
Mods / A Wearable Light
Tags:
#Cosmetics
#Crafting
#Simplification
Author: misterandydandy
Side: Both
Created: Feb 13th 2023 at 2:06 AM
Last modified: Jan 28th at 12:44 PM
Downloads: 42766
Follow Unfollow 566
Author: misterandydandy
Side: Both
Created: Feb 13th 2023 at 2:06 AM
Last modified: Jan 28th at 12:44 PM
Downloads: 42766
Follow Unfollow 566
Latest file for
Various v1.20.x:
AWearableLight-v1.1.31.zip
1-click install
A Wearable Light
Equipable light sources for the player, offering both functionality and style.
Has Config lib support. Install it to configure the mod.
Current Item Types:
- Head: Head-Torch, Head-OilLamp, Head-Candle1, Head-Candle2.
- Waist: Heavy-Belt-Brass-Lantern.
- Backpack: Backpack Lantern.
Available Slots:
- Head
- Waist
- Backpack
Planned Additions:
More items and features are coming soon!
Key Feature:
- Togglable Light:
Players can toggle the light on or off using a customizable keybind (default: L). Works directly from the Hotbar.
Configurable Features:
- EnableSound: Enable or disable item sounds. (Default: true)
- EnableItem: Enable or disable specific items for A Wearable Light. (Default: true)
- EnableRecipe: Enable or disable crafting recipes for A Wearable Light. (Default: true)
- EnableTrader: Enable or disable traders offering items from A Wearable Light. (Default: true)
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.31 | 13986 | Jan 28th at 12:44 PM | Show | AWearableLight-v1.1.31.zip | Install now | |
v1.1.3 | 471 | Jan 28th at 2:14 AM | Show | AWearableLight-v1.1.3.zip | Install now | |
v1.1.2 | Jan 6th at 11:27 PM | Show | Install now | |||
v1.1.1 | 13230 | Feb 2nd 2024 at 12:42 PM | Show | AWearableLight-v1.1.1.zip | Install now | |
v1.1.0 | 715 | Jan 27th 2024 at 5:54 PM | Show | AWearableLight-v1.1.0.zip | Install now | |
v1.0.10 | 2327 | Nov 26th 2023 at 11:45 PM | Show | AWearableLight_v1.18.15-v1.0.10.zip | Install now | |
v1.0.8 | 6011 | Apr 26th 2023 at 10:02 PM | Show | AWearableLight_v1.18.1-v1.0.8.zip | Install now | |
v1.0.7 | 225 | Apr 26th 2023 at 9:39 PM | Show | AWearableLight_v1.18.1-v1.0.7.zip | Install now | |
v1.0.6 | 269 | Apr 26th 2023 at 12:49 PM | Show | AWearableLight_v1.18.1-v1.0.6.zip | Install now | |
v1.0.5 | 215 | Apr 25th 2023 at 8:08 PM | Show | AWearableLight_v1.18.1-v1.0.5.zip | Install now | |
v1.0.4 | 957 | Mar 18th 2023 at 12:24 PM | Show | AWearableLight_v1.18.0-v1.0.4.zip | Install now | |
v1.0.3 | 715 | Feb 22nd 2023 at 5:35 PM | Show | AWearableLight.zip | Install now | |
v1.0.2 | 408 | Feb 21st 2023 at 10:52 PM | Show | AwearableLight.zip | Install now | |
v1.0.1 | 287 | Feb 17th 2023 at 1:07 AM | Show | AWearableLight.zip | Install now | |
v1.0.0 | 327 | Feb 13th 2023 at 2:08 AM | Show | AWearableLight.zip | Install now |
are the current craftable lanterns the oil/candle head lamp and the backpack lantern only atm?
While this is awesome as I can finally now use a shield, I can't help but feel that having a bowl of flaming oil just sloshing around on top of my head can't be safe. All it takes is one head bob or wrong slip and you're doing a recreation of Canadian workplace safety PSA.
I think some clear quartz should be part of the recipe to simulate it not falling out.
Given the cost difference I'd probably lower the oil head lamp's luminosity to be below the brass headed candle. The oil lamp is way cheaper and easier to craft but it has a light level of 9-the better version of the candle lamp meanwhile uses three ingots of brass.
