Mods / Still Useful Stuff
Category:
#Technology
Author: Stahl
Side: Both
Created: Sep 23rd 2022 at 1:51 PM
Last modified: Feb 7th at 9:23 PM
Downloads: 31358
Follow Unfollow 301
Author: Stahl
Side: Both
Created: Sep 23rd 2022 at 1:51 PM
Last modified: Feb 7th at 9:23 PM
Downloads: 31358
Follow Unfollow 301
Latest file for v1.19.3:
usefulstuff17_1.3.2.zip
1-click install
See jakecool19's Useful Stuff for more info. Formerly Useful Stuff (Unofficial).
- Japanese translation by macoto_hino
- Russian translation by Dr_Oldman
- Brazilian Portuguese translation by AzuliBluespots
Changes:
Spoiler!
Wicker shield has been removed because I didn't want to debug it. π€·βοΈ Otherwise your old pottery kilns, climbing picks, etc. should work, hopefully even normally. π
Bendy chute might have a problem that was solved in Useful Stuff 2.3.1... The source code on Github is unfortunately for 2.3.0., so I don't know the solution yet. π
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.2 | 7480 | Feb 7th at 9:23 PM | Show | usefulstuff17_1.3.2.zip | Install now | |
v1.3.1 | 3540 | Feb 3rd at 10:14 AM | Show | usefulstuff17_1.3.1.zip | Install now | |
v1.3.0 | 1205 | Jan 21st at 5:22 PM | Show | usefulstuff17_1.3.0.zip | Install now | |
v1.2.0 | 4523 | Aug 30th 2023 at 2:54 PM | Show | usefulstuff17_1.2.0.zip | Install now | |
v1.1.6 | 4124 | Jun 18th 2023 at 7:36 PM | Show | usefulstuff17_v1.1.6.zip | Install now | |
v1.1.5 | 1173 | Jun 1st 2023 at 6:32 PM | Show | usefulstuff17_v1.1.5.zip | Install now | |
v1.1.4 | 1331 | May 3rd 2023 at 12:52 PM | Show | usefulstuff17_v1.1.4.zip | Install now | |
v1.1.3 | 2126 | Mar 14th 2023 at 2:37 PM | Show | usefulstuff17_v1.1.3.zip | Install now | |
v1.1.2 | 407 | Mar 3rd 2023 at 5:13 PM | Show | usefulstuff17_v1.1.2.zip | Install now | |
v1.1.1 | 195 | Mar 2nd 2023 at 6:50 PM | Show | usefulstuff17_v1.1.1.zip | Install now | |
v1.1.0 | 188 | Mar 1st 2023 at 9:26 PM | Show | usefulstuff17_v1.1.0.zip | Install now | |
v1.0.3 | 224 | Apr 7th 2023 at 11:50 AM | Show | usefulstuff17_v1.0.3.zip | Install now | |
v1.0.2 | 3573 | Oct 7th 2022 at 5:42 PM | Show | usefulstuff17_v1.0.2.zip | Install now | |
v1.0.1 | 843 | Sep 24th 2022 at 7:21 PM | Show | usefulstuff17_v1.0.1.zip | Install now | |
v1.0.0 | 424 | Sep 23rd 2022 at 3:17 PM | Show | usefulstuff17_v1.0.0.zip | Install now |
Is there a picture somewhere of how the firebox works? I constructed it and lit it, but none of my pottery baked. I've got a feeling I need to seal it or something, I'm not sure.
Edit: I just found a video showcasing the older mod, it's at 26 mins in:
Stahl
Hello o/ Is it possible to configure days between traders spawn on welcome mat?
I've seen multiple comments from Stahl referencing a config file and I'm still unsure where the config file is located.
My goal is to change the config so that the Sluice config now reads: "SluiceSiftPerBlock" : 8,
I have downloaded the .zip from here and I have checked the file location(s):
usefulstuff1717_1.3.2.zip >> assets >> usefulstuff >> config which is empty beyond the folder handbook >> usefulstuffguide.json which is effectively an empty file/template.
