Mods / Underground Mines
Author: XurxoMF
Side: Server
Created: Sep 15th 2023 at 10:30 AM
Last modified: Dec 25th 2023 at 8:05 PM
Downloads: 12806
Follow Unfollow 300
Latest file for Various v1.19.x:
undergroundmines_1.0.3.zip
1-click install
This mod generates large and sometimes almost infinite mines and mineshafts underground! In those you can easily find ores and some loot but... be careful, in the depths, you'll encounter powerful enemies such as drifters, locust and, if you have some luck(or not) a bell!
Depending on the type of rock where the mines are generated, they will appear not only with the same type of rock but the ores can only be of the types that can be generated in that type of rock.
There are also some rooms with special loot and enemies so, be careful if you explore one of those.
If you want to explore some of this mines, you can find entrances ofer the world, in caves and, if you can't find one, you can just mine down until find one(By default, they are generated in Y5 but that can be changed in config file or in worlds with more/less height).
- Rata: Help designing and building the mines.
- VS Offcial Discord modders: For helping with some codding questions and for leting us use some pieces of their mods code.
I've tested Underground Mines with other 60+ mods and it's working perfectly.
Some times ruins from other mods are generated inside the mines. 90% of the times those are perfectly conected to this ones not breaking anything but, the other 10%... they break a wall in the mine or something like that.
I can't fix that as this mines are not breaking anything, the other mods are generating things inside mines.
- [Done] Rework the actual structures to make them look more ruined and remove some blocks that generates in a wrong way.
- [Done] Change structure rock types to match the terrain rock strata.
- [Done] Add special rare rooms with some good loot and enemies.
- [Done] Add entrances to the mines in random places over the world.
- [Done] Add a config file to let players modify some things like spawn rates or Y cordinate where mines are generated.
Let's you change the Y level where mines are generated. 0.0 is the mantle layer and 1.0 is the sea level.
"aditionalOres": true (true or false)
When you set this to true, random ores will be generated in the mine walls and roof, if you set it to false you'll only find narutal generated ores.
"addMushrooms": true (true or false)
When you set this to true, mushrooms will be generated in the support beams of the mines, if you set it to false no mushrooms will be generated.
"addLocustNests": true (true or false)
When you set this to true, locust nests will be generated in the ceiling of some mines, if you set it to false no locust nests will be generated.
"entranceChance": 0.1 (0.0 to 1.0)
To change the amount of entrances generated over the world. Entrances are generated above crossings where there are no oceans or lakes on the surface so, if you set the value to 0.0 no entrances will be generated but, if you set it to 1.0, an entrance will be generated in all crossings with land on the surface.
"newMineSpawnChance": 0.15 (0.0 to 1.0)
To change the amount of new mines generated in empty chunks. 0 will not generate any new mine, only the main mine will be generated, if you set it to 1 every single chunk will have a mine generated.
⚠️IMPORTANT⚠️
If you want to add the mod to an existing world, please, make a backup before, it should not break anything but let's make sure ^^
Q. Does the mod works with .Net7?
A. Yes, it's developed and tested in the version 1.18.12 of the game, every time a new version is released I will test everything and keep you updated!
Q. Where can I ask something, report bugs or make suggestions?
A. You can ask anything you need, report any bug or suggest all the things you want in the Discord mod post on the oficial Vintage Story server ^^
