointing that out, I'll be uploading the 1.2.0 update in the next week or two with a fixed language file and some additional content for those who have been willing to put up with the broken updates and weird bugs
Taska
Thanks that fixed the naming issues perfectly😘
Catasteroid Dionesse
This is possibly due to an exception being thrown by a missing quotation mark on line 367 of the en.json file.
Using VS 1.18.5 with Wildcraft Trees 1.1.9 and Wildcraft 1.6.6
The Wildcraft tree names tags/id seem a little off I am seeing tags like "game:block-log-placed-cedar-ud" This is true with no other mods installed and applies to the leaves and wood.
https://pasteboard.co/TOwfBNoRgqGf.png
Also the vanilla fruit tree models and the added fruiting tree models seems to be broken (see images) This seems to be an interaction with another mod (I have about 70) the issue with the vanilla model goes away if Wildcraft Trees is removed or all other mods are removed (I don't have the will to test it one mod at a time)
https://pasteboard.co/q4pPUnOct5Ur.png
Not sure if the images above are working so included the links too!!!
Could you upload source code to github?
Thanks! Love this mod!
bananatree.json (line 49) Missing
B0bb0 I've removed that string and a few other issues with the English language file that were brought to my attention.
hussar I have made a new version, integrated the new Japanese language file and restored the wattle fence recipe, and have uploaded this version as 1.1.9.
As ever thank you everyone for your reports and feedback, they help make the mod a better product and alert me to issues I may have missed in my own testing.
Running 1.18.5 with 1.1.8: can no longer make wattle fences
Thanks for the quick fix!!!
Hi Casteroid. en.json has a partial segment (open string), 'way off to the right', that is causing a parse error. I am running with 1.18.5
Cheers.
Sorry about the issues in 1.1.6- a couple of typos in fruit tree related JSON entries seemingly crippled the game, I'm uploading a patched version in a minute or two
I crashed as soon as I updated and had to revert to 1.15 if you want a crash report just let me know where to send it. your trees make the game dont think i ever want to play without them again.
In addition to the same problems mentioned below, there's an additional crash opening a chest that has a tree cutting inside of it. (I believe, specifically, it was a hawthorne cutting.)
Wasn't getting the tree crashing in 1.15, upgraded to 1.16 and it's now an issue, also reverting seems to not be possible.
Confirming NullReferenceException related to fruit trees in 1.16.
Updated just this mod on multiplayer to 1.16 and now getting flooded with this error in our console and unable to do anything in the world
16.5.2023 19:01:57 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Block.IsReplacableBy(Block block) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1756
at Vintagestory.GameContent.FruitTreeGrowingBranchBH.TryGrow() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\FruitTreeGrowingBranchBH.cs:line 276
at Vintagestory.GameContent.FruitTreeGrowingBranchBH.OnTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\FruitTreeGrowingBranchBH.cs:line 125
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 84
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 122
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 766
Getting a lot of crashes and errors related to fruit trees
13.5.2023 18:28:19 [Notification] Track Cave Mix () now started
13.5.2023 18:28:44 [Error] Couldn't write to log file, failed formatting For render in fruit tree block wildcrafttrees:fruittree-foliage, defined texture {1}, no such texture found. (FormatException)
13.5.2023 18:28:44 [Fatal] Game Version: v1.18.3 (Stable)
13/05/2023 18:28:44: Critical error occurred
14.5.2023 05:48:51 [Error] Exception thrown when initializing a block entity with classname DynamicTreeFoliage: System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
at System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, String format, ParamsArray args)
at System.String.FormatHelper(IFormatProvider provider, String format, ParamsArray args)
at System.String.Format(String format, Object[] args)
at Vintagestory.GameContent.ErrorReporter.Logger_EntryAdded(EnumLogType logType, String message, Object[] args) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\ErrorReporter.cs:line 161
at Vintagestory.API.Common.LogEntryDelegate.Invoke(EnumLogType logType, String message, Object[] args)
at Vintagestory.GameContent.BlockEntityFruitTreePart.getOrCreateTexPos(AssetLocation texturePath) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 171
at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 190
at Vintagestory.GameContent.BlockEntityFruitTreePart.Initialize(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 309
at Vintagestory.Client.NoObf.ClientChunk.InitBlockEntitiesFromPacket(ClientMain game) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Model\ClientChunk.cs:line 351
Stahl Good call, I'll adjust that for the upcoming update
NateDoesLife Getting firewood from live cuttings isn't intentional no, I'll have a look into it and see if I can resolve it
Jenpai I can add additional information on each type above in the mod description, would it just be temperature or is there other useful data you'd like me to add?