ChaoticSixXx put it in your hand then press L
How to toggle the light on? I have the belt lantern but it doesnt work. 'L' is doing nothing and I can not seem to change to keybind for it as its not in the config.
I've never managed to get the keybind for toggling the light to opeate.
Thank niclass
For anyone, who is unhappy with the light levels, you easily edit the .json property files under 'awearablelight/itemtypes' in the mod .zip. Look for 'lightHsvbyType'. A vanilla lantern is [7, 3, 18].
The last value of the HSV triple (hue, saturation, value) is the brightness, the first two the color.
Suggestion/question: Would it be possible to make it so open flame lights like the candle go out when you're underwater or in the rain?
Cool mod! Would it be possible to have a wearable item that allows for any type of light to be equipped (within reason, torches, lanterns, etc.) to be compatible with other mods that have light sources?
Love this mod so far. The light level really needs to be equivilant to the lantern.
- Suggestions: Different lantern types.
- Issues: Can't seem to toggle the backpack latern once its on.
Destruktn no not at the monent but cool idea.
MistahBurp that version was broke anyways please let the server host to update it.
Tehgarin I'll get around to change values and add other backpack plus other lantern types.
J05HY06 You don't need to make a patch just need to add "lightHsv": [ ], to your backpack
is it possible to repair the torch if you get it from a trader?
Does their condition worsen over time of use?
Hi, I recently made this mod which adds sturdy backpacks to Mr1k3's backpack mod ( updated by The_Box to 1.20.x ) and was wondering if I could add support for this mod? From my understanding I could add a "patch"?
Hey. Uh I need the 1.1.2 version for the server I'm playin on but it's no longer downloadable ;o?
So its for 1.20.x however in 1.20.x backpacks are larger now. Is this only for the smaller non 1.20 backpacks..?? I dont know anyone that is willing to loose two slots for light..and not use sturdybackpacks. WIll this be updated to include those..?
ALso would be nice to have lanterns thatb have lining that are 20level light useable.. or other types of lanterns also..
BTW Great mod.. loving it.. TY so much for your effort in this. Its appricviated even if its doesnt sound like it. It works and were using it so happy is happy..
Update: The L key toggle works for belts but the belt has to be in your bar then hit L it turns off and on then you put it on and it works... Needs to be when we have it on I thought Or the instructions need to be clearer on how it actrually functions. And for bnelt light level 12..? Even a torch is lightlevel 14.
why can't you use bronze lanterns? why is it so restrictive?
Please add other lanterns in the crafting because it is extremly restrictive.
Why the oil lamp has more light than the candle headgear that needs more resources?
Lafa Did you mean to leave your comment blank?
Intangir if you have it equipped you can't toggle it off and on at the moment sorry 😔 I'll get around to see how to do so hopefully. You can only toggle it when it's in your hand.
Is there a changelog anywhere?
Which version works on what version of the game?
Or is the latest still working on 1.20.1?
If the latest still works on 1.20.1, what was changed? do i want to update?
EDIT: Aaaa! Sorry, nevermind.
That little "show changelog" link doesn't work if i try to open it in a new window, you just have to click it... how quaint. :-D
Game changing mod, i can actually use a sword and shield in caves now, fantastic
I noticed i can't seem to actually toggle lights though? when i equipped the belt light, it defaults off and wont turn on
the backpack light defaults on and doesn't turn off, fortunately it defaults on so it IS usable, and totally awesome
thanks for making the 1.20.x version dep change
Intangir you should be able to use it now? let me know if you have any issue.
Groomslayer I fixed the issue sorry.
this is a really good idea, i can't wait to try it but my server is still on 1.20.1 because many other mods are not supporting 1.20.3 yet
Im unable to find the combination to make the backpack lantern in the list.
misterandydandy
Please inform me if you encounter any issues. I apologize for the delay; I had not previously worked with the packet and needed to review how other modders it.
misterandydandy
Graphical Glitch with the backpack lantern
Hi Bunuffin, I've tested with and without this mod (hud clock patch) and same issue, same crash.
Aodhwyn are you using simple HUD clock patch?
For me it happens if it's on the server.