Q. How can I support the developement of this mod?
A. You can give this mod repository a star(Source Code button at the top of this page, is free) or support me in the links below ^^
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.3 | 6818 | Dec 25th 2023 at 8:05 PM | Show | undergroundmines_1.0.3.zip | Install now | |
v1.0.2 | 764 | Dec 4th 2023 at 8:35 PM | Show | undergroundmines_1.0.2.zip | Install now | |
v1.0.1 | 1475 | Nov 22nd 2023 at 9:35 AM | Show | undergroundmines_1.0.1.zip | Install now | |
v1.0.0 | 270 | Nov 20th 2023 at 8:35 AM | Show | undergroundmines_1.0.0.zip | Install now | |
v0.4.1 | 1146 | Oct 21st 2023 at 6:25 AM | Show | undergroundmines_0.4.1.zip | Install now | |
v0.4.0 | 251 | Oct 20th 2023 at 8:51 PM | Show | undergroundmines_0.4.0.zip | Install now | |
v0.3.0 | 859 | Sep 27th 2023 at 7:13 PM | Show | undergroundmines_0.3.0.zip | Install now | |
v0.2.2 | 294 | Sep 23rd 2023 at 8:00 PM | Show | undergroundmines_0.2.2.zip | Install now | |
v0.2.1 | 198 | Sep 22nd 2023 at 6:26 PM | Show | undergroundmines_0.2.1.zip | Install now | |
v0.2.0 | 250 | Sep 20th 2023 at 7:31 PM | Show | undergroundmines_0.2.0.zip | Install now | |
v0.1.0 | 404 | Sep 15th 2023 at 10:32 AM | Show | undergroundmines_0.1.0.zip | Install now |
Roboman5e15 wich version of the game are you playing on? On 1.19 it should be working fine, mines are random so there is a little chance to find a straight line for a while.
DanekJovax I'll try to add some of those if I've some free time ^^. I've a few ideas to make this mods even better but I've no time for it.
I like this mod. I'd be your best advocate for this mod if you could add more options.
"LocustNestChance" to be a scaling value (where your current default chance is 1.0)
"CoalChance" to scale the amount of coal at the entrance/depths. 1.0 to be the current amount your code is generating.
"MushroomChance" to be a similar range.
Thanks!
seems like chunks with mines only load the lineshafts and nothing else
@XurxoMF Oh well. Good job on the mod!
Wamoodie That's an in-game bug, I reported it to devs but they ignored it bc of the new cartography-like map. I'ld like to fix it but I can't, it's not a mod problem, other modders have the same issue on some versions.
Very nice mod. I have a question: why do entrances on the map show up as if they were covered in snow (bright white)?
gg
The multi level mines is something I thought about some time and it's somethign I want to add and it should not be so hard, in fact, is more or less done, I just have to run the algorith 2 or 3 times for the same chunk to generate 2 or 3 mines at once, the thing here is that the existing mines are sooooo bit, too tall and wide, I'll have to design new tipes of mines for that, some thin mines or something and as I said some times before I've almost no time(work + home "problems") so I can't do it rn.
I'll try to do it when I have time, this and the new loot rooms, etc...
About the ToAdd... I can't do that, already generated chunks "can't be modified".
Any possiblity of adding multi-level mines?
Could have staircase rooms that lead to lower depths.
To Add:
- I know it would be just about impossible to do but if this was added maybe make it so that pre-existing mines generate these lower sections as well =p. Again I know its prob impossible since the world is already generated but would be nice/cool for larger existed worlds.
Aww thought so but was worth asking, hope you keep working on the mod! Love mine shafts.
It sounds cool but rn is not possible. To add that I'll have to rewrite aaaallll the mod including the algorithm used to spawn mines so I don't think I can do that... I was to add some things like new rooms with loot and similar things but I've almost no time soooo, sorry but I can't atm ¡-¡
Hey wanted to ask, but thoughts on adding spawning limits? Like only allowing mines to show up 20K from the north pole, closer you get to the north pole the more that might spawn sort of deal.
I know it's a weird thing to ask but the server I'm on was looking for a reason to have people explore the frozen north and I thought of mine shafts
Ok, I went in and edited things so we shall see how it goes!
Thank you! I want them but not too many. Thanks for responding.
0 should not start new mines, you'll only find the one created on world generation. The problem is that you'll not find any if you go too far away. You can set it to 0.01 or something to have less mines but not only 1.
SunshineFaith
Trying to understand the mine spawn chance. 0 no other mines generate at all in any chunk? So just the spawn chunks have the mine? Sorry, not a coder. I don't want too many mines. So what would be the best config number for the lowest amount of mines so they are not Everywhere?