Desthion Thank you very much, I checked the fruit tree branch file out and compared it against the vanilla fruit tree branch and it looks like they'd made some updates and changed the model references some versions ago without mentioning it or without me finding out, I'll address this shortly
Hi, I was using this mod an noticed that the fruit tree stems for the fruit trees added in this mod are invisible.
#edit# : after obssesively trying to fix it i have found a solution that works for me by changing the fruittreebranch.json shapes section to look like this
shapes: {
"stem": { "base": "game:block/plant/fruittree/branch-ver" },
"cutting-ns": {
"base": "game:block/plant/fruittree/cutting-hor",
"rotateY": 90
},
"cutting-we": { "base": "game:block/plant/fruittree/cutting-hor" },
"cutting-ud": { "base": "game:block/plant/fruittree/cutting-ver" },
"branch-n": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": 90
},
"branch-e": { "base": "game:block/plant/fruittree/branch-hor" },
"branch-s": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": -90
},
"branch-w": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": 180
},
"branch-n-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": 90
},
"branch-e-end": { "base": "game:block/plant/fruittree/branch-hor-end" },
"branch-s-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": -90
},
"branch-w-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": 180
},
"branch-ud": { "base": "game:block/plant/fruittree/branch-ver" },
"branch-ud-end": { "base": "game:block/plant/fruittree/branch-ver-end" },
above the foliage-ver section.
fruit tree stems are no longer invisible to me.
would be nice to know what trees can be found in what tempature/climates/areas
Having a weird issue, none of the trees besides vanilla ones can be crafted into firewood, while all other crafts for them work perfectly. Edit. False flag, it was just a weird change in the compatibility mod.
In fruittreebranch.json, pomelo's fruitStacks attribute has code: "wildcrafttrees:treefruit-citron" instead of wildcrafttrees:treefruit-pomelo, giving me extra citron brandy. 😂
Wanted to report that when you break the fruit trees (thats all I've tried so far) you get 2 firewood from the cuttings, you can then replace the cutting and get another 2 firewood....essentially allowing you to get endless firewood easily. Not sure if this is intentional or not but wanted to report just incase.
Also is ther anyway to increase the drop rate of saplings? Im currently using sustainable forestry but unsure if it works for modded trees let alone if its actually working in 1.18
At this moment I don't understand why the textures for some of the added fruit trees are broken and some aren't, I didn't change anything related to them. That said, I'm investigating it anyway, though a fix might not make it's way into the upcoming update
the hazelnuts texture seams to be broken?.. been this why for a while, thought id report it. they are rectangle white objects with no real color or shape.
Why are they called planks and not boards like in the vanilla game? 😂
EDIT: Also, if it's not too incovenient, could we get a tab in the creative inventory for Wildcraft Trees? I can show you how if you need help!
Are the Seeds a bit messed up in there rendering or is it just me? a lot of them, like elm seem so out of frame and small to me
Also, the Alder Wattle fence (and I'm guessing maybe others too, but we only saw it with that one) seems to have a messed up snowy texture (i.e. the ?-texture), when only used as single pole
Catasteroid I think rendering of Hazelnut Fruit is also messed up, I only see a white bar in my inventory
Hellooo, just wanted to reiterate the comment made by Stefanklm, Blue Spruce Seeds are still not plantable.
While i love this mod, i find it hard to find Resin now because of trees diversity. Also, it seems to kill framerates a lot, and automn is quite laggy. I think it’s from this mod because i see better perf on worlds without the mod. I may be wrong.
Will the mod be updated to 1.18? In this version, will there also be a wide variety of doors for each type of wood in fashion?
Is this mod going to be updated for 1.7.11? Currently it's not working on latest stable build.