Am I missing something here? The only other place I have seen the configs listed is on the Github in the README.MD file but downloading that .zip fails to load the mod all together. I know a config file shouldn't be in a README.MD, but I looked regardless.
If the config file should be somewhere and I need to recreate it myself, I will need to be told what to name that file, how to format it, and where to put it.
Just a word of warning, during testing on the 1.20 unstable, projectiles that stick into things (meaning spears and arrows) throw a "UsefulStuff.SpecialArrows.ExplosiveAddition2(Boolean ___beforeCollided, Boolean& __state, EntityProjectile __instance)" error and crash to desktop. Not sure what's with that, but thought you might want a heads-up.
Server side error involving the Ceramic Tablet (Client Disconnect, Server handled the exception) Posting the error from the server log if that helps
22.9.2024 08:28:13 [Server Error] Exception: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadString()
at UsefulStuff.BlockEntityNameTag.OnReceivedClientPacket(IPlayer fromPlayer, Int32 packetid, Byte[] data) in C:\Users\laanle\
Programming\vintage-story-mods\stillusefulstuff\stillusefulstuff\src\Block Entity\BlockEntityNameTag.cs:line 43
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) in V
intagestoryLib\Server\Systems\World\BlockSimulation.cs:line 336
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\S
erverMainNetworking.cs:line 138
I also just encountered the Ceramic Tablet issue. Couldn't put in text into a textbox and trying to hit save caused an exception and kicked me from the Server.
Ceramic Tablets' sign text interface doesn't show any text box to type in. Trying to put in a string while that invisible box is selected and hits save causes an exception (and kicks the client from the server).
Tipped arrow doesn't work
edit: conflict with bullseye
Could you chnage the tent kit to be 7x7x7 instead of 7x3x7? Adding roofs to the tent is hard with limited space. Thanks!
update?
not working for 1.19.5
tent is acting buggy, when i try and place it down in a clear area, it spawns grass
Just add
"SluiceSiftPerBlock" : 8,
if it's missing. LaughingLantern
Hey I've been trying to find where in the config file I can change the SiftPerBlock ratio like you said but I can't seem to find anything regarding that in the file. Sorry to be annoying Stahl
Stahl Might you be able to add a config option to disable the crafting of tentbags? i attempted to do my own patch file and even got some help and we were unable to get the patch to work. i was however able to get my own recipe to work just fine, but disabling the ones in the mod was not working via patch. if that could be done, it would be amazing <3.
Just set SluiceSiftPerBlock to 8 in the config file. I'm not planning to make climbing picks convertable back to mining picks. What do you need it for? NerdlinGeeksly
Do you plan on making the sluice give the full 8 material later, and do you plan on makeing the climbing pick convertable back into regualr mining picks?
Bl0ckparty
Sounds like intended behavior. The lantern not being lit is odd though, but sounds like it could be a base game issue too.
Not sure if it's a bug or not. I create a space with a copper lantern. Pick it all up with the tent bag. Place it down and the lantern wasn't lit. I still had the tent bag in hand and clicked on the lantern to see what was wrong with it and it packed up everything above that point leaving the rest of the prebuilt tent still in place.
Currently I am not able to enter text when I try to add text to the ceramic table with coal or any pigment. (The box where I should type appears but can't write anything there)
v1.3.2
There's also translation files for Still Necessaries, hope you can update it soon!
Thanks for the update!
Here's the Brazilian Portuguese translation for Still Useful Stuff!
π My Bad! I'm used to the extra durability from quenching being handled by having the tool start with a curent durability higher than max durability, not having the max durability being increased. That is where my confusion came from. I congifed the mod to allow black bronze to be quenched and the durability increase to be 0.25x. So the Black Bronze Axe is correctly showing a durability of 750 when quenched and 600 when not.
