v1.17.0
-Added a new machine type, the Hauler! These machines are 1 seater, slow machines that move like ground machines and can store up to 32 items with their 'Storage Box' system. That means these machines hover just above blocks and can also 'trampoline jump'. The hauler's new 'Storage Box' inventory system uses 4 box slots, similar to player bags. These slots accepts crates, storage vessels, chests, crocks, buckets, bowls, boilers, condensers. If a mod uses those base classes, those items can be used too. It gives the appearance of those mentioned items in the bed of the hauler. Each item gives 8 inventory slots, 32 max slots. If an item in the box slot is removed, the last inventory row will drop all of the items and become inaccessible until a new item is place in the slot. Swapping items will not drop the contents.
-Changed the 'Creator System' to an 'Ownership System'. This is a core component change that the new Lock System uses. Creators are still kept in the machine data, but now the owner will be displayed! New machine built from the frame will automatically have the owner and creator as the player who finishes it with the wrench. Admin ball/admin tool erased machines will have the first player to sit in the driver's seat be the owner/creator. Machine that already exist will keep the old creators, but will update the owner info if anyone sits in them. Note that the owner data will be of the stored creator info, not who sits in it.
-Added a new system, the Lock System! With this, machines can now be 'locked' from the machine GUI. Owners can use the new Ignition Key item to give other players access to their locked machines. The programmed key needs to be in the 'Ignition Key' slot in the GUI to unlock a locked machine to everyone. A padlock icon will appear on the display screen to show if it is locked or not. Keys in the new Ignition Key slot will be shown in the model for the control panel of all machines. If a correctly assigned key is in the ignition slot, green buttons on the sides of the key slot will light up. If a machine is locked and there is no programmed Ignition Key in the key slot, non-owners will have restricted access to the machine. The GUI will be a limited one that only has the ignition key item slot available and non-owners will not be able to get into the driver's seat. Owners will always have access to their locked machines.
-Added a new item, Ignition Key! While looking at a machine you own with the key in hand, [Sneak] + Right-Click to assign the key for that specific machine. Only owners can assign the keys. Keys can be reprogrammed indefinitely and can be given to other players.
-Added a license plate that says "PWN" to all machines. If you get this reference, you are my kind of nerd!
-Re-enabled the Energy System. Machines will now gain 1 energy for ever 15 seconds of burn time.
-The Turbo system will now require energy to active. 1 energy = 5 seconds of turbo. Turbo works just like player sprint, players just have to tap the sprint key once to go. If the movement keys are held down, the machine will continue to sprint until the keys are released or the machine runs out of energy.
-Redesigned all of the machine's GUIs! Things are more compact and positioned better. Drivers and accessing the 3rd person gui now has access to all itemslots and options.
-All old machines now only have 4 inventory slots. All machines that are not haulers will drop their stored inventory contents from slots 5-16 on world load! Any fuel, lanterns, and storage slots 1-4 will be kept! This shouldn't matter since this isn't minecraft, where items can be removed 2-5 minutes depending on mod/server settings.
-In the machine gui, when a machine is broken, the power button will disappear.
-The item "Admin Tool: Creator Remover" is now labeled "Admin Tool: Creator/Owner Remover". It does just that. It also will now unlock the machine before clearing the creator/owner.
-The detailing kits and the name change items now have checks to see if the player is the owner of the machine.
-Adjusted the durability and energy systems.
-The machine ID now shows up in the title of the machine's gui to be able to check it against a key.
-Improved the logic for machine display rendering. Should get rid of some of the common issues of the screen displaying wrong info if powered off.
-Overhead machine display info now give the owner, not the creator.
-Updated the machine max speed config description to be 10f. Includes some basic code to rewrite the value if a user makes it too high.
-Fixed the thruster flame particles on sea machines.
-Fixed bug that prevented the destruction explosion from dropping 1 inventory slot in particular.
-Added an 'ammo' and 'display' slot. Not used yet.
Do NOT /wgen regen busted terrain while flying an airship, worst mistake of my life.
Does the inventory work for anyone at all? It's just ghost-duping and not retaining anything, like the server didn't know about the inventory or something.
Also, can the ship be turned back into an item in any way?
Nymous It works for me if I bump the airship right next to the charger. It needs enough mechanical power ofc.I put a bit of the temporal fuel into the ship at first because I built it far from my windmill.
Uhhh I'm guessing I need to turn the airship into an item and either insert it into the charger or place it beside the charger. I saw a video tutorial showing that when you shift click you get a menu: I get that menu but there's no option to revert to item form.
*edit*
I just placed the charger as close as possible and then removed the ignition key and... it's still not charging.