Hello, I liked your mod and I think that it should become more accessible to the players, for this reason I made a translation. But I don't know how to contact you. Translation into Russian, write to me.
Very nice. The drop rate on fencing material (the name escapes me at the moment) is a bit rich for my tastes, but I can always do something like cook with them, I suppose.
Ran into something interesting. One of your trees spawned over the top of an existing tree and evidently replaced the wild bee hive. Sort of. I could not find the hive, but could hear it, and slowly removed EVERY leaf, every branchy leafy, every log anywhere I could still hear the bees, and never found it. And when I placed an empty skep just for grins, and waited a couple days, the skep became populated. I have no idea where the bee hive is. I've even tried flailing randomly trying to find the now invisible hive, but it is also apparently now untargetable, too. Not that it is unbalancing or anything. How many wild hives do you really need anyway? It was just weird.
v1.1.4 - Wonderful mod, thank you so much for sharing. Is there somewhere official for bug reports, suggestions, etc? There is currently no recipes for leaded glass windows using the new wood types, and some errors in the lang files (i.e. game:block-plankslab-beech instead of game:block-plankslab-beech-*
Привет! Пришлось удалить ваш мод, так как переодически игра зависала. Были случаи краша. Очень жаль, идея мода великолепная.
Hey! I had to delete your mod, because the game freezes intermittently. There were cases of crash. Too bad, the mod idea is great.
Is there a way to remove your mod and not affect the world? Catasteroid
Zartain Check the wiki Fruit Tree You can look at the mod's .json for the new tree values. It should be extracted to your cache folder. On windows %appdata%\VintagestoryData\Cache\unpack\ go into the wildcraft trees folder and open the file at assets\wildcrafttrees\blocktypes\fruittrees\fruittreebranch.json and you'll find the temp values in 2 places. Just search for the name of the fruit
I'm getting these errors when trying the mod out under Linux on 1.17.9:
104:7.1.2023 14:15:21 [Warning] [wildcrafttrees] Is a Content mod, but .cs or .dll files were found. These will be ignored.
129:7.1.2023 14:15:23 [Warning] Texture asset 'd:textures//vintage story/mod stuff/wildcrafttrees-1.1.1/assets/game/textures/item/resource/seeds/spruce.png' not found (defined in
Item game:treeseed-spruce).
144:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/treetrunk/willow.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
145:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/item/resource/reeds.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
146:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/bark/willow-h.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
147:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/shapes/item/ripe.png' not found (defined in Item wildcrafttrees:treefruit-almond).
164:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/fence/acacia/vertical.png' not found (defined in Baked variant of block wildcrafttrees:wattle-wil
low-empty-snow).
165:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/snow/normal1.png' not found (defined in Baked variant of block wildcrafttrees:wattle-willow-empty-snow
).
I love mods like this that add more life to my world.
So I gave this a try, but had to uninstall it immediately.
While it is installed I get a lag spike about every 80 seconds that freezes my poor old potato up solid for several seconds.
If this is a problem someone knows how to fix I would love to hear bout it.
hello! Is there any guilds to what temp trees can flower?? :)
Goodmorning,
Just a quick heads up (if someone has posted ignore)
The inventory icon for the Willow tree seed is missing.
It is present when the seed is on the ground and being held in the players hand.
Great mod overall.
Hey Cataseroid :)
Unfortunately, we cannot plant Blue Spruce Seeds (since version 1.1.4./1.1.3.). They drop when we cut down normal spruce leaves with the scissors. The normal Spruce Seeds will work even if the seeds have no texture.
aw man I was a little disappointed after knowing no new tree wood type :c
STILL a nice mod
What? Rainbow trees? I want to build with that >XD
Lexingtondavid I just checked and I accidentally released version 1.1.3 with spawn rates for fruit trees set unusually high for debugging, I've uploaded version 1.1.4 which should resolve this, sorry about that everyone.
I am noticing a small, weird bug where the wildcraft fruit trees are spawning three trees next to eachother so you get almost like a bunched hedge of mixed fruit tree leaves. does anyone else experience this?
The 1.1.3 update should deal with the issues with the missing pomelo/hazelnut models and fig blossom textures, I'm hoping that'll deal with the TesselateShape crashes that I think are resulting from this issue
Wh1skey Try finding and destroying any pomelo, fig, and hazelnut trees in the area; pomelo and hazelnut trees are missing models and fig trees are missing a texture, both of which can cause crashes.