Like other below, crash when pressing the hotkey to toggle light on MP
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.AWearableLightCore.LightToggle() in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 123
at AWearableLight.AWearableLightCore.b__25_0(KeyCombination _) in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 105
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 395
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1780
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 318
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 873
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 247
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi there, I noticed the light level for the belt and backpack isn't as high as if I had a lantern in my hand. Is there any way to change that? Also, there isn't a recipe for the belt, not even in the mod files.
misterandydandy
Looks like the same issue. Game crashes when pressing "L" with oil lamp equipped and without ininventory
Running on 64 bit Windows 10.0.19045.0 with 16270 MB RAM
Game Version: v1.20.0-rc.9 (Unstable)
2025-01-15 09:28:24: Critical error occurred in the following mod: awearablelight@1.1.2
Loaded Mods: autopanning@1.0.1, buzzwords@1.7.0, combatoverhaul@0.0.135, molds@0.1.3, MoreTorchHolders@1.0.0, game@1.20.0-rc.9, armory@0.0.46, awearablelight@1.1.2, betterfirepit@1.1.4, carryon@1.8.0-pre.1, commonlib@2.6.1, hudclockpatch@1.0.0, improvedhandbookrecipes@1.1.0, maltiezcrossbows@0.5.17, maltiezfirearms@0.10.1, particlesplus@1.1.0, petai@3.0.0, claywheel@1.1.2, stepupcontinued@0.0.1, creative@1.20.0-rc.9, survival@1.20.0-rc.9, cats@3.0.0, stonequarry@3.4.2, tameablelocusts@1.0.0, wolftaming@3.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.AWearableLightCore.LightToggle() in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 123
at AWearableLight.AWearableLightCore.<StartClientSide>b__25_0(KeyCombination _) in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 105
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1747
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Using the waist lantern and pressing L doesn't work nor does remapping it work to light the lantern.
Playing on server. Same crash as Archi9 when pressing L. Tested even without items from mod equipped and remapped L key. Singleplayer seems to work fine. 1.20 rc 8.
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.AWearableLightCore.LightToggle() in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 123
at AWearableLight.AWearableLightCore.b__25_0(KeyCombination _) in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 105
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1748
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Okay I'll have to do more tests and I forgot about backpack...
The only item that works for me is the backpack and it does not equip correctly, it floats above the char shoulder, the L key does nothing.Playing on singleplayer creative world, 1.20 rc8.
Archi9 are you playing on a server?
1.20-RC8
Crash when press L button
Critical error occurred in the following mod: awearablelight@1.1.2
Loaded Mods: backpackpackpluscontinued@1.0.0, chiseltools@1.14.8, combatoverhaul@0.0.126, crazyskincustomization@1.0.1, juicyores@1.0.0, moreicons_cs@1.1.0, primitivesurvival@3.7.5, game@1.20.0-rc.8, vsimgui@1.1.7, alchemy@1.6.41, armory@0.0.44, awearablelight@1.1.2, barreldough@2.0.0, betterfirepit@1.1.4, betterruins@0.4.4, blacksmithgloves@1.0.7, carryon@1.8.0-pre.1, chestorganizer@1.0.3, commonlib@2.6.1, composter@1.1.1, configlib@1.4.1, extrainfo@1.9.5, foodshelves@1.4.4, fromgoldencombs@1.8.1, glowingarrows@1.2.2, gourmand@1.3.2, hydrateordiedrate@1.6.3, improvedhandbookrecipes@1.1.0, maltiezcrossbows@0.5.15, maltiezfirearms@0.9.9, prospecttogether@2.0.0-rc.1, rivers@4.0.2, simpletailoring@1.1.5, smithingplus@1.1.8, somethinginthewater@1.2.5, stickydirt@0.1.0, stonebakeoven@1.1.4, th3dungeon@0.3.1, unconscious@1.8.1, creative@1.20.0-rc.8, survival@1.20.0-rc.8, waypointtogethercontiued@2.1.2, wildfarmingrevival@1.3.4, playercorpse@1.11.0, stonequarry@3.4.2, thriftysmithing@1.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.AWearableLightCore.LightToggle() in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 123
at AWearableLight.AWearableLightCore.<StartClientSide>b__25_0(KeyCombination _) in D:\GitHub\VS-AWearableLight\ModTemplate\AWearableLightCore.cs:line 105
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1748
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
You don't need commonlib anymore and please delete old config.