I love this mod, the shafts look amazing - I notice that despite being on a "Homo sapiens" world type, the shafts spawn Locusts - presumably due to the nests being part of the generation of the shafts, and then spawning them off those? Is there any way to prevent this, or will I have to lore it up as creatures of ancient origins for this playthrough? Thanks! :)
EDIT: I'm so sorry, a second later I realized you can disable locust nests in worldgen! For future searches, check the above configuration spoiler properly, unlike me and my bad eyes! Bahaha, thanks again for this mod!
Currently there is no way to disable the charcoal, you can unzip the mod and edit the entrance structure, but via config file there is no way to do so.
About the ladder, it goes all the way down, you don't need anything ^^
SunshineFaith
Thank you XurxoMF for responding. Is there a way to lower the amount of charcoal that is generated at the top enterance or just configure it not to spawn any? I find that it makes it so I don't need to burn wood for charcoal and I like having to do it. Also the ruined ladder. Can you use it and go down or is it broken and you need to place your own? I having tried to go down as I'm terrified of just falling all the way down. I went into creative and peeked. I might have my husband test it. XD
Hi SunshineFaith
You can change the amount of mines but if you lower it to 0 it'll not be changed to not spawn any. If you use 0 it'll spawn almost the same as with the default config(0.15), but if you set it to 1 it'll spawn mines in almost every chunk.
0.48 (default value) is based on the sea level so, if in your world the sea is at Y100, mines will be generated at Y48. By default the sea level is at Y110 so they'll be generated on Y53.
You can find one while building a cellar if you set the yLevel to 0.85 or more, that way they'll generate almost on the sea level.
Yes, there are entrances above ground, you can change the amount with the entranceChance config.
Be carefull while exploring as there may spawn drifters, locust and bells ^^
If I'm understanding correctly you cannot lower the amount of mines spawning? They are default at Y5? So you could potentially hit one building a cellar? Just trying to decide if I should change that in the config. Also Are there entrances above ground? Looks like an interesting mod. Little bit scary lol
:-) Thank you very much :-)
It'll be 5% but you'll not notice almost difference. The way the mod works that value only indicates how many new mines will be generated on empty chunks but once a mine is generated it'll spread like fire.
You'll see the diffecence if you move so far to nort/south/west... there will be less mines, but with not to much difference.
NukoSan
XurxoMF Thank you for the clarification, I have put the newMineSpawnChance to 0.05 is that a valid value (should be 5% as I am reading it), but there is still quite a juicy amount of mines, the game would not round the 2nd decimal place, would it?
Thx for the report, is a typo sorry. 0.0 to 1.0 NukoSan
Hi there in the config file section you wrote:
"newMineSpawnChance": 0.15 (0.0 to 0.1)
is the range 0.0 - 0.1 ? or is that a typo?
Can you go to the Discord Mods General channel? It's easier to talk there https://discord.gg/AMDYjqbu
Ping @XurxoMF once you're there
DumbStinkyRat
Its not there for me.
XurxoMF
Let me test it but it should be on the ModConfig directory
EDIT: It is working fine for me on the 1.19.3
DumbStinkyRat
The config file is missing
Now is solved, sorry for the mistake, it was 1.19.0-rc.1 and not 1.19.0-rc1(Thx to Mirok), my bad. Now it should work ^^
EDIT: There are no changes tho, you can still play with the 1.0.2. This is just for those who want to remove that warn sign from the mod list XD
Clanps Urukhia2181 Robul
Чтобы исправить ошибку с зависимостью (на 1.19.0-rc.3), исправьте в файле мода (modinfo.json) строчку: "game": "1.19.0-rc1" на "game": "1.19.0-rc.1" (кажется автор забыл точку)
To fix the dependency error (on 1.19.0-rc.3), correct the line in the mod file (modinfo.json): "game": "1.19.0-rc1" to "game": "1.19.0-rc.1" (it seems the author forgot the point)
Make sure you download the right version for the verison of the game you are on, check the file tab and download the appropriate version.
im getting the same thing now "missing dependencies"
Are there any dependencies? Cos the game wont let me play with the mod cos of missing dependencies
I forgot to change that on the modinfo lol
Don't worry, it'll work on 1.19.0-pre1 and newer, I'll update it asap
Urukhia2181
why does the most recent version of this mod for VS 1.19 register as a 1.18 mod
Yes, this mod only adds structures underground so it'll work and it'll not generate structures inside the rivers Yelb
Hello, will it work with the mod "Rivers" ?
