Mods / Nat's Survival Expanded (A survival and progression overhaul)
Author: Nateonus
Side: Both
Created: Aug 19th 2023 at 2:19 PM
Last modified: Jun 26th at 5:47 PM
Downloads: 5445
Follow Unfollow 263
Latest file for Various v1.19.x:
survivalexpanded_0.2.3.zip
1-click install
Survival Expanded
Survival Expanded aims to improve and expand on the existing mechanics within Vintage Story, with an emphasis on making survival into a long-term mechanic throughout the game.
This mod is a significantly large project, and is currently in a testing stage where user feedback is invaluable.
Major Changes
The mod currently makes the following major changes to the game, with many more planned:
- Detailed knapping system
- Time-based entity effects
- Nutrition discovery
- Long-term nutrition management
- Overhauled tiredness system
- Significant tool-tier system changes
- Longer progression
- Miscellaneous gameplay balance
- Knowledge System
- Achievements (have now been made seperate! Check out my Achievements mod!)
Before Playing
It is recommended that you play this mod knowing a minimal amount of information about the systems it changes, and learn, adapt to, and discover the survival mechanics in your own ways. However, there are a few significant pieces of information that you will need to know:
- The tool tier system has been replaced with power percentages. There are now more than just 5 tiers in the game.
- Flint is now commonly found as an ore in cliff-faces and surface caves, as well as loose on beaches and shallow water.
- Flint is now a significant resource that will dictate your early-game success.
- Flint ore will spawn most commonly at sea-level, and is unlikely to spawn at higher or lower Y levels.
- Knapping can only be done using flint, and make sure you have plenty.
- Knap a medium/large carcass to make bone tools.
- Maintain high nutrition levels to increase player stats.
- Knowledge points, which are gained over time, are used to unlock new progression stages.
It is highly recommended that you start a new world when adding this mod.
Specific Changes
The following spoiler sections expand upon all details listed in major changes.
- Hammerstones have been added to make knapping more efficient.
- These are made using flint knapping.
- Knapping can only be done using flint and hammerstones.
- Rocks are still knappable, however voxels can only be removed using flint.
- Rocks can be knappable through the modconfig.
- Knapping now takes longer.
- Held flint have a chance of shattering after each hit during knapping.
- This chance is configurable in the mod config.
- Loose stones can no longer be replaced by flint.
- Flint ore now spawns much more commonly.
- Flint can sometimes spawn on beaches and in shallow water.
- Medium and large carcasses can be knapped using flint to make bone tool heads.
- All 'alive' entities have the entity effects behavior added.
- Added poison effect.
- Poison damages the entity over time.
- Entities are poisoned by eating poisonous items, or being hit by poisoned projectiles.
- If an entity receives two poison effects, they will be stacked into one based on the total amount of damage each poison inflicts and how long they have remaining.
- Players are notified when they are poisoned.
- Added 'broken leg' effect.
- A broken leg can occur after an entity takes falling damage.
- The chance is based on how much falling damage the entity receives.
- This chance is configurable in the mod config.
- The chance is based on how much falling damage the entity receives.
- A broken leg significantly lowers movement speed.
- This speed change is configurable in the mod config.
- A broken leg heals after a set time.
- A broken leg has a chance to occur based on how much falling damage the player takes.
- A broken leg can occur after an entity takes falling damage.
- All nutrition values are originally hidden to the player.
- Nutrition values for meals are not hidden.
- Nutrition values are revealed once the item has been eaten.
- All mushrooms, berries, and berry bushes have unknown names until they (or the respective fruit) is eaten.
- This should work for modded items that use these types too.
- (Specifically, all berry bushes using the BlockBerryBush class, all berries with a code of "fruit-*" that drop from a berry bush, and all mushrooms with a class of BlockMushroom)
- This should work for modded items that use these types too.
- New berries have been added.
- Poisonous berries can be used to poison arrows.
- A knowledge perk can be unlocked to show all nutrition.
- Players have a set of 5 new stats in the game that each tie in with a nutrition category.
- To increase a stat, the specific nutrition category must remain at more than 1000 for 24 hours.
- If a nutrition category falls behind 1000, the stat will decrease at a rapid rate.
- Agility
- Increased by maintaining a high fruit nutrition.
- Increases movement and ranged weapons speeds.
- Vitality
- Increased by maintaining a high vegetable nutrition.
- Controls the health gain from having high nutrition levels.
- Digestion
- Increased by maintaining a high grain nutrition.
- Reduces hunger rate.
- Strength
- Increased by maintaining a high protein nutrition.
- Significantly increases mining speed.
- Constitution
- Increased by maintaining a high dairy nutrition.
- Currently has no effect, but later will increase resistance to all effect and maybe grant natural defense.
- Stats are listed within the character menu.
- Players now have an energy stat, which is between 0 and 12.
- Players need to regularly sleep to ensure their energy is high.
- Players have 4 energy states, each controlling mining speed and movement speed:
- Refreshed (high energy) - Small bonus.
- Normal - No bonus.
- Tired (low energy) - Small penalty.
- Exhausted (very low/no energy) - Large penalty.
- Players can track their tiredness in the character menu, and are notified when their energy state changes.
- Players can now only sleep at night-time, and players do not need to be tired to sleep.
- This is a solution to ensure that player tiredness doesn't become out-of-sync on servers. It's not the most realistic but it'll do whilst I figure something else out.
- Night-time hours are set as 6pm and 6am.
- These hours are configurable in the mod config.
- Players will no longer wake up when they reach max energy - Instead they will wake up in the morning.
- Beds now have two states based on their efficiency that determine the maximum amount of energy that can be restored when sleeping.
- A hay bed will restore ~85% max energy.
- A wood bed (or better) will restore 100% max energy.
- Modded beds should automatically receive these new properties based on their 'sleep efficiency' value.
- All tools and tier-systems in the game now use power percentages.
- Tool tiers, block tiers, damage tiers and protection tiers have all been updated.
- Each current tier in the game maps to a specific power percentage.