Paradoxal
It's because it won't work on 1.20 at the moment, I am working on fixing issue with this mod and other mods that I got and working on a new mod to try and understand more things.
misterandydandy instantly crashes to desktop when loading into world. I have the update to commonlib.
Running on 64 bit Windows 10.0.26100.0 with 16229 MB RAM
Game Version: v1.20.0-rc.6 (Unstable)
12/28/2024 3:28:57 PM: Critical error occurred in the following mod: awearablelight@1.1.1
Loaded Mods: autopanning@1.0.1, bettertraders@0.0.7, buzzwords@1.7.0, canoemod@1.0.2, chiseltools@1.14.4, combatoverhaul@0.0.105, cutthefat@1.0.1, decor@1.1.9, TA_fieldsandplateaus@1.0.6, caninae@1.0.22, capreolinae@1.1.11, dinornithidae@1.0.5, machairodontinae@1.0.15, manidae@1.0.7, rhinocerotidae@1.0.9, sirenia@1.0.10, grasstoropes@1.0.0, hangingoillamps@1.0.2, immersiveorecrush@2.0.1, millwright@1.1.8, micalchanges@1.0.0, mushroomtrader@1.0.3, primitivesurvival@3.7.2, game@1.20.0-rc.6, zoombuttonreborn@2.0.0, animalcages@3.0.3, armory@0.0.30, egocaribautomapmarkers@4.0.0, betterfirepit@1.1.4, BetterProspecting@1.2.0, betterruins@0.4.0, butchering@1.7.3, carryon@1.8.0-pre.1, commonlib@2.6.1, craftableresin@1.0.0, earlychiseling@1.0.1, extrainfo@1.9.4, firewoodtosticks@1.0.0, foodshelves@1.4.3, greenhousebuff@1.2.0, hudclockpatch@1.0.0, knapster@2.11.2, maltiezcrossbows@0.5.9, nemi@1.1.0, rivers@3.2.0, stepupcontinued@0.0.1, swifttime@1.0.0, mirrors@1.7.2, vtpp@1.1.1, creative@1.20.0-rc.6, survival@1.20.0-rc.6, xlibpatch@1.0.1, awearablelight@1.1.1, stonequarry@3.4.2, tallowcandles@0.1.0, xskillspatch@1.0.3
Involved Harmony IDs: com.misterandydandy.a.wearable.light, XSkillsPatch
System.MissingMethodException: Method not found: 'Vintagestory.API.Common.IInventory Vintagestory.API.Common.EntityAgent.get_GearInventory()'.
at AWearableLight.EntityPlayer_LightHsv_Patched.Harmony_EntityPlayer_LightHsv_Postfix(EntityPlayer __instance, Byte[]& __result)
at Vintagestory.API.Common.EntityPlayer.get_LightHsv_Patch3(EntityPlayer this)
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.<>c.<onBeforeRender>b__8_0(Entity e) in VintagestoryLib\Client\Systems\Render\RenderEffectsAndDynLights.cs:line 49
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 264
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.onBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEffectsAndDynLights.cs:line 49
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 868
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 12/28/2024 3:27:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.0.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x59f0
Faulting application start time: 0x1db595c7981298e
Faulting application path: C:\Users\jerem\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\jerem\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3de8915d-3132-4f55-a89f-896d3f3cf068
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 12/26/2024 7:00:57 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.0.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x4e14
Faulting application start time: 0x1db57f163894da2
Faulting application path: C:\Users\jerem\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\jerem\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 2f336cab-c9e0-4f43-8272-83e09375f72e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 12/14/2024 2:09:08 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.0.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x230
Faulting application start time: 0x1db4e5b76f9889d
Faulting application path: C:\Users\jerem\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\jerem\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 15b76a43-0819-4595-a108-c21887e49037
Faulting package full name:
Faulting package-relative application ID: }
Ya está en la hora de que se actualice el mod
Can i craft/buy the lantern yet, or is the author still working out the kinks with that?