My friends and I have been playing and have been getting a crash with this mod, presumably fruit trees when they change for the season. During winter it seems fine but spring or summer we need to have our view distance down to like nothing. We removed the mod and the crashes stopped and re-enabled it and the crashes started again.
Full crash report.
Could anyone tell me if Willow/Bearnut/Alder spawns anywhere beyond just 'temperate' climates? I enjoy playing in the Frigid/Icy biomes for challenge, and I'd really enjoy some wattle-daub walls!
Hi same here any idea??? thx fr this mod!!!
System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 270
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 203
en Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) en VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:línea 268
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 250
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 236
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 386
en Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) en VintagestoryLib\Client\Model\ClientChunk.cs:línea 422
en Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) en VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:línea 817
en Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) en VintagestoryLib\Client\ClientMain.cs:línea 1138
en Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) en VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:línea 123
en Vintagestory.Client.ScreenManager.Render(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 678
en Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 622
en Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) en VintagestoryLib\Client\ClientPlatform\GameWindow.cs:línea 124
en System.EventHandler`1.Invoke(Object sender, TEventArgs e)
Hi, i have random players crashes with this error:
I think, that something wrong with fruitTrees
20.12.2022 1:51:14: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.10, ancienttools@1.4.9, bettercrates@1.5.2, chiseltools@1.7.1, effectshud@1.0.7, fancydoors@1.1.1, instruments@1.1.4, moreclasses@1.2.5, necessariesfix@1.1.3-rc.1, necessaries@1.1.3, primitivesurvival@3.1.0, simplealchemy@2.0.4, locustmod@2.3.6, tradeomat@1.6.3, viescraftmachines@1.17.2, game@1.17.9, wildcrafttrees@1.1.2, wildcraft@1.5.1, carryon@0.10.3, carryonmore@1.2.0, expandedfoods@1.6.4, hudclock@2.8.0, medievalexpansion@3.8.1, moreicons@1.0.2, playercorpse@1.5.5, prospectorinfo@4.1.2, roadworks@1.0.9, stonequarry@2.0.0-rc.4, tprunes@1.0.7, creative@1.17.9, survival@1.17.9, workbenchexpansion@1.5.1, xlib@0.6.14, xrowboat@0.0.5, advancedchests@0.2.0, xskills@0.6.14
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 270
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 203
в Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) в VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:строка 268
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 250
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 236
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 386
в Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) в VintagestoryLib\Client\Model\ClientChunk.cs:строка 422
в Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) в VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:строка 817
в Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) в VintagestoryLib\Client\ClientMain.cs:строка 1138
в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 123
в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 678
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 622
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 124
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93
Wood crates made of new wood have no wood texture
A bunch of lang keys are not translated
"block-sapling-catalpa-free": "Sapling Catalpa (Free)",
"block-sapling-mahogany-free": "Sapling Mahogany (Free)",
"block-sapling-sal-free": "Sapling Sal (Free)",
"block-sapling-saxaul-free": "Sapling Saxaul (Free)",
"block-sapling-spruce-free": "Sapling Spruce (Free)",
"block-sapling-sycamore-free": "Sapling Sycamore (Free)",
"block-sapling-elm-free": "Sapling Elm (Free)",