- Stone - Tier 1, now 20% power.
- Copper - Tier 2, now 40% power.
- Bronze - Tier 3, now 60% power (see longer progression value for more details).
- Iron - Tier 4, now 80% power.
- Steel - Tier 5, now 100% power.
-
Specific Technical Details for Mod Compatibility
The mod adapts the current tool tier system by multiplying the tier by 20, and using this in the tier code.
Items must use the 'ToolTier' property to change.
Blocks must have the 'RequiredMiningTier' property to change.
Entities must have the MeleeAttack AI task (or any subclass of it) with the "damageTier" property to change.
Wearables (armor) must have the 'ProtectionTier' property to change.
If you wish to create an object that has a specific power, then set the tier to the negative of that value. For example, a pickaxe with 50% should have a tool tier of -50. A block that requires a tool of 35% to mine should have a requiredMiningTier of -35.
I want to release this system as a mod API for others to use.
Any mod that patches the 'OnDamageCalculation' function in the 'ModSystemWearableStats' class is extremely likely to cause issues with this system and how much damage entities do. I'm hoping to find a different way of patching this calculation, so please hold on.
- Any text referring to tool tiers has been replaced with respective power percentage text.
- Flint spawn changes (see Better Knapping section) make flint gathering an active task, instead of generally picking it up as you go around.
- Bone tools (see Better Knapping section) have a tool power of 30%.
- Bismuth ores can only be mined using a tin-bronze pickaxe.
- Gold and silver ores can only be mined using a bismuth-bronze pickaxe.
- Iron ores can only be mined using a black-bronze pickaxe.
- New progression stages can be unlocked using knowledge points.
- Knowledge points are gained over time, at a rate of 1 per day (configurable).
- Progress to the next knowledge point is lost at death.
- Bears and wolves no longer aggressively chase the player.
- There is a slight bug with this - If a bear or wolf is chasing another entity and a player becomes to close or the entity dies, the bear/wolf will now target and chase the player as if it was attacked.
- Cattails/Reeds now show how long it takes to regrow.
- Many clay objects have a configurable chance to break on use.
Mod Compatiblity
Due to the large-scale nature of this mod, compatibility with other mods is a difficult task. A goal of mine is to make this mod fit in smoothly to many other mods, and potentially be something that other mod authors can create their mods around. All content mods should work with this mod, however significant-sized code mods may have issues.
If you run a large mod with this one, please let me know on the compatibility between the two! However, please do expect to run into some issues or oversights when using other large-scale mods alongside.
Please also let me know if there are specific problems with mod compatibility, as I wish to formulate a list on what mods are compatible and supported for this mod.
Mod's Future
This mod is a significant passion project of mine, and I work on it during most of my free time. I have a significant amount of plans for this mod's future, and I aim to release regular updates, however this frequency will entirely depend on how my personal life is going. As such, any support, critisicms, or contributions are highly welcome, and remind me that there is someone out there enjoying something I have made. That's a pretty huge motivation boost.
If you wish to donate to my work, you can do so on Ko-fi. Donations give me a massive boost of encouragement to keep working on my modded content!
Version History + Updates
It is highly recommend to create a new world when upgrading to v0.2.0. This update introduces new progression mechanics that may cause existing worlds to lose progress.
- Added 'Set Knowledge Points' command. Usage is '/setknowledgepoints player points'
- Suitable for 1.19 versions!
- Removed achievements. Use my Achievements mod instead!
- Added the progression system
- Each player gains knowledge over time, in the form of knowledge points.
- Knowledge points can be spent on progression perks that allow the player to do different things, including:
- Using clay
- Smelting copper
- Smelting bronze
- Smelting iron
- Smelting steel
- Cooking meals
- Preserving meals
- Farming
- Learning food nutrition
- When a player dies, they lose progress to their next knowledge point.
- Some perks require other perks to be purchased first.
- The rate at which knowledge points is set at 1 per day, however this is configurable
- Added achievements
- Each player has a set of achievements to unlock.
- Achievements do not have any impact on gameplay, however are shown to all players when unlocked.
- Added the first achievements:
- Stone Age
- Potter
- Copper Age
- Bronze Age
- Iron Age
- Steel Age
- Freshly Baked Bread
- Lovely Cheese, Gromit!
- Goliath
- Engineer
- Some clay objects can now break
- Bowls, crucibles, and molds have a chance of breaking on use.
- This only occurs when the clay object is empty - No contents will ever be lost.
- Chance of clay objects breaking is configurable per object type.
- This means clay is a valuable and required resource all throughout the game.
- Bowls, crucibles, and molds have a chance of breaking on use.
- Added more misc. changes
- Cattails/Reeds now display when they are due to regrow.
- Bear & Wolf agression is now configurable
- Sleeping now actually wakes the player up at the appropriate time.
- Firepits now take into account the sleep-time multiplier when cooking.
- i.e., firepits cook relative to world time and not a constant time.
- Bone tools can now be used in recipes.
- Some bug fixes.
- Added the hammerstone
- The hammerstone is created by flint knapping, and is used to knap much faster.
- Added ability to disable clay and peat tool requirement changes in config
- Added ability to disable all ore tool requirement changes in config
- Stones can one again be used for knapping through the mod config, however at a much slower speed than flint.
- Stones break twice as often during knapping than flint.