You could just fix it by changing your config instead. No need to re-write and zip the mod again.
Go into \ModConfig\A Wearable Light.json and set "DisableTradable" to true.
This makes all of the add operations from trader-clothes.json work as expected. The author needs to fix this by changing all the values from true to false.
surio
To those interested in fixing the mod to have items available with traders
edit values in "\AWearableLight-v1.1.2\assets\awearablelight\patches\awlconfig\traders\trader-clothes.json" file to
` },
"file": "game:entities/humanoid/trader-clothing.json",
"condition": {
"when": "DisableTradable",
"isValue": "false"
}`
thanks to Pervy_Sage for initiating this discussion.
SkullyDog this is something so many ppl in servers want to have, but it might render the mod OP and prevent admins for adopting it into server gameplays.
Crafting recipes for the head torch and waist belt don't seem to exist in the handbook:
EDIT: I think this is intentional; you have to buy some items from traders.
Having a little error spring up now and then! Here's the crash log (sorry I don't use GitHub)
Running on 64 bit Windows 10.0.19045.0 with 32524 MB RAM
Game Version: v1.19.8 (Stable)
7/18/2024 4:25:58 PM: Critical error occurred in the following mod: awearablelight@1.1.1
Loaded Mods: acorns@0.5.3, aculinaryartillery@1.1.5, ancientarmory@1.0.1, attributerreborn@1.0.6, balancedthirst@0.0.33, bettertraders@0.0.7, blacksmithname@1.1.6, chiseltools@1.12.3, decor@1.1.1, fancysky@1.1.6, fixedpaths@1.0.1, caninae@1.0.16, pantherinae@1.1.9, geodesandgemstones@1.1.1, HangingOilLamps@1.0.1, hideandfabric@1.3.0, hideplayername@2.0.6, hideplayerpins@1.0.0, mannequinstand@1.0.3, moremolds@1.4.2, moreparchment@1.0.0, pondfrogsiii@1.2.3, newzealandfrogs@1.1.1, pondfrogsi@1.2.3, OrnamentalFish@3.0.0, palisademod@1.1.0, playeralias@1.1.5, primitivesurvival@3.5.8, rainfrogs@1.2.1, rpgitemrarityreborn@1.0.5, rpvoicechat@2.3.9, smokychimneys@1.0.0, spyglass@0.5.1, litbrig@0.5.0, translocatorengineeringredux@1.5.1, game@1.19.8, abcsreborn@0.2.2, ancienttools@1.5.18, beehivekiln@1.6.1, beltcraft@1.0.0, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, butchering@1.6.1, commonlib@2.5.0-rc.2, cooperativecombat@1.1.1, decayingcreatures@0.0.3, decoclock@0.9.3, displaycasewall@1.0.3, expandedfoods@1.6.9, extrainfo@1.7.0, fancyplanters@1.2.0, fromgoldencombs@1.5.1, hangingbaskets@1.1.0, herbarium@1.2.0, hudclock@3.4.0, itemizer@1.0.2, kemono@0.0.18, kevinsfurniture@1.2.0, lichenredux@1.8.0, medievalexpansion@3.13.1, metaltongs@1.1.3, moredoor@1.0.0, passthruchutes@1.0.1, rivers@3.1.0, rpgdifficulty@1.0.7, sailboat@1.3.1, sleepvote@1.0.7, slidingdoor@1.0.0, stonebakeoven@1.1.3, storageoptions@1.0.2, th3dungeon@0.2.1, vinconomy@0.2.10, creative@1.19.8, vsinstruments@1.2.7, survival@1.19.8, woodstain@1.1.0, xlib@0.8.6, awearablelight@1.1.1, betterbamboo@1.0.2, bugnetcompatibility@1.0.1, em@2.6.3, helvehammerext@1.6.0, playercorpse@1.10.1-rc.1, rifteye@0.3.6, stonequarry@3.3.1, vanity@2.2.0, wildcraftfruit@1.2.1, xdiseases@0.0.2, xskills@0.8.8, bricklayers@2.5.5, tailorsdelight@1.5.7, dressmakers@1.2.1, upholstery@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.EntityPlayer_LightHsv_Patched.Harmony_EntityPlayer_LightHsv_Postfix(EntityPlayer __instance, Byte[]& __result) in C:\Users\andy-\Documents\GitHub\VS-AWearableLight\ModTemplate\src\Util\Patches.cs:line 44
at Vintagestory.API.Common.EntityPlayer.get_LightHsv_Patch2(EntityPlayer this)
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.<>c.<onBeforeRender>b__8_0(Entity e) in VintagestoryLib\Client\Systems\Render\RenderEffectsAndDynLights.cs:line 49
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 244
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.onBeforeRender(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi, I have translated the mod into german.