Post a bug report in Discord server, in the #bug-reports forum Karidwen
Well, after more testing and getting annoyed, it seems that its the base game that crashes like this aswell with 0 mods loaded and no other customization.
The color accurate map causes a crash. Leaving the brown map, doesnt seem to crash it.
Will go look at forums to see if anyone else has found this.
Loading more worlds seems to have made it worse, because now pretty much all new worlds with color map crash when opening the map.
Don't worry, I want people to report any errors so I can fix them ^^
Tested it some 20 times with only this mod and then combined with another one Worldgen Fix - Vintage Story Mod DB
I apologise, it was the other mod :/
I could reproduce crashes with the other one.
I've been exploring and opening the map everywhere and it's not crashing but I noticed that the pre9 have a memory leak or something bc in other versions the game with only this mod consumed 4-5GB RAM and in this verion is consuming almost 9GB RAM some times.
Maybe the problem you have is the game rining out of memory and closing the game. Take in count that opening the map consumes a lot of ram for a moment, it have to render the world + the map, some times is lagging when oppening it so it may be bc of that. You open the map, the game runs out of memory, the game closes...
If I find a solution I'll fix it but I think is not the mod as I've tested a vanilla world and it have the same issue. Other versions consumed 4-5GB RAM and this verions is consuming 8GB RAM sometimes....
Are you playing only with this mod? Or tested it with this mod only?
The last tested version is the 1.19.0-pre8, I'll test it in the last one and see what I can do ^^
Karidwen
Not sure why, but after extensive testing ive come to the conclusion that in 1.19 9 this is the mod that crashes the game.
There may be a block or something there that causes this. The mines dont entirely load on the map and not all entrances do this.
How it happens is, there is a mine place that, when opening the map with M crashes the game, if that specific place would be displayed on map.
It doesnt show a crash log, just closes the game entirely.
Thx a lot for that, if you need help with something in your mod just let me know, I've some free time <3
No, I have no desire to remove forks, since that's what I open-sourced in the first place.
I'm happy that people liked my idea, so keep working on new releases =3
Since the mod wasn't updated for a long time and you didn't respond to messages I assumed it was abandoned!
I hope you are well and with no health problems rn and feel free to use ANYTHING you want from this mod in yours!
I've remade all the schematics and code so, rn, it's a totally different mod, the only thing that is the same is the idea of mines so your mod is still unique(and it has more types of mines, in different levels and everything, this one in simpler than yours) ^^
If you're going to use some code or schematics from this one feel free to ask me anything you need in Discord xurxomf#0 and of course, if you want me to remove this one, just let me know ^^
YourCreator
Sorry, my mod not abandoned.
I had serious health issues but im finishing next iteration.
Also, make check for air and water blocks in chunk to prevent spanw in unecessary conditions with Linq
It'll be the same, it'll only change if you change something in the config file ^^
Dark_Darcus
so if i update the mod as such and do not change it there would be no difference in the generation with the new configuration? or it would be decreased? considering that i do not touch anything of the configuration the generation and amount of minerals would be the same as previous versions?
Hhi, in the config file there is a config value to disable aditional ores, that way only natural generated ores will be found.
About the ammount of ores/mushrooms... I can't make a % of spawn as they are placed following a pregenerated structure, I can remove all of them using a little trick(what I'm doing with the ores) but not remove only some of them.
The depositSize is the same as the ammount, aditional vein are pregenerated so I can remove them all but not change the size.
Enemies are not spawned by the mod, in the shafts there is almost no light so they are been spawned by the game itself, same ammount as in caves.