- Fixed config not loading
- Fixed flint spawns being too low
- Increased loose flint spawns in and near shallow sea water
- Increased flint ore spawning
- Flint ore now spawns in limestone
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.2.3 | 1654 | Jun 26th at 5:47 PM | Show | survivalexpanded_0.2.3.zip | Install now | |
v0.2.2 | 911 | Apr 8th at 10:09 AM | Show | survivalexpanded_0.2.2.zip | Install now | |
v0.2.1 | 714 | Feb 21st at 5:01 PM | Show | survivalexpanded_0.2.1.zip | Install now | |
v0.2.0 | 746 | Dec 14th 2023 at 6:35 PM | Show | survivalexpanded_0.2.0.zip | Install now | |
v0.1.1 | 1213 | Aug 20th 2023 at 7:19 PM | Show | survivalexpanded_0.1.1.zip | Install now | |
v0.1.0 | 207 | Aug 19th 2023 at 11:41 PM | Show | survivalexpanded_0.1.0.zip | Install now |
I'm trying out this mod. A good progression system is something that I think is sorely lacking from the base game. This mod helps quite a bit. Are you considering adding more to this mod or perhaps tweaking some things? I really wish it had a skill point system that passively accumulates the more you do a specific action. Like a percentage chance you'll gain a point towards digging every time you use a shovel to dig. And then once you reach certain levels in digging your digging increases in speed. Then you could make death include losing some of these levels.
Dividing different craftable items by difficulty would be interesting too. You could then add a skill tree that allows players to unlock more difficult items to craft with their skill points.
loving the mod! Suggestion for the clay bowl breakage to be reduced when sitting. eating on the run is more clumsy than a sit down meal.
Nateonus Hi, i am getting this error every time I am booting up my server.
23.10.2024 12:13:14 [Server Debug] [Survival Expanded] Loading Survival Expanded mod. Enjoy!
23.10.2024 12:13:14 [Server Error] [Survival Expanded] Could not load Survival Expanded config. Loading default settings instead.
The config file is in the proper folder and has the name "survivalexpandedconfig.json".
Do I miss something or why doesn't it load the config?
I kind of have to agree with Shadow from 3 comments below. I was reading through this mod and really like what it proposes to change. The only issue is that because it seems to cover so many areas it feels hard to impliment with other mods.
Perhaps you can look at colab with some popular mods to make patches or something?
Xskills i know can change certain aspects of your temperature and give bonuses when you sleep. If there is any major change it might not hook right.
I know the butchering mod does stuff with animal drops so that feels it might conflict and most of this stuff has knapping involved in it somewhere so how does that fit in?
Changing ore generation might funk with some people or create issues with worldgen mods
All in all I would use it if it didn't have changes to Knapping and there might be a few other things i would like to see turned off if they conflict with world gen, material processing, or the like. I don't need knapping to be harder lol
hi! does the knowledge system work with other content mods?
how would i go about gating something behind a knowledge tier?
I love your mod, but do you think it could be more modular?
Or to have some options in the config file to disable some of the mechanics (like Nutrition discovery, Significant tool-tier system changes, Longer progression, Miscellaneous gameplay balance,Knowledge System)
I disabled the knowledge system, but seems to only not giving the xp points, but you will still need the points to unlock tech tree.
Sorry for the request. I don't usualy do this, but this mod has so much potential.
Thank you.
Currently ran up on an issue where after installing a different mod this one will start a new world with all knowledge in the knowledge menu already bought. Currently looking into what the culprit is.
Edit: I found the culprit! It's Entities Interact by Dnd. After disabling this mod I no longer found myself having this issue! It would be nice if we could get a patch that lets this mod play nicely with that one.
MIght be cool to randomize the berries and mushrooms on world creation if that's something that's possible.
Would be nice to have tee and coffee, both cultivated in warm climate, coffee, roasted, grinded and boiled (in cooking pot), gives energy boost, while tea (seasoned leaves, crushed and boiled) slow down spinning of temporal stability wheel.
Coffee should deplete nutrition levels, to avoid overuse.
EDIT: or just add config for such effects, to use items/potions from other mods.
Another idea: psychodelic shrooms abruptly decreasing temporal stability, if eaten.
Hi, i translated the mod into german.
survivalexpanded/de.json
game/de.json
The formatting of the text in German is not correct.
screenshot
Is it possible to have option to switch off pickaxe restrictions? These sound a little bit unrealistic.
EDIT: I think I found it, this option have just little tricky name.
When I eat a whole piece of pie in multiplayer, an error occurs and the game crashed
17.6.2024 21:51:50 [Server Error] ] Exception:Object reference not set to an instance of an object.
at survivalexpanded.BreakingClay.BreakingClayPatches.AfterFinishEatingBowlMeal(BlockMeal __instance, Single secondsUs ed, ItemSlot slot, EntityAgent byEntity, Boolean handleAllServingsConsumed, Boolean -_result) in C:\Users\Nat\Documents\Softwarelwork\VSMods\survivalexpanded\survivalexpanded\BreakingClay\BreakingClayPatches.cs:line 69
at Vintagestory.GameContent.BlockMeal.tryFinishEatMeal_Patch3(BLockMeal this, Single secondsUsed, ItemSlot slot, Enti
tyAgent byEntity, Boolean handleAlLServingsConsumed)
at Vintagestory.GameContent.BlockMeal.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, Blo
ckSelection blockSel, EntitySelection entitySel) in VSSurvivalModìSystems\Cooking\BlockMeal.cs:line 108
at Vintagestory.GameContent.BlockPie.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, Bloc
(Selection blockSel, EntitySelection entitySel) in VSSurvivalMod\Block\BlockPie.cs:Line 160
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, Connectedclient client) in V
intagestoryLibl Server\Systems\Inventory.cs:line 255
at Vintagestory.Server.ServezMain.ProcessetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\
Server\ServerMainNetworking.cs:line 138
Follow up to my last question, for anyone reading this- There is a config option to enable/disable wolf and bear aggression. \0/
Secondly, just wanted to say that this is a fantastic mod. Really hope you keep going with it, as it has a lot of potential for expanding on the survival aspect of the game as well as providing tools for managing game progression.
The only suggestion I have at this point would be to consider ways to expand on the knowledge system so that advancing in knowledge is tied to activity in a certain area, such as forging, in order to acquire knowledge that allows you to progress toward higher tiers of crafting in that field.
Unfortunately, there are players that will simply lock themselves in a secure room waiting for time to pass so they can acquire their next knowledge point, without actually doing anything.
What's the current suggestion for adding stuff from other mods to unlock?