Vies I was trying to translate your mod, and it seems like the speed modules and temporal modules are mixed up? Could you take a look, or maybe I misunderstood.
After fully crafting, I found there is no way to turn the machine back into its item form again.
Robocop its CTRL + Right Click
How do you insert the ignition key? Right clicking (or shift right clicking) with it in hand does nothing, either in or out of the airship. Ownership is mine.
Is there a way to change ownership of a machine to pass it on to someone else?
I'd very much like for this mod to be expanded on. There's already the basic airship, why not an advanced version with multiple instances of the same upgrade slots? Or unique upgrades specifically for it like a new kind of propeller? Similarly I would like a land-based transport method as well. The Elk is... too slow.
Edit: Found a dupe glitch. When you put an item into the mounted chest it duplicates it in the player inventory. So if you put a stack of logs into the chest, another stack just appears in your inventory.
Second Edit: And all of the items I had stored inside the chest are now gone... wonderful.
VoiCat It is a free mod, so the only barrier to seeing what it has is time. That being said it lets you fly around in airships that can be upgraded.
Hello, would it be possible to get a full list of features on the mod's page? It's hard to tell what does this mod add (besides the airship ig) and so I'm not entirely sure if I want to install this mods (it does look cool though)
SonarTheSynth Thanks, I will get right on that.
TDFPL Send a message to Tyron on Discord. I messaged him there, laid it out as to why we need it, and got nothing. Nothing I can do. The upgrades are mean't to be hard to get, get a sense of progression, though not really for those who can get steel in a day.
ManimalCurt It is a base game issue. I brought it up a while back, there was suppose to be a fix, it is not fully fixed. When the game fixes it, my mod will inherit the fix.
Hello, This may be a base game issue. As I've had many problems with CHESTS since the 1.20 release(before adding this mod). But just in case it helps. Thought I'd post here.
Currently unable to store the fuel bars. Inside the the airship storage. The fuel bars duplicate and/or dissapear. None will store.. Game reset deletes all bars from storage..
This happens even with drag and drop.
Upon further testing... I am unable to use the airship storage at all. As it duplicates any item. This happens instantly.
This also happens with the new boat storage. Though it takes a few items. Before it starts duping.
As stated, It may be a Game bug.
Yes, I have added a report to the already started thread on this issue..
Thanks for your works on this epic mod. 😁
Also, is it possible that you'll lower down nails and strips requirement for that speed thing? Having to aqquire steel just to make the machine faster kinda sucks.
Really would love to change the dismount button. Keep exiting when I want to lower the vehicle and I want to keep shift as sneak. Otherwise, amazing mod.
The advanced chest should have the same space as a normal placeable Large Chest .... instead of te meager few slots it has.
You also need to make the charging block more descriptive
Vies I've only looked at the bundles mod assets in the ZIP and there the recipe is just in the same folder as the other one. Also it did not have `enabled: false` in it. But no big deal, we worked it out :)
As for the riding seat, strange, I have to look again! Thanx for the help! Patreon coming up soon - I try to support all VS modders there :) Thank you again for your work, much appreciated!
Edit: Disregard some of my comments, I've looked at the old version 🤦
Tels I gotcha there with the language barrier, and you would be right in this case if that Wool and more mod hijacks the base game's cloth. My mind went to that mod adding more colors or something and wanting to use those color. I really wish mods would just stop doing stuff like this. Just let grass be grass and cloth be cloth!
For the second cloth construction kit recipe, there were 2 clues that it wasn't used. The fact that it was in a folder called wipdisable (WIP is work in progress, disabled is not active), and when you opened said json, it was all 100% commented out. Glad you were able to make the changes you wanted though!
The riding seat is in the assets folder, in the same place as all other accessories. 'itemtypes -> rideableaccessories'. The recipe are in 'grid -> rideableaccessories'. I do a lot of stuff in code, but this is still a mod and you need jsons. Sometimes you just have to explore a bit to find what you need. I tried rearranging things in ways that made sense and kept the same format everywhere but I am bias to how great everything is organized. XD
I do have a patreon! Keep forgetting about the patreon. But at the top of mod db page I have a kofi too. Any support is always appreciated but never required!
Vies I don't know exactly what the difference between compatibility and integration would be - I'm not a native speaker and VS only has one mechanism for it, the "compatibility folder". 😁
Anyway, I've used it so to make a new recipe that works when both mods are loaded - cloth construction kits can now also be crafted with plain wool from Wool & More. 😀
As for the second cloth construction kit recipe, yeah, I see it is disabled in game, but that is not apparent from the JSON files at all. I've no made it so that only plain wool can be used, not dyed one, to be the same as your mod.