"block-sapling-beech-free": "Sapling Beech (Free)",
"block-sapling-eucalyptus-free": "Sapling Eucalyptus (Free)",
"block-sapling-cedar-free": "Sapling Cedar (Free)",
"block-plankslab-catalpa-down-free": "Plankslab Catalpa (Free)",
"block-plankslab-mahogany-down-free": "Plankslab Mahogany (Free)",
"block-plankslab-sal-down-free": "Plankslab Sal (Free)",
"block-plankslab-saxaul-down-free": "Plankslab Saxaul (Free)",
"block-plankslab-spruce-down-free": "Plankslab Spruce (Free)",
"block-plankslab-sycamore-down-free": "Plankslab Sycamore (Free)",
"block-plankslab-elm-down-free": "Plankslab Elm (Free)",
"block-plankslab-beech-down-free": "Plankslab Beech (Free)",
"block-plankslab-eucalyptus-down-free": "Plankslab Eucalyptus (Free)",
"block-plankslab-cedar-down-free": "Plankslab Cedar (Free)",
"block-plankstairs-catalpa-up-north-free": "Plankstairs Catalpa (Free)",
"block-plankstairs-mahogany-up-north-free": "Plankstairs Mahogany (Free)",
"block-plankstairs-sal-up-north-free": "Plankstairs Sal (Free)",
"block-plankstairs-saxaul-up-north-free": "Plankstairs Saxaul (Free)",
"block-plankstairs-spruce-up-north-free": "Plankstairs Spruce (Free)",
"block-plankstairs-sycamore-up-north-free": "Plankstairs Sycamore (Free)",
"block-plankstairs-elm-up-north-free": "Plankstairs Elm (Free)",
"block-plankstairs-beech-up-north-free": "Plankstairs Beech (Free)",
"block-plankstairs-eucalyptus-up-north-free": "Plankstairs Eucalyptus (Free)",
"block-plankstairs-cedar-up-north-free": "Plankstairs Cedar (Free)",
"block-roughhewnfencegate-douglasfir-n-closed-free": "Roughhewnfencegate Douglasfir N Closed (Free)",
"block-roughhewnfencegate-willow-n-closed-free": "Roughhewnfencegate Willow N Closed (Free)",
"block-roughhewnfencegate-honeylocust-n-closed-free": "Roughhewnfencegate Honeylocust N Closed (Free)",
"block-roughhewnfencegate-bearnut-n-closed-free": "Roughhewnfencegate Bearnut N Closed (Free)",
"block-roughhewnfencegate-blackpoplar-n-closed-free": "Roughhewnfencegate Blackpoplar N Closed (Free)",
"block-roughhewnfencegate-pyramidalpoplar-n-closed-free": "Roughhewnfencegate Pyramidalpoplar N Closed (Free)",
"block-roughhewnfencegate-catalpa-n-closed-free": "Roughhewnfencegate Catalpa N Closed (Free)",
"block-roughhewnfencegate-mahogany-n-closed-free": "Roughhewnfencegate Mahogany N Closed (Free)",
"block-roughhewnfencegate-sal-n-closed-free": "Roughhewnfencegate Sal N Closed (Free)",
"block-roughhewnfencegate-saxaul-n-closed-free": "Roughhewnfencegate Saxaul N Closed (Free)",
"block-roughhewnfencegate-spruce-n-closed-free": "Roughhewnfencegate Spruce N Closed (Free)",
"block-roughhewnfencegate-sycamore-n-closed-free": "Roughhewnfencegate Sycamore N Closed (Free)",
"block-roughhewnfencegate-elm-n-closed-free": "Roughhewnfencegate Elm N Closed (Free)",
"block-roughhewnfencegate-beech-n-closed-free": "Roughhewnfencegate Beech N Closed (Free)",
"block-roughhewnfencegate-eucalyptus-n-closed-free": "Roughhewnfencegate Eucalyptus N Closed (Free)",
"block-roughhewnfencegate-cedar-n-closed-free": "Roughhewnfencegate Cedar N Closed (Free)",
When I'm looking for "board", it only displays vanilla boards, could you rename your planks to match vanilla names?
XeneWarf A few of the seeds have weird transforms which means the item model is too small and/or displaced too far so it's inside the ground or invisible in the GUI image, it's one of the things I will be working on in a polish update in the near future
Heyo, Thanks for yet another Update.
The Spruce seed seems to missing a texture.
Love the mod so far.
Edit: the Pyramidal poplar seed is also missing a texture.
Stefanklm If you use Discord you can send me the de.json file via a discord DM, thank you for translating the mod for me!
Occasionally getting spammed with these messages:
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
Hey Catasteroid
I have translated your mod into German, hope that's ok! I would like to send you the de.json so you can integrate it into your mod :)
Dr_Cummies Also compatibility patch for Sleeve's would be nice. May be on that mod though
is there a way to add compatibility with "indappledgroves"? its having missing textures when splitting any wood from your mod. or removing bark. Love the mod btw very much needed.