I have the same question SK103 does- I like everything I've read on the mod except nerfing wolves and bears aggressively chasing players. How do we undo this if we want to keep this aspect of danger in the wilderness?
Hello!
Quick question, can anyone point me in the direction to revert the following setting?
-Bears and wolves no longer aggressively chase the player.
Thank you!
Awesome mod! Really makes the experience better, I especially like the knowledge points and achievements! A little question about that though, I see the knowledge points are time-based, are you planning on expanding on it and maybe making a sort of xp-based system? Like, doing certain things (either crafting or mining, hunting etc) would earn you more or less xp (depending on what you're doing/mining/crafting or something like that) that would then help in your knowledge progress and make it a little faster? I love how it's now based on points but I think that option would make it even better :D
Would it be possible to get the clay object breakage feature as a stand-alone mod? It feels like something that should be part of the vanilla game, and it would be great for folks who aren't quite ready to give all of Survival Expanded a try. XD
Russian translation https://drive.google.com/drive/folders/1HfEfnPi_MqM0YeLAtxSvYVBjTXoPC6Wk?usp=sharing
Rapidash indirectly, yes. You cannot disable the tiredness system completely, but you can set every penalty for tired or exhausted states to zero in the config. This would just leave you with messages in chat that you are exhausted.
I love all of this, except the tiredness. Is there a way to disable this feature but keep everything else?
A bit of extra documentation for any noobs like me since it wasn't clear: When trying to form clay, this mod will give you the error "You do not have the knowledge to do this". Press K to open the Knowledge Journal to purchase the knowledge for 2 points, requiring you to be alive for 2 days (I think). Not to be rude, but please mention "(Press 'K')" in the "Knowledge System" bullet point under the Major Changes section of the description! Aside from this small documentation error, this is a great mod, thank you.
Ragman Yes, I'm not 100% sure what was actually causing the bug - I hadn't even considered that the function in question would be called when the world was being created. But looking at a few crash logs, they have all stemmed from that function. It should all be fixed now.
Awesome, thank you! It works!
Just to make sure no part of the bug is still present: You and Akiae mentioned the bug being triggered via not having anything in the inventory. The first time it happened to me ( and a few subsequent tries until I killed myself for test purposes) I was equipped (backpack, gear slots, quickbar slots filled) and had an empty bowl in my hands - which I ate the contents of before logging off the session before.
Ragman and Akiae the new update will fix that bug you're having!
Hi all, released an update that fixes that recent bug regarding not having any items in your inventory. This update will not have any other effects on existing worlds.
i got a random crash when i tried to boot after a few sucseful world loads. "
Running on 64 bit Windows 10.0.19045.0 with 16288 MB RAM
Game Version: v1.19.7 (Stable)
4/7/2024 2:28:52 AM: Critical error occurred in the following mod: survivalexpanded@0.2.1
Loaded Mods: aculinaryartillery@1.1.4, ancientarmory@1.0.0, cattailstodrygrass@1.0.0, Ceramos@0.5.1, chiseltools@1.10.8, claycasting@1.1.5, craftingtable@0.6.0, driedfirefuels@1.1.1, fancysky@1.1.6, fixedpaths@1.0.1, floralzonescaperegion@1.0.6, floralzonescaribbeanregion@1.0.3, floralzonescentralaustralianregion@1.0.1, caninae@1.0.10, casuariidae@1.0.1, machairodontinae@1.0.3, pantherinae@1.1.2, sirenia@1.0.1, geoaddons@1.3.3, HangingOilLamps@1.0.1, haybales@1.1.2, instanddrifterdrops@1.1.0, lanternpost@1.0.8, moreclay@1.0.2, MoreTorchHolders@1.0.0, newworldgianttortoises@1.1.1, OresAPlenty@3.2.0, patchespanpatch@1.0.0, primitivesurvival@3.5.0, rcl@1.0.2, satup@0.1.0, scraps@1.1.1, sheepdontfly@1.0.0, someextramolds@1.0.3, sortablestorage@2.2.3, spyglass@0.5.1, ot_SticksFromFirewood@1.1.0, easytorchlight@1.0.0, Vanilla_PlusWorldGen@1.3.5, vintageengineering@0.0.7, volumetricshadingreupdated@0.7.5, game@1.19.7, weedbegone@1.0.0, abcsreborn@0.2.1, Alarm@1.2.0, animationmanagerlib@0.7.2, BreakOreWithRocks@1.0.0, butchering@1.5.5, cancrops@0.2.2, chickenfeed@1.1.2, chickenSit@2.0.1, Clumps@1.0.0, commonlib@2.3.7, cuniculture@1.0.2, expandedfoods@1.6.9, flowerfarming@1.1.0, herbarium@1.1.0, immersivewoodchopping@0.7.1, sailboat@1.3.0, knifemold@1.0.1, maltiezbows@1.0.4, moreanimals@1.3.3, moreplaster@1.0.2, petai@2.2.3, pigfeed@1.0.3, projectiletracker@1.0.0, resmeltableslight@1.0.0, rylarmor@0.1.0, scarecrow@1.4.3, scythemold@1.0.1, sealcrockswithclay@1.0.0, simplestep@1.1.7, starvation@1.0.5, steelanvil@1.0.0, stonerailings@1.2.1, storagecontroller@1.0.8, survivalexpanded@0.2.1, th3expansion@1.2.0, thecritterpack@0.9.1, toolworks@1.8.1, tstools@2.1.1, usefulstuff17@1.3.2, vanvar@4.0.0, creative@1.19.7, vsimgui@0.3.3, survival@1.19.7, weatherthestorm@1.0.0, woodbarrels@1.1.0, yummyfoods@1.0.4, awearablelight@1.1.1, bullseye-continued@2.5.8, configlib@0.4.2, em@2.5.1, extraoverlays@1.4.0, feverstonehorses@1.6.1, fsmlib@0.4.0-dev.1, morefloors@2.0.0, slanted_display_cases@1.3.2, stainedbeams@1.0.0, vanity@2.1.2, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, wolftaming@2.1.2, xinvtweaks@1.6.1, bricklayers@2.5.1, maltiezcrossbows@0.2.2, maltiezfirearms@0.5.0, maltiezspears@0.0.2, tailorsdelight@1.4.0
System.NullReferenceException: Object reference not set to an instance of an object.