OpPointBaker Can't replicate. What material are your tools? By default only works with iron or better, but can be configured in the configuration file. Any other mods that might interfere with it?
Tempering tool heads does not seem to actually add to the durability of a tool. VS: 1.19.1 SUS: 1.3.0 heh... oops.
Sp0wN You sound frustrated.π¬ But sounds like the TentBag fixed your problem. I was unclear on that. I was not familiar with C# before I adopted this mod... so maybe you also don't understand C# yet. π
Stahl
I did not look at how the tent bug developer fixed it. Moreover, I do not understand C# code
Sp0wN So was there any difference with the TentBag mod? Might give a clue as to what the problew is/was. I guess I could see if I can make the message more informative somehow. π€ And the source code is available on GitHub in case you want to contribute. π
Stahl
Of course I did. Of course, I would like to use only one mod, unfortunately, as practice shows, this is not possible
Blaze_wraith Check the original mod, link in description.
Sp0wN It can be temperamental. π Not sure what the problem might in your case, but I recall having had similar problems occasionally. Maybe try the TentBag mod?
I thought I had translated this... Weird.
how do i use the sluice ramps
Stahl
I don't know if this is a mistake, I decided to show it. It is not possible to install tent bug on the server
Kara Cannot replicate in the current version. Do let me know if you find out how to replicate so I can investigate. π
Noobly20932 the only way to rotate a tent is to remake it piece by piece, rotating each piece separately, then repacking the tent. When you place a packed tent, it is always going to be pointing exactly the way it was when it was created before it was packed.
So it's a good idea to have doors on at least two sides so no mater where you set up, one door will most likely be usable.
And you may as well get used to rebuilding your tent any way because any time you miss click with the tent bag in hand you will pack up half of your tent and have to lay back down a half tent and rebuild from the peaces. I've done it too many times to count.
How can I rotate a tent?
player attempted to place a chiseled block into the chiseling bench and it caused a server crash. ((my server is special and didnt record the crash log >.>))
game version: 1.19.2
wOOOOO
thx a lot!!!
i faRDED AND SHIDDED WHEN I SAW THIS UPDATE
NO WAY, IT'S UPDATED
Thank you for update!
Must have mod ever
Spaz1705 I didn't notice anything unusual with heart stopper, fire, or explosive arrows. They only work on entities (players, creatures).
Update for 1.19.x plsπ
Items and crafts specifically from this mod are not displayed
Pixative
There's no transfering between worlds in Vintage Story besides with the World Edit tool and exporting a whole area.
Hope this is updated, because the clay firing kiln is a must.
Love the tent bag, just wish it could clear grass.
Not working in 1.19 as of pre9. Gives this error on wold load:
13.12.2023 11:12:41 [Error] [usefulstuff17] Exception thrown when attempting to retrieve all types of the assembly stillusefulstuff, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
13.12.2023 11:12:41 [Error] [usefulstuff17] Exception: Unable to load one or more of the requested types.
Method 'OnTryIgniteStack' in type 'UsefulStuff.BlockFireBox' from assembly 'stillusefulstuff, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.Assembly.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 521
13.12.2023 11:12:41 [Error] [usefulstuff17] Exception: Method 'OnTryIgniteStack' in type 'UsefulStuff.BlockFireBox' from assembly 'stillusefulstuff, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
No stack trace
13.12.2023 11:12:41 [Error] [usefulstuff17] An exception was thrown when trying to load assembly:
13.12.2023 11:12:41 [Error] [usefulstuff17] Exception: C:\Users\EbonyRaven2020\AppData\Roaming\VintagestoryData\Cache\unpack\usefulstuff17_1.2.0.zip_f0db23b25e95\Newtonsoft.Json.dll, C:\Users\EbonyRaven2020\AppData\Roaming\VintagestoryData\Cache\unpack\usefulstuff17_1.2.0.zip_f0db23b25e95\stillusefulstuff.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 456
How/where are the contents of tent bags stored? Is there a limit to how much information each/all can store? And is there a practical way to back up or transfer a "tent" between worlds?