The only thing I can adjust is the shaftDensity, I can reduce the ammount of new mines generated when there is no other mine near. Generation is not based on a %, it's based on the mines generated in the colindant chunks so... I can't change that.
RESUME: I can and I'll add the "shaftDensity": config but the others can't be added. I can add a config to remove all the mushrooms, but that's all I can do atm with the way the mod works.
Screwy
XurxoMF
Thanks you for this great mod, I simply love it. But while playtesting it on my server, we quickly found out that the ore deposits are by far to huge for a balanced multiplayer experience. Would it be possible for you to add some values to the config to adjust this?
I was thinking about something like this:
"shaftDensity": 1 //to adjust how dense the shaft net is
"depositDensity": 1 //how many additional ore deposits should spawn
"depositSize": 1 //how big the additional ore deposits are
"mushroomSpawnrate": 1 //relative number of mushrooms in shafts
"enemySpawnrate": 1 //adjusts the enemy spawn rate in shafts
Would be really helpful if your next update could contain at least one of those.
I know what the problem is, I'll upload a patch in a few minutes but... I can't test it...
The error should not appear as the data is trying to save is already there so... in that case it should not do nothing. Maybe something in your world has been corrupted by a crash or something.
Whiteshadoh
I keep getting slammed with these errors, any idea how I could remedy them?
Sorry for the late responses. I was not home.
You can change the ammount of entrances in the config file, change the value to 0.03 or something like that to mahe them appear less.
About the underwater entrances... wtf, idk what happend there, I'll check it in a few hours ^^
is there a way to make the mine show up less often? I have in my world 9 mine entrances to different mines within less than a 1000 blocks from each other.
Here it is: imgur.com/a/ELpMzBp
GioVaporwave
They should not, they can only spawn on height higher than the sea level. Maybe some mines generates with some part on water but not entrances. If you have a screenshop please sent it here ^^
Shion
Mine entrances can appear on a bottom of the ocean. Not filled with water.
Thx a lot DungeonSiegeWolf 😊. I'm using it with Better Ruins and Th3Dungeon and this 3 in the same world make it perfect.
Love this mod to bits! Combining this with other ruins mods really scratches that dungeon-crawling itch I've had since I started playing VS. Awesome work.
That was quick, thank you works great now
Thx a lot Telemachus😊
Hahahah could be great having beta testers but... it's only me and I didn't thought that in a generated world could cause problems. The mod didn't found the config file and threw the error, but in a now world the mod could not find the file too, but that time did not crash lol
GioVaporwave No Problemo, that's what beta tes.. umm "Users" are for 😉
Thanks for the mod, it's great having something to explore underground
Epic! Excellent work. Thank you!
GioVaporwave
I managed to reproduce and fix that error. Thx a lot to all of you for reporting this😊 and sorry for the inconvinience😭, I'll test updating in generated worlds in the future.
EDIT: Sorry again for any problem caused😅
Shion ComitatesSaxoni Willownezz
Sorry for that, I've tested it in he 1.18.15 but not in a .14 world. I'll check that and upload a fix asap.
And the mines underwater is one of the v0.4.0 fixes Shion
Also weird how the mines love spawning underwater but not underground.
Yup, got an error as well on loading existing world created with last version. No log errors to find, then upon creating new world i found this in client-main log:
21.10.2023 02:46:08 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at UndergroundMines.UndergroundMinesModSystem.InitWorldGen() in C:\Users\xurxo\Documents\Vintage Story Modder\VS Mods\Code\UndergroundMines\UndergroundMines\UndergroundMinesModSystem.cs:line 382
at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1113
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnBeginWorldReady() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 182
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 615
at Vintagestory.Server.ServerMain.Launch() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 542
at Vintagestory.Client.ClientProgram.ServerThreadStart() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientProgram.cs:line 378
Hope this helps :)
the new 0.4 update does not let me load my existing world and tells me something went wrong to look in the logs,it loads fine when I downgrade to 0.3 there are many log files which one would you need to see? Thank you.