at SurvivalExpanded.HiddenNutrition.CollectibleObjectPatcher.BeforeGetHeldItemInfoForBehavior(CollectibleBehaviorHandbookTextAndExtraInfo __instance, ItemSlot inSlot, StringBuilder& dsc, IWorldAccessor world, ICoreAPI ___Api) in C:\Users\Nat\Documents\SoftwareWork\VSMods\survivalexpanded\survivalexpanded\HiddenNutrition\CollectibleObjectPatcher.cs:line 202
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHeldItemInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch4(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 401
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 40
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 84
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 418
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 120
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 4/4/2024 8:08:53 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: coreclr.dll, version: 7.0.1523.57226, time stamp: 0x655ed961
Exception code: 0xc0000005
Fault offset: 0x00000000001c7f1c
Faulting process id: 0x1ee8
Faulting application start time: 0x01da868724e97553
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.15\coreclr.dll
Report Id: 378c49e0-87f5-4a1a-8cff-d09d2ecf737b
Faulting package full name:
Faulting package-relative application ID: }" No idea why. it was fine multiple times before. no aditional mods were added...
Nateonus
Awesome to hear. If you need further info to work with, don't hesitate to ask.
Ragman @Akiae
Damnit. I'll look into this and get it fixed.
I had and still have the same issue, you cant have empy hands at the start of the world xd Ragman
Nateonus
Is it possible to fix this?
Nateonus
Firstly, thank you for this awesome mod. We really like the somewhat slower more deliberate approach to the game.
So, me and a friend play on a private server. Everything went smooth for a few days of playing. Today I wanted to login and consistently got the following error:
Running on 64 bit Windows 10.0.19045.0 with 31904 MB RAM
Game Version: v1.19.6 (Stable)
31/03/2024 21:50:51: Critical error occurred in the following mod: survivalexpanded@0.2.1
Loaded Mods: aculinaryartillery@1.1.3, bettersticks@1.1.0, driedfirefuels@1.1.1, extrachests@1.8.0, caninae@1.0.10, capreolinae@1.0.5, machairodontinae@1.0.3, pantherinae@1.1.2, sirenia@1.0.1, geoaddons@1.3.3, lumbersling@1.1.0, moreclassesrevised-v1-0-4@1.0.4, plantmat@1.7.2, primitivesurvival@3.4.9, qptech@1.14.4, salmonfix@1.0.0, she1fish@1.2.0, Vanilla_PlusWorldGen@1.3.5, game@1.19.6, abcsreborn@0.2.1, alchemy@1.6.25, ancienttools@1.5.14, animalcages@3.0.2, animationmanagerlib@0.7.4, betterruins@0.3.4, butchering@1.5.5, canjewelry@0.2.18, carryon@1.7.4, expandedfoods@1.6.9, fromgoldencombs@1.4.25, herbarium@1.1.0, immersivewoodchopping@0.7.1, sailboat@1.3.0, medievalexpansion@3.13.1, petai@2.2.3, somethinginthewater@1.2.0, storageoptions@1.0.2, survivalexpanded@0.2.1, thecritterpack@0.9.1, trailmod@1.0.7, usefulstuff17@1.3.2, creative@1.19.6, vsimgui@1.1.2, survival@1.19.6, wildfarmingrevival@1.1.8, xlib@0.8.0-rc.2, bullseye-continued@2.5.8, cats@2.0.1, configlib@1.1.1, feverstonewilds@1.4.5, foxtaming@1.4.0, fsmlib@0.3.1, pickupartist@0.2.0, simplewinddirection@1.0.2, treetapping@1.0.0, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, wolftaming@2.1.0, xinvtweaks@1.5.9-rc.1, xskills@0.8.0-rc.2, itemmagnet@1.1.2, maltiezcrossbows@0.2.2, maltiezfirearms@0.5.0
System.NullReferenceException: Object reference not set to an instance of an object.
at SurvivalExpanded.HiddenNutrition.CollectibleObjectPatcher.BeforeGetHeldItemInfoForBehavior(CollectibleBehaviorHandbookTextAndExtraInfo __instance, ItemSlot inSlot, StringBuilder& dsc, IWorldAccessor world, ICoreAPI ___Api) in C:\Users\Nat\Documents\SoftwareWork\VSMods\survivalexpanded\survivalexpanded\HiddenNutrition\CollectibleObjectPatcher.cs:line 192
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHeldItemInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch5(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.GameContent.ItemWearable.GetHeldItemInfo_Patch1(ItemWearable this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 400
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 40
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 84
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 418
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 120
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
We changed nothing other than updating the Game version to 1.19.6 and Expanded Foods after the bug occuring in hopes of fixing it. Wiping my player data worked insofar as to stay connected to the server. That is, until I looked at certain food related items like unknown berry bushes or certain cooked meals and such. As soon as I do, I get the exception again. Disabling the knowledge system or the hidden nutrition didn't work.
Update: We now also setup a new world with the hidden nutrition mechanic disabled in the config and now my friend gets the error consistently.
Peppepx Thanks for letting me know. I'll look at this and get a fixed version out.
Nateonus Running This mod alongside Expanded foods and A Culinary Artillery on a server on 1.19.5 stable, eating any kind of pie slice throws an exception and crashed the player to the server. Seems to have to do with the clay breaking mechanic, even though I have that entrirely disabled in the config file. Here is the server msg:
@Nateonus This occurred to me as I was thinking about it coming home from work today! Thank you and sorry for the trouble! I have learned a little about knapping from thinking and reading about this mod and about knapping in-game in general. I'm sure you already know, hammer stones are typically not made from flint but from river rocks! At least, as far as I can tell from brief searching online. Thanks for this mod.
loopernow You can create hammerstones through the flint knapping menu, the same way you create any flint tool head.