As for the riding seat: I know it is in the game, but it is not in the assets nor in the JSON files in the ZIP. Like the first cloth construction kit recipe that is inactive, I think you are doing a lot more stuff in code instead of having just plain JSON assets. This works, but it makes it really hard for other mod authors to integrate or make compatibility with your mod.
For instance, I could not create a "riding seat" grid recipe with wool, because I don't know what the exact output item/block code is - VS only shows me the front part of it. Would be nice if you could give me more info on this, or just put more of your "secret sauce" into JSON assets? My wool mod is content only, so I cannot code around these issue, but have to have JSON assets. (Which works fine, just need the details from you)
In releated news, do you have a Patreon where I could support you?
QUedoOff works fine for me. Put a few items in, took the whole storage container out, put a new one in, too that one out, put the original back in, took the items out, removed the whole container... Just remember to hold shift when right clicking with nothing in your hand. If there is something buggy with it beyond that, it is probably happening to the elks too as I am using the same system. The system just may need polish.
Falco Nope! I asked Tyron in discord, explain in detail why we should have this. Explained how MC handles this, and I got a "I could make it so you have to hold the dismount key for 3 seconds". Explained again why we need a dedicated keybind for dismounting, and got nothing. If you want it like most people do, send a message to Tyron.
Tels Sounds like you are pursuing integration (2 mods using parts of eachother) instead of compatability (will both mods run side by side without issues). For integrations, anyone is free to do it, but you are on your own with it. You are also right with the recipes in that you could combine things, but that doesn't mean you always should. I decided to stick with plain cloth only for recipe ingredients because I got people pissed in the past because they thought you needed to dye cloth to use it, and they tried to dye it red, expecting their machines would be red, and that isn't how it works. You will notice the other constructionclothkit is in the 'wipdisabled' file, so those colors are disabled. Riding seat is in there. I am looking at it. Search the guidebook for it, if you don't see my mod loading, that is another issue. :)
Looking forward to finally try out this mod, saw it in ArcWolf's videos and it looks super nice 🧡
Vies I'm adding compatibility for ViesCraft Machines to Wool & More and noticed that there are two recipes for the constructionclothkit - one with all the colors and one with plan cloth. They could easily be combined into one recipe, but maybe there is a reason these are in sep. JSON files?
I'm also having a hard time to find the Riding seat, there does not seem to be an item nor recipe for it, and no language entry. How would I make a compatibility recipe using wool cloth instead of plain cloth for it?
Is there some way to separate the move down and dismount actions from the sit and crouch buttons so they can be re-bound without affecting gameplay outside of these machines?
I'd like to go down with crouch, and do so intuitively by default as that is also how you go down in other games. Obviously that is predictably rather unfortunate if I do that in flight.
First thing i love this mod, to get right to the point when i was testing in a solo server i notice that when i attach any chest they wont detach if you store items in it and empty it out to detach, Is that supose to happen?
NieveElZorro Nope it is always out now. Mainly because I don't think it will save the rideable accessories when it converts to an item.
Hope everyone likes it! I like the new flow. Made it easer to get right into a machine along with stuff to work towards.
Thank you so much this is so good.
\o/ wooo update times
That was perfect timing however testing out the mod to see how it runs on my current server, can we not revert the machine back to ball shape for storage at the current moment?
Alright! The rewrite for this mod is done! Initial release has just airships.
Ive been missing this mod recently since ive been playing on newer updated servers, is there any updates one when this will be up for 1.20? I still prefer your machines than the boat in base game and kind aadded a more fun exploration way to soar over all the land. Got some really good aerial views of landscaping and miss the sights. this paired with your magic mod would be endless fun not that vintage isnt fun as is
would this work on current verson (Singleplayer) atall? if not i can wait for a future update ^-^
Vies i assume thats why it wont work :v
wojtek16 My stream schedule is more chaotic with work stuff, but you have a chance to see be mon-friday between 3:30pm - 5pm, or past 8:30pm, weekends are random when I can.
JunidO I got a lot of things in the works for this mod so we will see what can be done. The focus is more heavy on you installing equipment into the machine that effects it.
I have plans on making a big flying machine like the in game sailboat.
Bongmaster Hope you are not trying to use the current version on a 1.20 server.
for some reason this mod isnt working in multiplayer on a dedicated server :(
could you make them bigger? like the new sailing boat in v.1.2x ?
I'm so hyped for this! Will try my best to tune into your streams, when do yu usually do them?