There you go, new update with new features. And yes, there is a config file. For now on I've not added a config to change the amount of mines as I have to think how to do that in a proper way, but you can change the Y level of the mines and a few more things ^^ (You can find them above)
Telemachus
This is all wonderful news! I also gave the repository a star on GH.
Many thanks!
GioVaporwave
I can add a config file but it'll not change a lot since the mines are not generated by provabilities but depending on what structure is next to it. The only ones that are generated according to a percentage are the mine ends.
About the sizeX and sizeY... no, that'll not change anything but break the generation, that's how big that section is, that value is auto-generated when exporting the structure and can't be changed.
There is no way to set the minimum spawn height but that's something I can implement via config file, if I've time I'll implement it in the next update too.
And the underwater mines, yes, it's a bug and it's solved, I'm finishing some things before releasing the next update, in that one, mines will not generate underwater.
EDIT: If you know how to create a C# dev enviroment you can download the repo of the mod, edit the C# files and change the algorithm to modify how mines are generated and then build your own "copy" of the mod with less structures, I've a few functions to choose when to place a straight line, a 90º angle or an intersection, if you change those a bit you may get a slight change in how bit they are generated(and how big of course).
Telemachus
Much needed mod for the game. My only request so far is that there be a config file generated so that we can manually tweak the spawn rates/size of the mineshafts.
Also, not sure if this is a bug or not, but sometimes these mines generate at the bottom of the ocean(s). When you go down to them, they're all flooded - because they have no ceiling for some reason. Not a real issue for me, but just something I noticed.
Thx a lot 😊 Frepo
Awesome work my man!
It'll be fixed in the next update, I've to see how I'll manage that first ^^
CipherStormwolf
This mod seems to have a problem with ocean generation, it spawns mineshafts in the ocean
I'm glad it worked ^^
Now it's time to enjoy it 🤩
I wasn't going to, but saw the improvements listed on the 0.3 changelog and... I had to try.
No idea why, it just worked this time. :x Thanks for your hard work on the mod, wish I had more patience with those.
9/23/2023 3:23:52 PM: Critical error occurred in the following mod: blocksoverlay@2.4.0
If you can try with V0.2.2 and if it's crashing anyway send me the files I've asked you for in Discord, that way I could know what is happening.
Yanazake
This is very weird... Thanks anyway, since things are working with version 0.1, I'll just keep with it, and if there's any... amalgam of mines, I'll just take it as a feature xD
The funny thing is that BlocksOverlay doesn't add blocks either, and it's not even in the server, it's only in my client. I don't know yet how to read the logs, so I'm stuck here, just hoping the game doesn't fall apart :s
Ok, the error here is not in my mod, it's in blocksoverlay. If error ocurred when you added my mod maybe there is some incompatibility, I'll check it, but you should ask the dev of blocksoverlay too, that's the mod crashing ^^
EDIT: I've seen the mod causing the crash and there is nothing in my moid that can be causing that crash, it's not adding new blocks or entitys, only placing blocks in a very early world generation stage so... ther should not be any problem.
Yanazake
Maybe it's because i'm on 1.18.12, but eeeh... At least the rollback works. And I backuped the world save.