I see that hammerstones are made by knapping, but what is the recipe? Is that something that I'm supposed to figure out somehow in-game? The hammerstone entry in the in-game help does not list a recipe.
Tossed this into my modpack to see how it played with other mods. I haven't done anything extensive, but figured I'd comment on the preliminary compatibility I've found so far.
I like the changes of this mod, particularly the efforts on flint and knapping. Whether or not the changes are realistic, they make the knapping system a little more interactive, which I'm all for. I have come across two issues though.
As far as balance I think it is a good starting point. I haven't found nearly any flint in shallow water, only in rock faces. Could be bad RNG of course. Also, the broken leg heals wildly fast. I also edited the speed multiplier to not slow down as much which feels better given how quickly it heals.
Speaking of config, what does 'FirepitsUseWorldTime' do?
Thanks for the mod!
Yeah, they did a clean install which fixed their solo vanilla crash, and the MP join looks to be this:
[1.19.4] Known issue - Game Crashes when I try to join a modded server · Issue #3648 · anegostudios/VintageStory-Issues · GitHub
Sorry to bother.
May be able to disregard. That same client crashed with no mods, so we're investigating. Will update.
JudgeRW if you could send me the log via Discord or just post the relevant section on here, that'd be ideal.
My Discord is npf9916.
Getting a consistent multiplayer crash.
Game version: 1.19.4
Mod version: v0.2.1
Host does not experience the crash, but the joining player is consistently crashing with a null object reference. (Object reference not set to an instance of an object.)
Let me know if you want the logs.
Hey Chickend, ty for the comment.
All your mod config files can be found in %appdata%/VintagestoryData\ModConfig. Simply copy that into windows' file browser and it should take you there.
And you can now dig clay with whatever - With the introduction of the perk and research system, it didn't feel necessary to further lock clay.
I've been having trouble finding the mod config file in the zip file. I have a minimal amount of knowledge in regards to mods so I only messed around with JSON files when tweaking mod settings.
I also happen to notice that I can still dig up clay without bone tools, perhaps due to a mod, the only one I can think of is the "More Clay" mod?
Version for 1.19.3 (and others) now exists.
P.s., LarekFlynn, it appears that the spear issue on version 1.19.4-rc.1 is actually a recognised issue with that game version. See: https://discord.com/channels/302152934249070593/351624415039193098/1209938533897216070
It'll should be fixed on the 1.19.4 game release.
Hey all, I'm hoping to update this mod for 1.19 soon!
I say this is a must have mod!
Wont load even when its the only mod v1.19.4-rc.1
19.2.2024 20:08:55 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.ItemSpear.OnLoaded(ICoreAPI api) in VSSurvivalMod\Item\ItemSpear.cs:line 19
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 312
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 614
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 534
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 390
Any chance you could please update this mod, makes the game just the right kind of difficult that vanilla vintage is to... vanilla. Thank you
Nateonus
config is missing the ability to disable the long term stats.
I would like to say a big thank you to Nateonus for the knowledge system! It slows down game progress tremendously, but in an extremely entertaining way. This should be officially included in the game for that reason alone (the rest of the functions too, of course)!
¡Me gustaría agradecer a Nateonus por el sistema de conocimiento! ¡Ralentiza significativamente el progreso del juego, pero de una manera extremadamente entretenida! Sólo por esta razón, esto debería incluirse oficialmente en el juego (y el resto de funciones también, por supuesto).
saludos desde baviera ;-)
SalazarWindriver - the keybinding is "K", but it overlaps with same key from the CarryOn, if installed. You can remap it.
Is anyone else not able to pick anything up off the ground when this is active?
How do you access the knowledge system?
Hello,
I have few thoughts after some hours spend with this mod enabled, in no particular order.
Broken leg could be renamed to 'twisted' or something like that, because untreated broken leg is unlikely to heal well.
Would be great to have some other mods integrations, so taking clippings from bushes to grow new ones would also work on bushes from this mod. (There are overlaps between wildcraft and this mod, like cloudberry, personally I like low cloudberry variant more, I mean visually but perhaps both could co-exist just dropping berries that give same things despite 2 different mods being source for them. This however might not play nice with juices..
Other way than sleep to regain some energy would be nice, otherwise it feels slightly unnatural to be tired in midday and still having to wait end of day to sleep to gain energy.
Some message when first time knapping and you break flint first time would be nice to ease learning curve for this mod.
Mods that fit well with it (imo) Ochre, Lichen because neolitic/caveman vibes. Wildcraft for plants variety however bit more of integration would be nice, especially for properties that are either beneficial or harmful. Primitive Survival, again lots of good additions that totally fit for pre-metal survival being longer and more rich in experiences.
Thap RuneScholar
The reasons for the limitations on flint and stone knapping are done to make stone tools require slightly more effort, especially given how easy it is to find stones in the game.
Flint is the only rock you can knap to make tool out of. There is a config setting to enable you to be able to use any stone to strike with, if that's what you're after.
The mod does not claim to be based around realism or to make the game more realistic, it aims to make the gameplay and survival aspect of each age somewhat more intricate.
@runescholar i thought that was a me problem.. i was wondering why i couldnt knap with another hard stone
Thap
What?? That’s so weird. As you said, you should only be able to knap stones that reliably conchoidal fracture. Any hard stone can be your striker/hammerstone.
RuneScholar Also from the description it seems to be done in a completely opposite way where you can knap any rock but you can only strike with flint? Which makes no sense. If anything you should only be able to knap microcrystallines and glasses like flint, chert, obsidian but should be able to strike with basically any stone.
Why would you reduce knapping to only flint when it can be done with many rocks? Chert, olivine, and others are knappable.
how do you add lamps to lamp post
DancingHoskuld - Hey, thanks for the comment!
First thing you should probably make is a hammerstone - It's a particularly shaped rock designed for knapping stone tools during the Stone Age. Although, saying that, maybe I'll tune the break chance for flint to be a bit lower.