de.json
Is it possible to have the light be brighter as you add more backpacks?
I have 4 different clothing traders as well as several other kinds of traders I can reach in a long loop around my home. I have hit them all around six times now and never seen any sign of the belt lamp or any other from this mod on sail from any of them. So I'm just going to use creative to get one, but I don't want to do that unless I get rid of the correct amount of gears at the same time. Does anyone know how many gears the belt lantern should cost??
Was it too dark?
Russian translation https://drive.google.com/file/d/1F5RwUYWHaGej48NkCR7GZgHcVSlZ_RJ0/view?usp=sharing
How can I make item "Brass Lantern(Unlit)"?
It looks like there's no recipe of Brass Lantern(Unlit).
misterandydandy Sturben me! I went and used your "When": "Tradable" code from the Github with "isValue": "true" instead of what you told me and didn't get a light for several trades. Then I went back and did it how you told me and got a light on the first trade after their inventory updated! Smh.
Gotcha, thank you.
Yes I know about the issue I'll be fixing it as long with other things. Set it to false.
Pervy_Sage
I've been trying to buy the tool belt with a lantern from a clothing trader for a while now and he never has anything from A Wearable Light in stock.
I looked in trader-clothes.json and found that it is possible to be sold but is it turned off? I don't know enough about what I'm looking at but it seems given the value assigned?
"file": "game:entities/humanoid/trader-clothing.json",
"condition": {
"when": "DisableTradable",
"isValue": "true"
"DisableTradable" does that mean it can't be traded? If that's true then what's the wording I need to enable them?
All the items that are tradable have this value for "when":
There a new update coming soon
https://ko-fi.com/misterandydandy#
Something that you lot have been asking for 😛
misterandydandy 🤩 Yes please.
I can Pervy_Sage
Can you make this compatible with Advanced Backpack Construction System Reborn?
I'd have to add special handling to make this sort of thing work with Lantern, as it only checks hand and offhand slots.
Falco You have to put it at the bottom of the bar and then shift + right click and it will turn on.
I can't turn the light off. Not that I need to, but it would be nice if this were a configurable keybind.
iodide I haven't tested it myself so I don't know.
Can anyone confirm if this works using v.1.19pre?
Sorry for the long wait I have now updated it too v1.18.15
Ryuu Still working 1.18.15
misterandydandy
Polish version
pl.json
{
"item-clothes-head-torch-on": "Latarka na głowie (Włączona)",
"item-clothes-head-torch-off": "Latarka na głowie (Wyłączona)",
"item-clothes-head-oil-lamp-on": "Lampa naftowa (Zapalona)",
"item-clothes-head-oil-lamp-off": "Lampa naftowa (Zgaszona)",
"item-clothes-head-candle1-on": "Świeczka (Zapalona)",
"item-clothes-head-candle1-off": "Świeczka (Zgaszona)",
"item-clothes-head-candle2-on": "Świeczka (Zapalona)",
"item-clothes-head-candle2-off": "Świeczka (Zgaszona)",
"item-basepart-*": "Świeczka (Podstawa)",
"item-clothes-waist-heavy-belt-brass-lantern-off": "Lampion mosiężny (Zgaszony)",
"item-clothes-waist-heavy-belt-brass-lantern-on": "Lampion mosiężny (Zapalony)",
"item-backpack": "Plecak (Lampion mosiężny)",
"game:heldhelp-headlantern-rightclick": "Przełącz światło",
"game:heldhelp-bags-rightclick": "Załóż",
"game:tabname-awearablelight": "Niesiony Źródło Światła"
}
is it still working on 1.18.10?