Thranos
Ah alrighty; I'll be sure to fix it then. Thanks!
Foxy_Grandpa
if you scroll down a little, it's explained that the bug appears to be an issue with the base game, but there's a(n untested) workaround
Massive graphics problems with mods like Bunny's Roadworks, Bricklayers and More Clay. Broken textures galore.
Everything is fine now that fix worked thanks , although now I have floating grass above flowers in certain areas in my base , seems to be woad , catmint and cow parsley
imgur.com/a/Ku4kdeT
Running large maps shouldn't affect how the mod works unless you have the polar temperature gradient also set to a large value (the defaults are very large) which means you might be walking a long time to find the higher temperature/tropical stuff, it shouldn't affect gameplay too much otherwise
Will do thanks , great mod , love the trees - on a side note I run maps at 1mil x 1mil maybe that's a bad idea also .
Hmm looks like another texture atlas issue, somebody on the VS discord suggested this method to try and resolve this issue; there are two properties in the clientsettings.json file in your VintagestoryData folder (located in %appdata%/Roaming/VintagestoryData, or C:/Users/<yourusername>/AppData/Roaming/VintagestoryData for windows users) that affect the maximum size of the texture atlas, maxTextureAtlasWidth and maxTextureAtlasHeight, normally they are set at 4096 each but you could try setting the height, or both to 8192 to see if that alleviates the issue. Hope that helps, I haven't been able to reproduce the issue on my machine yet so I'm relying on information provided by the users playing with the mod, let me know if changing the maximum texture atlas sizes works, it might require a world reset to work properly
FireFrost Thranos Could you send me your log files including the server-main and client-main logs? The mod adds a lot of new textures and the texture atlas used by Vintage Story is a single large image 4096x4096 pixels in size and every texture is added to the atlas along with instructions that tell the game how to chop up the atlas into individual parts that make up each texture including the size of each texture in the atlas and the coordinates in the atlas image so it's possible with multiple other mods installed the texture atlas can become full or one of the larger textures like the very long large palm leaf texture could result in the texture atlas being full or textures being placed outside the 4096x4096 pixel bounds of the atlas. I will be reporting this bug to the developers
A client on my server is getting the same issue as FireFrost
keep getting crash saying error generating textures in Atlas? is atlas the mapping tech or Im also using campaign cartographer . but keeps crashing generating the leaves with sticks in them .
I absolutely adore new trees. They are so pretty and good i hope they can be more diverse tho like in burn time since from what i remeber mahogany burns pretty well and long
Love all the new wood and tree types! Unfortunately a lot of the graphics seem to be broken though, like for a lot of the seeds, and for the citron fruit. Is that happening to everyone? Is there a way to fix it?
Version 1.1.2 reimplements a bunch of wood-related recipes including the firewood recipe, I had expected that the default recipe automatically includes all new wood types but apparently that's not the case. If people are suffering slowdown it might be a product of the game generating hundreds of new objects using those wood types, and other mods which introduce new wooden items and blocks (especially those which implement lots of them) are likely to multiply this value. I'm not sure how to proceed knowing this, I could trim down a few wood types but I can't control what other people add to their mods or what other mods users download and use along with mine.
I upgraded from 1.0.1 to 1.1.1 on my server and my initial load time/data doubled. I had to revert to even get in. Not sure what's happening or if my client system just can't handle the extra textures. I will try again on a test server. Anything I should be looking for that might cause such a dramatic slowdown?
Estuve probando mods y me di cuenta que este mod no es compatible con este mods.vintagestory.at/show/mod/4216#showchangelog
Thanks for the update! Glad to see the new trees look to have seeds now, though the spruce (but not blue spruce) seed seems to have a case of the questionmarks.
Thanks for the new update.
Now I don't have to look at questionmark Hazelnut anymore. And I haven't managed to crash the game yet after a bit of testing.
but the wattle fences stil have a missing texture.
and is it by design or a mistake that I can't chop the wood into firewood?
it tried with Willow logs, Pyramidal logs and Douglas fir logs.
Update: Willow seeds also seem to be missing a texture in the inventory. either that or their texture makes them imposible to see.
Huh, kinda surprised Mulberry didn't make it onto the list of fruiting trees.