Interesting that you can't get flint from stone, you're not the first person to have said that so I suspect there's a mod conflict going on. I'll see about ensuring that the behavior is there so that you can mine it with your hands.
I broke 5 flints making my first knife then 6 more trying to make an axe. I only got half way through making the axe before I ran out of flint.
Also I could not get flint out of stone but I may not have been patient enough. Nothing was happening as I hit the stone with my hand.
I am using Wildcraft : Fruit and Nuts it has some of the same fruits as you do. Cloudberries are a bush in your mod and a ground cover in theirs.
It's pretty interesting and makes for a deeper gameplay experience, as you can rely on your previous knowledge (meta) to know what's good for your and even then, sometimes, you get fooled.
My main caveats is the tools being unusable in recipes (can't use the axe to produce fences/firewood ; same with the knife), a minor incompatibility with bullseye ( spears are keeping the OG aim system) and the fact that it would be nice to "craft" placeable carcasses to use the stockpiling bones, truly.
Excepted these rather minor things (Ochre has the same issue with its tools), I really dig it. Keep it up man!
Randomly getting this error message on my server:
[Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at SurvivalExpanded.PlayerNeeds.TirednessSystem.BlockEntityBedSurvival.Vintagestory.API.Common.IMountable.DidMount(EntityAgent entityAgent) in C:\Users\Nat\Documents\SoftwareWork\VSMods\survivalexpanded\survivalexpanded\PlayerNeeds\TirednessSystem\BlockEntityBedSurvival.cs:line 183
at Vintagestory.API.Common.EntityAgent.doMount(IMountable mountable) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 231
at Vintagestory.API.Common.EntityAgent.updateMountedState() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 205
at Vintagestory.API.Datastructures.SyncedTreeAttribute.MarkPathDirty(String path) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 106
at Vintagestory.API.Common.EntityAgent.TryMount(IMountable onmount) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 195
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 140
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 49
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 2244
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 680
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass12_0.b__0() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 596
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 2759
at Vintagestory.Server.ServerMain.ProcessMain() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 888
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
Not sure why it started happening all of a sudden. I can no longer sleep in a bed. Every time I try, this happens.
Bbsidian was commenly used in perhistoric times because it could be made sharper, but is a bit more fragile. They also used to knap quartz crystals for arrowheads but that was rare. Obsidian however was used very often.
So I wanted to say that this mod is amazing. I actually have a reason not to die and I love the little boosts for having a balanced diet. Just eating meat/meat/meat/meat stews were getting boring. And and and... yeah, this mod is just great and really adds to the longevity/play of the game. So here is your cheerleading an thanks for spending time on this mod. Everyone on my server appreciates your work!
I was wondering if it was possible to make a config for animal aggression? In our game wolves and bears are basically non-entities unless you sit on their heads. It takes a lot of the danger of exploring and I was hoping to add some of that back in there. (and maybe it's just an easy thing to do? maybe? i hope?)
The other thing is making bone items work in crafting. (I'm assuming that's a pain in the butt)
Does this do anything with Titanium? I was testing this in creative. I heated some titanium ingots, but when I go to the anvil it says it needs a tier 5 anvil. There's no tier 5 anvil in the game lol. I was considering adding a mod that adds titanium tools alongside this.
Hello
I ran into a problem
I can't break flint ore with my hands, rocks or hammerstones don't help either
Please tell me what could be the reason and how to fix it?
Really enjoying this mod! I really, really have appreciated that bears and wolves aren't just attack on sight; that always feels bad when they usually have, y'know, self-preservation. I wanted to add a suggestion, since your previous comment mentions overhauling progression. I wanted to suggest adding a copper bopper, which can be used to knap stones but has better durability. Copper boppers are essentially just a little copper cap on a wooden handle that you use in lieu of a hammerstone.
We keep getting a weird crash. haven't quite identified what's causing the crash, but wanted to make sure the report got handed to you.
Running on 64 bit Windows with 16296 MB RAM
Game Version: v1.18.10 (Stable)
9/19/2023 9:44:55 AM: Critical error occurred in the following mod: <8>survivalexpanded@0.1.1
Loaded Mods: aculinaryartillery@1.0.15, bettercrates@1.6.0, betterruins@0.2.2, hideandfabric@1.3.0, millwright@1.0.8, moreclassesrevised-v1-0-4@1.0.4, moremolds@1.4.2, she1fish@1.1.0, translocatorengineeringredux@1.4.6, game@1.18.10, wildcraft@1.6.6, abcsreborn@0.1.2, alchemy@1.6.16, animalcages@2.2.0, carryon@1.5.0, commonlib@2.2.0, expandedfoods@1.6.7, hudclock@3.2.0, sailboat@1.1.0, petai@1.8.1, prospectorinfo@4.3.0, stillnecessaries@1.0.1, survivalexpanded@0.1.1, th3dungeon@0.1.3, usefulstuff17@1.2.0, creative@1.18.10, survival@1.18.10, xlib@0.7.4, cats@1.8.0, em@2.3.0, feverstonewilds@1.4.2, playercorpse@1.8.0, simplewinddirection@1.0.2, stonequarry@3.1.5, wolftaming@1.8.0, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at SurvivalExpanded.EntityEffects.Patches.EntityEffectTriggerPatches.BeforeReceiveDamage(EntityAgent __instance, DamageSource damageSource, Single& damage, Boolean __result) in C:\Users\Nat\Documents\SoftwareWork\VSMods\survivalexpanded\survivalexpanded\EntityEffects\Patches\EntityEffectTriggerPatches.cs:line 33
at Vintagestory.API.Common.EntityAgent.ReceiveDamage_Patch1(EntityAgent this, DamageSource damageSource, Single damage)
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 359
at Vintagestory.Client.NoObf.ClientMain.TryAttackEntity(EntitySelection selection) in VintagestoryLib\Client\ClientMain.cs:line 2683
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 389
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 92
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 790
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 983
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 76
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hey everyone! Apologies for the lack of updates, I started a new job not too long ago so I've been focusing on that.