Do the wearable lights increase hunger like other carryable lights in the game?
Hi, I also have to put the belt lantern into my hotbar to to turn it on/off. 'L' is not being used, perhaps you could toggle with that key to avoid conflicts?
Is there a way to change the keybind to toggle the light on/off? I think the Movement Mod I'm using overrides it with their ctrl+right click dash function, I can't turn off the backpack one at all (Haven't tried the others yet though). Ideally I'd like to change it to maybe right ctrl+Rmb or just an unintrusive keyboard button if it doesn't need a mouseclick included. I've also tried changing my sprint and crouch binds and still couldn't get it to work.
it would be cool if you could keep adding more light to your player. like an extra light on adds +2 light
it would be cool if you could keep adding more light to your player. like an extra light on adds +2 light
Loco Some of the items don't have a recipe you have to buy them from traders.
Hello I am playing on version 18.1 stable. When i first installed it, items were in the hanbook but with no recipes. I saw that I needed the latest commonlib so I updated it to the currect version. Still no recipes
I would love to have it work like that Nemo4ever I'll have to take a look again..
We need a mod like baubles in Minecraft, so you can open your player GUI find a spot for the lamp and just toggle it from there instead of one more keyboard command.
@CaveSalamander i had tried while wearing it, but once i saw your comment, it worked.
Michaloid I had this same issue and I have sneak/sprint inverted as well, turns out the key for me was Shift+RMB while holding the item in your hotbar. Hope this works for you as well
I went to the controls menu and haven't seen the turn on/off prompt there. And usually mods that bring new controls are put there so idk. Imma check the logs to see if anything comes up. Nope, nothing appears.
Michaloid I don't have that issue so I am not sure what is going on? is there anything within logs? and when you Ctrl + Right Click it should turn it on and off.
No, it simply doesn't turn on. I have shift to run and ctrl to crouch, does this impact anything?
misterandydandy
it should work? Michaloid just make sure you aren't holding it down.
I press ctrl + right click and it doesn't do anything, tried shift too and nothing. how do i turn the brass lantern belt?
misterandydandy can you put a silver-lined brass lantern + backpack into the crafting grid? Or is it only the normal non-lined brass lantern?
Hi Kapibarion so for the backpack you have to put lantern and backpack into the crafting grid to make a new backpack. if you look for items of the name within handbook you should beable to find recipes.
Head-Torch, Head-OilLamp, Head-Candle1, Head-Candle2.
Waist-Heavy-Belt-Brass-Lantern, Backpack.
I'll get around recording a video.
Hello misterandydandy ,
Could you please explain how to use your mod? In particular how to attach a lantern to a backpack or a waist? I have both backpack and a lantern and there is no slot or any way to attach the lantern to the backpack.
Thank you.
I'll do it tonight Craluminum Thanks for letting me know 😁
Could you turn ItemBags class into collectible behavior, please?
Edel_Recke I never had a issue with it? can you post logs
If i use this mod (besides some others; can post all if needed), the RAM usage get#s very high and VS crashes after 20-30 seconds
Frepo t's because you decompile it.
It should be MethodType.Getter where the 1 is.
If you could message me on discord instead because my phone doesn't like this website lol 🤣 Mister_Andy_Dandy#4403
Heeey! This is great! A head lamp is just what I've been wanting for this game. I stole your code into a project of my own to start learning harmony (coz your mod seems small and easy to start with).
I got an error right away after copying over the code from the EntityPlayer_LightHsv_Patched class. my compiler doesn't recognize the second line "[HarmonyPatch("LightHsv", 1)]", (cannot convert from 'int' to 'System.Type[]').
It doesn't seem to want the "1" value there. I was wondering what version of harmony you've referenced? Or rather which 0Harmony.dll file (I see we both are using version 2.2.2.0).
I am planning on adding more to it Smile
Can I suggest a waist-slot lantern accessory that works similarly?
There can also be potential for a light-up necklace that is quite costly as and end-game option.
Keen to see what else is added to maybe add this to our community server
RayoRey
it should if you are using one of them and to turn on Ctrl + Right Click.
How does it turn on? does not produce light