Running on 64 bit Linux with 15956 MB RAM
Game Version: v1.18.12 (Stable)
9/23/2023 3:23:52 PM: Critical error occurred in the following mod: blocksoverlay@2.4.0
Loaded Mods: degrees1499@1.0.0, aculinaryartillery@1.0.15, backpackpack@1.0.3, betterruins@0.2.2, butcheringfix@1.0.0, cavecontent@1.0.1, Ceramos@0.4.1, chiseltools@1.8.4, craftingtable@0.4.0, cralutweaks@1.0.2, creaturescan@1.0.0, HangingOilLamps@1.0.1, hideandfabric@1.3.0, juicyores@1.0.0, knappingmastery@1.0.1, lanternliner@0.1.0, millwright@1.0.9, moreclasses@1.2.5, MoreTorchHolders@1.0.0, MoveLikeKaji@0.0.3, nailsmold@1.0.1, OresAPlenty@3.1.0, palisademod@1.1.0, primitivesurvival@3.2.8, roas@1.0.0, rooffix@0.0.1, sca@1.0.1, spyglass@0.4.5, translocatorengineeringredux@1.4.7, game@1.18.12, wildcraft@1.6.6, abcsreborn@0.1.2, alchemy@1.6.16, animalcages@2.2.0, autoatlas@1.0.1, betterfirepit@1.1.1, betteroutline@1.2.6, blocksoverlay@2.4.0, carryon@1.6.0, commonlib@2.2.0, composter@1.1.0, cooperativecombat@1.1.1, darkerdrifterspawns@1.0.1, expandedfoods@1.6.7, farmlanddropssoil@1.4.0, fromgoldencombs@1.4.21, hudclock@3.3.0, medievalexpansion@3.11.1, moreanimals@1.2.4, moreclassesshieldfix@0.0.2, nemi@1.1.0, petai@1.8.1, primitivetools@1.4.1, prospecttogether@1.2.4, sharablewaypoints@1.3.2, simplestep@1.0.8, statushud@1.4.3, stepup@1.2.0, stillnecessaries@1.0.1, stonebakeoven@1.0.6, mirrors@1.7.2, th3dungeon@0.1.3, usefulstuff17@1.2.0, creative@1.18.12, vsquest@0.5.0, survival@1.18.12, vsvillage@0.7.3, wildfarmingrevival@1.1.6, xlib@0.7.4, metalrecovery@0.1.19-pre.1, betterstepping@1.0.0, cats@1.8.0, dowsedinsalt@1.0.0, em@2.3.0, feverstonewilds@1.4.3, maltiezfirearms@0.1.11, playercorpse@1.8.0, stonequarry@3.1.5, wolftaming@1.8.0, xskills@0.7.5, bricklayers@2.2.0, wildcraftxskillspatch@0.2.0, xskillscatchablepatch@1.0.0
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.HashSet`1.AddIfNotPresent(T value, Int32& location)
at Vintagestory.API.Config.TranslationService.HasTranslation(String key, Boolean findWildcarded, Boolean logErrors) in VintagestoryApi\Localization\TranslationService.cs:line 408
at Vintagestory.API.Config.Lang.HasTranslation(String key, Boolean findWildcarded, Boolean logErrors) in VintagestoryApi\Localization\Lang.cs:line 230
at Vintagestory.API.Config.Lang.GetMatching(String key, Object[] args) in VintagestoryApi\Localization\Lang.cs:line 189
at BlockOverlay.Util.NamedTargetCache..ctor(ICoreClientAPI api)
at BlockOverlay.Gui.GuiBlockSelector..ctor(ICoreClientAPI capi, BlockOverlaySystem modSystem)
at BlockOverlay.BlockOverlaySystem.HandleLevelFinalize()
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLevelFinalize() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 348
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 1010
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 452
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\NetworkProcess.cs:line 446
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 322
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Try now with the last update, I've changed a few things, maybe now works ^^
I've tested it in 1.18.13 and it works, if you are in an older version, and still don't work, pls, send me server-main(of the server) and client-main(some of the crashed users) to check it: https://discord.com/channels/302152934249070593/1152198676068978728
EDIT: Make a backup of the server before trying pls
Yanazake
This is somehow crashing people from joinging the server after I updated... Trying to rollback
Yes it is, but only new generated chunks will have the new structure generation ^^
Yanazake
> Complete code rewrite
Is it SAFE to update on already generated worlds???
Yes, it will. Th3 Dungeons will create "little" procedural dungeons in a higher layer, maybe Y80 to Y90 while this one will create the mines in Y70 or less so it'll not interfer ^^
Ryuu
Will this work with th3dungeons ?
It's safe, the world will work and in new generated chunks should be structures but when I update the mod the world will probably stop working, you'l probably be able to play that world, but no new structures will be generated I guess.
If you want to add it to a world first make a backup of that world, just in case it stop working.
Moon_Dew
So I'm guessing it's not safe to add to a preexisting save, is it?