The next update for the mod will be based around overhaulling the progression system of the game, and making each 'age' more substantial. Of course, this will all be editable and optional within the config.
Stay posted!
oh! i mmust have missed this, thank you KiriRae
Mawg Pretty sure you can't use regular bones. That confused me for a while also. You have to kill (or find one already dead) a large or medium creature, harvest them which leaves thier carcass, then use a flint to nap the carcass before braking it to turn it into bones.
i think the "more piles" mod conflicts with knapping bones, i cant place the bones on the ground without it becoming a pile
So far, I love the mod. I have a fairly large mod list I play and haven't come across any problems yet. I do have some thoughts/questions.
1: I'm wondering if it is a bug or intentional that the new eddible berry can't be used in meals?
2: I have been waiting for an Exhaustion system, there was never any reason to actually sleep thru the night. However, I did notice that you say you will wake at morning, but I find that I actully don't wake until much later, most times around 8am or so. And even tho I'm using an aged bed, my exhaustion level is never fully filled. I do plan on changing night time hours to 8pm - 5am, which I think is a bit more realistic than a 12hr/12hr day/night.
Another thought I had for this system is a way to increase your energy level with food/drink, so if you want to stay up fighting drifters or such, you can do so if you have enough of the right ingredients. Also, for balancing, you could make this only work for so many hours/days. Maybe after 72 hours, you fall asleep, regaurless of where you are or what you are doing. So you will have to keep track of when you last slept or take the chance of getting killed if you pass out.
Anyway, just some thoughts.
Hi Screwby. Thanks for letting me know about the rift activity - I never actually have my rifts turn on so I didn't even notice that was missing! Not a fault with you or your save, it is a bug in the mod but shouldn't be too hard to fix.
Looks like Primitve Survival isn't causing any issues so far with your mod! However, after adding your mod to my game, the text in the character menu that displays Rift Activity seems to have disappeared, though this is probably from me adding your mod to an existing save. Figured I'd let you know! Nateonus
Thanks :)
Mawg, you can use bone tools to dig clay & peat. I hoped it would make the hunter/pre-clay era last a little bit longer.
I'll likely be changing this with the next major update, though!
help me out, if i cant use flint shovel to dig up clay, how am i suppose to smelt copper for a copper shovel?
Hi InkiUnku, thanks for the comment! I actually discovered this issue myself the other day when playing. It's not intentional and it is a bug. Should hopefully be fixed for the next update!
Greetings!
It seems that the bone tools don't work for grid crafting [axe and knife in particular]. I tried with just this mod, no others, and the issue persisted. Is this intended?
Other than that, loving the mod. Some of these changes I think would be great in the base game.
Screwby At the current stage, I can't say for sure. However I do want it to be. If you'd like to test it for me and let me know how it goes, that would be great!
Mawg Damn it I thought I fixed that bug. I'll need to look into it again.
the shaking stopped when i logged out and in again :D
nice mod! why am i shaking uncontrollably? fully rested, full health and full saturation.
Hey, was just curious if this is compatible with Primitive Survival?
Hey, no problem, thanks for your contribution to the modding scene and good luck!
Hey Gabitzu, thanks for the tests!
I'll certainly look into getting this mod to be as compatible with other mods as possible, so it's really helpful to me. I'll take some time into playing with these mods and seeing if I can make them work well together!
Hello, I tested this mod with a bunch of other mods, so if you're intrested about compatibility, here you go:
Wildcraft - none of the berry bushes are unknown, in fact, neither are the vanilla ones for some reason, only the ones added by your mod. Crowberries, Strawberries, Bunchberries and Clouberries aren't unknown either, but everything else works fine. Poisonous berries can't be used to craft poisonous arrows, but neither are your own berries apparently.
Bullseye - bone spears not using the mod's system.
Knife Cut Animations - bone knife not using the mod's animation.
In Dappled Groves - bone axe can't be used to chop logs into log slabs.
Arrowheads Recovery Fork - you might be interested in making your bone arrows not break to give them an advantage even over copper/bronze/silver/gold arrows. I added this myself to my modpack.
Armor Overhaul Patch, Xmelee, Feverstone Wilds, Weapon Pack Alpha unofficial, Outlaw CAN, True Sunfishes, Peacock Basses, Kreatures and Kritters, New World Giant Tortoises, Fauna of the Stone Age: Caninae, Fauna of the Stone Age: Pantherinae, Lichen, Giant Gouramis, Pet AI, Wolf Taming, Cats, The Critter's Package, More Animals, More Op Wolves, Butchering Fix, all seem to be working alright, and I have more than these, I just listed the ones I thought were somewhat relevant.
Nope. I delete the first one and test the second one, refresh to make sure and then test with a new world. If you're open to it, my discord's Verlia#5712 might be easier to communicate the stuff back and forth there.
Verlia You're not trying to load or use both versions at the same time, are you? The second version should replace the first.
The first one works but the second one doesn't. :x
20.8.2023 17:04:05 [Error] [survivalexpanded] An exception was thrown when trying to load assembly:
System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 473
Verlia Could you give me some more details? What exactly isn't working for you?
I've been playing with it and it works perfectly for me.
Yeah, the newest file isn't working unfortunately.
Not sure if second file is working as intended. Edit-
Really loving this so far! <3
I changed my mind on the knapping system being referred to as "better". I don't want to imply that any of my systems are "better" or "worse" than the original game, since that's subjective.
"Detailed" knapping sounds better, for what it adds.
Anyway, anyone using v0.1.0 should update to v0.1.1. The new patch fixes flint spawns, fixes the config not loading, adds in various new config settings, and adds in the hammerstone tool.
nah, harder ≠ worse
Sort of like Vintage Story in general. It's too hard, too realistic for some people's taste. That doesn't make them objectively correct.
It sounds like something incredible. Now I'm installing and I'll try! I will also try compatibility with my favorite mods and let you know)
gonna just say it
"Better" knapping just sounds...mostly worse?