Add options in the config for the welcome mat, i would like to set the variable via the config.
can you make a mod for the sluice only
Will you be updating Still Necessaries for .net 7 soon??
The explosive tipped arrows do not work currently. Edit, the heart stopper and fire arrows also dont work.
Pamela
1.2.0 does.
Will this work for 1.18.8 (.net 7)??
GhostZX3
Maybe? It's mostly up to the XSkills developer, though I can cooperate.
Chancellor87
I could make another pottery kiln with a doorπ€ I use the rope ladder from the top get in π
Any way to have the pottery skill "Inspiration" from XSkills work with the pottery kiln?
Do you think you could make it so the pottery kiln can have a iron door on it or optionally have an iron door on it so we dont have to break in?
Oh no problem, I still use this mod for the rest. Do you happen to know if theres a mod or a way to lower the visible shield on screen, it takes up so much room.
Skootz
Thanks for the info, arrows will be fixed in the next release.
Arei
Strawhat and bamboo hats will be fixed in the next version when I decide to put it out. π In the meanwhile, you should be able to turn recycling off in the configuration file if you feel it's a problem.
Bat_Tech419
It shouldn't do anything anymore. This mod used to a have shield, but I didn't want to debug it so I just removed it. Sorry it's not what you want. π
I wanted to make sure I looked for my question in the comments first (didnt see any answer), but I was wondering if ShieldsEnabled, disables/enables the render on screen (which is what im hoping) or completely disables the shield use if set to false? Thanks, this has been a great addition to the mods list.
Hello, thanks for maintening this nice mod.
I just wanted to let you know I came accross a small exploit introduced by this mod: You can use a knife and a straw hat to obtain 2 flax twine.
While not very harmful this is still a bit overpowered especially when starting a new game. :)
EDIT: This is due to the 4th recipe in assets/usefulstuff/recipes/grid/clothingshred.json. You could add 2 more patches, one to remove the game:clothes-head-straw-hat item from the flax twine recipe and another to add a specific recipe that would give dry grass instead. ^^
After testing a bit, the arrows don't show up in the guidebook but do work properly aside from the poisoned ones. Tranquilizer arrows can only be made with catmint, not poppy, and I couldn't figure out a way to get heartstopper arrows to craft at all.
cant seem to find tipped arrows tho?..
MIghtyGooga There is no config option to enable dirt sifting. I have a vague recollection that it would work with Richer than Dirt, but I'm not sure.
Hi, Lets say I wanted to enable dirt sifting, using the sluice ramp. Is that possible, maybe through some config editing?
You... don't put things in the vents. The vents need to be clear. Put fuel in the fuel box, and put your pottery inside the main chamber.
Whenever I put stuff in the vents of the pottery kiln it just tells me I cant have them in there, so im quite a bit confused.
bringitonwimps In that case just disable what you want in the config file.
Stahl thanks, i understand that but with a multyplier and other mixed mods some things dont fit is all. wasnt a big deal just was curious. thanks for the response
bringitonwimps Yes, there is a config in your ModConfig folder. Further, no one is forcing you to use any of them even if they are available.
i like this mod, but is there a config so i can xchoose hihc items/parts to use. this mod as nice as it is its kind of a hodge podge of unlinked ad ons and i would like to only use the ones i want.
In Dappled Groves actually caused the crash and they fixed it ^^
Burgersim What mod caused it?