They're fairly notorious for making an absolute mess every time they fruit due to dropping what might as well be long blackberries all over.
Black Walnut would be a nice wood addition, it's got a very rich, dark color.
(Also baffled by the vanilla game's low drop rate of walnuts, IRL they drop so many it's like a truck carrying tennis balls crashed underneath the tree)
Thanks for the feedback folks, we're working on a patch to resolve some of issues that have been brought up along with some known issue that initially escaped my attention, stand by for version 1.1.1
Douglas Fir Logs do not have a firewood recipie. Quarter douglas fir logs do.
I'm getting the white with question mark texture on hazelnut trees
@Thranos Yeah, mine are green and would be errors, but are taking on the bricklayers texture for some reason.
When installing the mod, the game crashes.
Also seeing said wonky textures, but mine are just green-tinted [?] error textures.
Just reporting a Bricklayers incompatibility. Leaf textures are all wonky with bricklayers textures in them.
Kirona Ok I'll have a look through the files and try and resolve that issue, we're due to release version 1.1.0 very soon so hopefully you won't have to wait too long
For whatever reason, wines from the fruits from this don't display their names properly, and don't seem to be usable for distilled spirits or anything.
I've fixed the handbook crashing issue- it was because I had almonds and cacao define juiceableProperties but define them as Null, which meant the game was trying to read properties like what juice they made and how much and they obviously didn't have these properties, so the code just causes an exception instead of just discarding the data, I've reported it as a bug.
Got the same problem as Silvimancer. Disabled every mod except for Wildcraft Trees and Wildcraft. The game crashes when trying to view a item in the handbook.
Mod appears to break the game when opening the survival handbook and clicking any item in the handbook (disabling the mod prevents the error from occurring):
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.3 (Stable)
9/19/2022 12:30:33 PM: Critical error occurred
Loaded Mods: weaponpacka@1.3.1, ancienttools@1.4.7, bettercrates@1.5.1, betterruins@0.0.3, buildingplus@1.1.2, drdecor@1.0.0, fieldsofgold@1.3.0-dev.1, justmoreruins@0.3.1, meteoricexpansion@1.2.2, potatoes@1.0.8, moredungeons@0.1.1, primitivesurvival@3.0.5, sleevesdecor@1.0.2, specializedbags-18Slot@0.4.2, thecritterpack@0.7.6, game@1.17.3, wildcrafttrees@1.0.0, wildcraft@1.4.1, carrycapacity@0.6.5, fartempleaxe@1.0.0, fromgoldencombs@1.3.14-pre.1, lc@1.0.0, lichen@1.6.1, medievalexpansion@3.8.1, moreanimals@1.2.3, prospectorinfo@4.1.0, ruinvariants@1.0.1, sluicefork@1.0.0, tpnet@1.7.0, temporalmirror@1.6.1, vanvar@2.0.1, creative@1.17.3, redirectlogs@1.0.0, survival@1.17.3, campaigncartographer@3.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 637
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 256
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 668
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 439
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2286
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
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 808
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 VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/19/2022 12:27:54 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2268912667540630476, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.3.0
P3: 631af235
P4: KERNELBASE.dll
P5: 10.0.19041.1949
P6: cb12e58e
P7: c0020001
P8: 0000000000034fd9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD1EE.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD375.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD386.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD384.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD395.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8d69ea61aab1516251fac1cf1c58e64956d66a2_1e73f8c4_95900ad8-5012-4a34-8f06-7650465b33ad
Analysis symbol:
Rechecking for solution: 0
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Report Status: 268566528
Hashed bucket: 91f391793610a8353f7ccc0cc724abcc
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/19/2022 12:27:53 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.3.0, time stamp: 0x631af235
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1949, time stamp: 0xcb12e58e
Exception code: 0xc0020001
Fault offset: 0x0000000000034fd9
Faulting process id: 0x1b64
Faulting application start time: 0x01d8cc4cfc06b609
Faulting application path: C:\Users\jtjon\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/19/2022 12:27:51 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 00007FFAD5F54FD9
Stack:
}
Thank you very much!
can't wait for a certain other mod to incorporate chocolate
Please have mercy on me...
Congratulations on this release!