Stahl it was actually resolved and caused by another mod but thx for the reply ^^
Burgersim It is referring to the function that gives nuggets when things are broken, but so far as I can tell it should not get to the stage where it gives the nuggets. If it does get to that stage, then some other mod is probably patching the flint axe. If it crashes before it gets there, something really weird is going on. I'm not experiencing these crashes myself. Do you always get a crash when your axe breaks?
mcnostril I've thought about the same thing, but so far haven't made any effort to implement. π
I noticed that the pottery kiln doesn't emit light/make sound when lit other than that smoke at the top, and that's kind of a bummer (I need those cozy pit kiln vibes). I've been trying to figure out how to make the firebox block at least emit light but my modding skills are not up to scratch, so consider this my feature request for smarter people to ponder while I attempt to fumble my way through it.
Loco Nope.
Stahl I realize, my original post was me thinking it wasn't working at all based on not seeing items vomit out within seconds like in the video. Just wanted to comment in case anyone else was confused too.
I think I might've found an issue with your mod. When my flint axe breaks my client crashes and the error log indicates this mod. Does it maybe have something to do with the breaking and getting nuggets but there are none for flint? Idk, I'll post the issue on the issue tracker as well.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.18.1 (Stable)
24/04/2023 18:13:34: Critical error occurred
Loaded Mods: ancienttools@1.5.2, fieldsofgold@2.1.6, HangingOilLamps@1.0.1, hideandfabric@1.3.0, indappledgroves@0.4.9-rc.5, KreaturesAndKritters@1.0.0, moreclasses@1.2.5, primitivesurvival@3.1.7, game@1.18.1, wildcrafttrees@1.1.5, wildcraft@1.6.4, canbeignited@1.1.0, carryon@1.0.0, fromgoldencombs@1.4.16-rc.2, morepiles@1.3.0, petai@1.7.0, claywheel@1.0.1, usefulstuff17@1.1.3, creative@1.18.1, survival@1.18.1, bullseye@2.5.0-rc.1, cats@1.7.0, foxtaming@1.2.0, wolftaming@1.7.1
Involved Harmony IDs: com.jakecool19.usefulstuff.enhancements
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CollectibleObject.DamageItem_Patch1(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32 amount)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 538
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1672
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 788
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 595
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 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 785
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 977
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 722
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 24/04/2023 09:38:03, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.18.1.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: a24
Start Time: 01d9767f164912e6
Termination Time: 11
Application Path: C:\Users\salze\AppData\Roaming\Vintagestory\Vintagestory.exe
Report Id: 2b6b1005-96ed-4e08-bd39-9b769a908beb
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
--------------
{ TimeGenerated = 24/04/2023 09:38:00, Site = , Source = Windows Error Reporting, Message = Fault bucket 1348960424135920314, type 5
Event Name: AppHangB1
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.1.0
P3: 6443b447
P4: 387b
P5: 134217728
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER97C0.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER97E1.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER97E0.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER97F0.tmp.txt
\\?\C:\Users\salze\AppData\Local\Temp\WEREEE1.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppHang_Vintagestory.exe_2b777c864f7c2d913f171ce6ab9caca0691b40_844f11b8_71ea8d33-c516-4c01-94f1-e9ba1be2a186
Analysis symbol:
Rechecking for solution: 0
Report Id: 2b6b1005-96ed-4e08-bd39-9b769a908beb
Report Status: 268435456
Hashed bucket: 90cca8790cbc4c3d62b8785bd0ae8aba
Cab Guid: 0 }
--------------
{ TimeGenerated = 24/04/2023 09:36:11, Site = , Source = Windows Error Reporting, Message = Fault bucket 1248370421850872525, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.1.0
P3: 10.0.19045.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\Users\salze\AppData\Local\Temp\RDR3568.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3569.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3589.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3589.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER35A9.tmp.txt
These files may be available here:
Analysis symbol:
Rechecking for solution: 0
Report Id: ce0171d5-688a-4983-ba49-ac9805361c75
Report Status: 268435456
Hashed bucket: 14d5118b5bf73c7861531a48d6869acd
Cab Guid: 0 }
Hi. Does the tent reset the spawn point?
You can configure the sluice in the settings file.
metasynthetic
EDIT: Nevermind, I figured it out. The sluice processing rate is just much, much slower than the original creators demo video, it works fine.
OBEDIA Should work? At least it's being used on a server already.
Update for 1.18? :-)
work it with 1.18 rc 2 ?
That's great to hear thank you ^^
Plumeria Should be fixed.
Yeah I figured something like that
Plumeria The base game glider is currently completely incompatible with useful stuff glider
Hello o/
I am playing on 1.18 pre6 on my server and installed useful stuff yesterday. The vanilla gliders aren't working anymore. Even if I don't have a modded glider in my inventory it still won't work. I disabled the glider but the vanilla one still won't work. I did test it out on single player world and thought maybe it was just the vanilla glider with the new version we are playing on but it did work over there.
Thank you
DancingHoskuld v1.1.2 is for 1.18-pre. v1.0.2 should work for 1.17.
Stahl usefulstuff17_v1.1.2 vintage story version v1.17.11
The mudbricks are there but nothing can be built from them.
DancingHoskuld Nope. Works fine for me. What version are you using? See any errors related to firebox in your logs?
Have you removed the kiln? I can't built the fire box that controls the whole thing.
You are a hero to us all.
I've noticed a bit of an exploit with the clothing recycling feature (which is unfortunate because it's very useful).
Some clothing items allow you to basically transmute resources- IE a rawhide mantle/trousers (made from raw hides) can be recycled into... twine?
There's also some mod interactions, such as a grass cape being able to be turned into twine as well.
Is there any way to fix this on my end/the server I'm running US(U) on?
@CaveSalamander yes I have all he needs, I build him a little cabin with a bed and a storage jar full of bread and grain.
and I do get spawns, I just seldom figure out he is there because I get busy.
but thanks for the info about spawning behavior it will come in handy,
I think I’m going to build a little trading village.
with about 6 little houses and place the mats two days apart so there is always at least one trader on hand.
I know that he is spawning even when I don’t catch him because the money in the jar keeps going up.
A feature I kinda try to ignore.
Because to me the point is seeing how much money can make from trading.
So I have to keep that money separate so It does not corrupt my count. I take it out back and throw it in the lake to de-spawn every now and again.
@Mendall are you sure you have the mat's requirements met as listed in the Useful Stuff Guide? It needs a bed and a container with food nearby (no real requirement to be in a "room", open air works in a pinch). A trader's arrival time matches the time the mat was placed down, and days are counted in 24h increments. If the chunk gets unloaded the mat 'catches up' once you return by quickly cycling days until it matches current time so you don't miss any payments traders may have left.
Mats cannot be placed in the same enclosed space (it won't let you), but in a non-enclosed space they can be placed 8 blocks apart, and if given separate rooms they ignore other mats so you can make small temporary rooms for tighter placement. Once placed, mats don't care about each other, even if their 'room' gets deleted, and several merchants can spawn right by each other as long as they all have food available. Should not be an issue for performance if you're only spawning ~4-6 at a time.
@Stahl No I was just thinking itd be cool to make use of the potions from Alchemy for the Arrow Tips, bears didnt even cross my mind, I wouldnt care what the effects would be, we just be nice to have more uses and crosscompabtability was all I was saying ^_^ Or are the arrows in this mod just for shooting bears? o.o
@stahl I had not thought of all that, I play single player so I never considered how the idea would efect a server. But if he just had a bell to ring that would be herd if you are in the area. or maybe just some info posted someplace that explaines in detail his spawning behavior like for instance. does he always spawn at same time of day. how close do you have to be for him to spawn(because I have noticed sometimes he is not there even though the rug said he is.), when rug says he will spawn within a day is that 12 hours or 24. I have been brainstorming on this for days because I just can't ever catch him at home. another question if i place say 4 rugs to up my chances can they all be in the same room or do they need there own rooms, will more than one spawn at all, and if so will it cause problems of any kind for the server.
as for your question. they should notify when they arive so if you are buisy building or something you know to go trade.
BTW I agree with TheNightFox parts of this mod especialy the lantern are a god send especialy now that you need to have a hammer in off hand to chisle. that made chisleing at night or in a dark room near imposible without this mod, thnks for that
Mendall Not sure how to go about it. I think the trader makes their usual noices when present, but beyond that, when should the trader notify that they have arrived: when they arrive, or when someone is close by? Who should they notify: only the person who places the mat, the whole server, or people nearby? How should they notify? What if you miss the first notification because you're not near the trader? Maybe what you need instead is for the trader to stay longer?
TheNiteFox So you want to give more movement speed and mining efficiency to the bear you shoot? Maybe even make it more hungry? π€π
BananaBob What kind of buff? The sluice ramp is already very configurable in the configuration file.
any chance sluice ramps will be getting a buff? right now its a huge waste of resource to set them up with very little in terms of rewards
This is just a thought, but it would be really cool if the Tipped Arrows could also use the potions from the Alchemy mod. Idk where I was going with this thought though haha. Just thought itd be cool to dip the arrows into something and it gives them effects. :)
Thank you so much for updating this mod! I use ABCS and Moreclasses all the time and love the latern feature that comes with this for the ABCS backpacks :')
Is there any way to get the travling merchant to ring a bell
I supply or put a message in chat when he arives.
Amigurumi In my tests I get the red text and no errors. π€The area is checked for blacklisted items before trying to pack it. It could be that there is some item that causes the error when you try to pack it, but it shouldn't be blacklisted, and in fact the same error should occur if you try to export it in creative mode, because the code uses the same function (besides, you can export Useful Stuff blacklisted items in creative mode without errors). But your error message seems to imply that it's not necessarily an item that's causing the crash, since it says there is something null in Entity.OnStoreCollectibleMappings(Dictionary`2 blockIdMapping, Dictionary`2 itemIdMapping), so something is null in
foreach (var val in Properties.Server.Behaviors)
{
val.OnStoreCollectibleMappings(blockIdMapping, itemIdMapping);
}
}
I'm pretty sure val==null, so something in Properties.Server.Behaviors has to be null. That makes me think the source is something outside Useful Stuff. π€·βοΈ
Can you pack things that don't contain blacklisted stuff? Or is it just the blacklisted stuff causing problems? I can add error handling, but it won't make the tent bag work I think: it just stops the crashing. π€·βοΈ
I think I found the cause. It looks like instead of popping the red text to tell you that you can't pack things like a placed anvil, it caused a client crash. Tried it out with a couple of the other blacklisted items. Everything else worked as expected and the bags don't pack when trying to pack with these items in the build so no worries of corrupted bags. Just seems to be not handling the error message without crashing.
Amigurumi: I suspect it's a problem with some other mod/thing that just shows up when you use the tent bag. π€ I'm not sure I can help/debug this thing, as it seems to happen 'outside' the mod, but I'll think about it. If you can, see if the problem persist when you export structures in creative mode.
Got this crash when packing a tent bag. Any ideas?
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.6 (Stable)
10/8/2022 12:18:15 PM: Critical error occurred in the following mod: usefulstuff17@1.0.1
Loaded Mods: acorns@0.5.1, aculinaryartillery@1.0.6, animalcages@2.0.6, backpackpackplus@1.0.3, betterruins@0.0.2, BuggisRandomChanges@3.1.0, buildersblocks@1.0.0, chiseltools@1.5.5, fieldsofgold@2.0.2-rc.1, moreclasses@1.2.4, necessaries@1.1.3, nightwatcher@1.3.0, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@3.0.5, qptech@1.10.4, rustandrails@1.0.3, sleevesdecor@1.0.1, locustmod@2.3.5, tradeomat@1.6.3, translocatorengineeringredux@1.2.0, game@1.17.6, wildcrafttrees@1.0.1, wildcraft@1.4.4, carrycapacity@0.6.5, dsdebarkedlogs@1.0.5, expandedfoods@1.6.1, extrajuice@1.0.1, fromgoldencombs@1.3.15, legendarymobs@1.1.0, lichen@1.6.1, medievalexpansion@3.8.0, moreanimals@1.2.3, moredoor@1.0.0, petai@1.5.4, playercorpse@1.4.1, roadworks@1.0.7, ruinvariants@1.0.1, usefulstuff17@1.0.1, creative@1.17.6, vsquest@0.0.4, survival@1.17.6, workbenchexpansion@1.5.0, xlib@0.6.10, xrowboat@0.0.5, cats@1.5.3, elsewherequests@1.0.1, em@1.0.1, feverstonehorses@1.2.9, moremolds@1.2.0, wolftaming@1.5.4, xskills@0.6.12, bricklayers@1.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnStoreCollectibleMappings(Dictionary`2 blockIdMapping, Dictionary`2 itemIdMapping) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 1702
at Vintagestory.API.Common.EntityAgent.OnStoreCollectibleMappings(Dictionary`2 blockIdMapping, Dictionary`2 itemIdMapping) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 1123
at Vintagestory.API.Common.BlockSchematic.AddArea(IWorldAccessor world, BlockPos start, BlockPos end) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 314
at UsefulStuff.ItemTentbag.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 852
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 835
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 540
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientMain.cs:line 1362
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 709
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in C:\Users\tyron\Documents\vintagestory\game\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 C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/7/2022 11:25:01 AM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.17.6.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: 43d0
Start Time: 01d8da6c1f25d83b
Termination Time: 6
Application Path: C:\Users\geeke\AppData\Roaming\Vintagestory\Vintagestory.exe
Report Id: 0d27a85a-b3af-4879-8300-c2e463ce056c
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
--------------
{ TimeGenerated = 10/7/2022 11:24:55 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1916843002928761099, type 5
Event Name: AppHangB1
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.6.0
P3: 633bf838
P4: 9281
P5: 134217728
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF66D.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF68E.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF69C.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF6CC.tmp.txt
\\?\C:\Users\geeke\AppData\Local\Temp\WERFE7E.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppHang_Vintagestory.exe_8c4324b3fb57b37d3f3b20106dd0ece0334f45_9614c485_a145a83f-502d-416a-86f6-58c3b3e6de62
Analysis symbol:
Rechecking for solution: 0
Report Id: 0d27a85a-b3af-4879-8300-c2e463ce056c
Report Status: 268435456
Hashed bucket: bc89ab0a4b894325fa99fe8e27c3090b
Cab Guid: 0 }
--------------
{ TimeGenerated = 10/7/2022 10:42:17 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1818027785413511276, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.6.0
P3: 633bf838
P4: nvwgf2umx.dll
P5: 26.21.14.4276
P6: 5e6e125e
P7: c0000005
P8: 0000000000c144d7
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF0FC.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF5D0.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF5F0.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF5EE.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERF62E.tmp.txt
\\?\C:\Users\geeke\AppData\Local\Temp\WERF97C.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_ba35b19de1fad747b36822defe7ecdef87e03af6_9614c485_28790edd-5f8a-4aad-b00d-3e8b88627d03
Analysis symbol:
Rechecking for solution: 0
Report Id: 2bbceaa5-2931-4a04-8c8b-fb1f747e766b
Report Status: 268435456
Hashed bucket: 443ca877979db03c993aeea3755cc86c
Cab Guid: 0 }
Thank you for doing this!
Saytromi
Can't replicate, seems to work fine for me. π€
1.17.4, dont work sluice ramp
@Nudge I can't seem to replicate this, the clip on works fine in my tests. Can you post your logs from VintageStoryData/Logs to e.g. pastebin.com? server-main, server-debug, client-main, client-debug might be able to tell me something. π€·βοΈ
The lantern clip on feature doesn't seem to work.