Also, would be cool to see something like the create mod here for blimps or hot air balloons, with natural gas or something like temporal gas creation with brass machines of sorts! Just spit balling but something like this would be cool!
No matter what, hypes for what you make, hope the rope mechanics come out to be improved in 1.20.3 so you can tie doewn the machines!
Thank you for all your work!
Stopping in with an update to this mod, the magic mod is just about done, just minor things to adjust now. After that mod is solid, I will be focusing on the rewrite for this mod. Will be streaming it via twitch!
Auro I do plan on making larger airships, going to use the new rideable accessories system. It is going to be epic!
Brent_Atticus I do! I have links to my discord, kofi, and twitch channel at the top of all of my mods! Any support is appreciated, but never required. :D
Similer I really hope you are not trying to run this mod on 1.20... That single error doesn't tell me anything either. Basically the mod didn't see modsystems or modinfo. Soooo 1.20?
21.1.2025 22:37:41 [Error] [viescraftmachines] Exception: C:\Users\Administrator\AppData\Roaming\VintagestoryData\Cache\unpack\【维纳斯科技】viescraftmachines_2.3.2.zip_53d6aceaa419\viescraftmachines.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
Do you have a ko-fi or somewhere we can donate? Rewriting for the third time sounds like an absolute hassle, and it seems like you've put a lot of love into this.
Since you will be remaking the mod for the new mount system could you add a larger airship variant please?
Just putting in an update to this, I am waiting on a 1.20 full release to rewrite this mod. The mounting system changed again and this will be the 3rd time I have to rewrite core systems of this mod. Not super thrilled about it but this is where the mod is.
The previous versions had no multiplayer testing done as it was a huge hastle getting a setup together to test and I never really had a multiplayer server to, well, play in. With this next update, I will be doing multiplayer testing to make sure things are working well. I will be livestreaming the rewrite when the time comes. Until then I am working on the release of the Rustbound Magic mod rewrite.
For some reason when the vehicle is unlocked, other players still can't access the menu of the vehicle
Chinese localization
https://github.com/AImli
-oi/Vintage-Story-MOD-Chinese-localization/blob/main/ViesCraft%20Machines%20v2.3.2
hi i really like to use this mod but we have the problem on our server that if you take no matter which carrier module and then the pilot gets in first then the passenger is always kicked out of the game, but if you let the passenger in first the problem does not happen
It looks like there's no key craft.
In multiplayer, ships can only be used by the owner, even if unlocked.
Figured out my issue with descent. I have shift bound to sprint and ctrl bound to sneak. Pressing G to descend did nothing for me, eventually realized sprint is what did the trick. Hope this helps anyone with a similar issue.
Great mod Vies, any plans for replacable batteries in the future?
InertFurry Sounds about right, check the previous comment. This is effecting mods with riding entities. Last I knew, there is no quick fix. Maybe roll back off of 1.19.8?
A bit of code at EntityMountableSeat.DidUnmount(EntityAgent entityAgent) is causing members of our server (never the pilot) to crash out of the game whenever someone, regardless of location exits a viescraft machine. This is not reliably reproducable. https://pastebin.com/742kXXW5
Thank you for your answer @Vies !
Just as an update for this mod, something happened in the game in a recent update, and other mount adding mods including this one has weird crashes with I think dismounting or unmounting. If there is a quick fix for it, I can put it in.
The state of this mod is "wait and see". We have a new mounting system in the next update, so this mod will be getting a rewrite to use the new systems. I am hoping this mounting system comes with better options to change static variables like the "dismount" button. We shall see.
@RedHayden That option shouldn't be there. I suggest going to v2.3.1 or something. You should only have a hotkey for "Machine - Open GUI". Look at my dismount talk above.
@Furion Not sure about that. Could be a problem, I haven't had the opportunity to really test this mod in a multiplayer server. As for the ignition key, it looks like it is disabled, and I don't see anything in the logs about why I did that. Could of fat fingered it? I will re-enable it and see if it works. I feel like it had some gremlins in it. Just don't remember.
I'm having an issue with the descend key. I rebound my sit key to X and I am unable to descend with it. I also tried switching the keybind back to G, pressing ctrl key, and changing the "mouse click modifiers locked to Sneak/Sprint keys" option and nothing worked. Any ideas? Thanks!!
Hello everyone, Hello Vies
This mod is amazing but we have a problem with my friends. We don't manage to share a vehicule even if the owner "unlock" it no one can open the GUI or start it. We only can sit in it.
Is there a possibility to do it (have a vehicule for multiple players) or is it broken.
It seems the ignition key isn't craftable anymore.
Thank you :)
Been having a number of crashes from me and some others on my server and all the logs say the error comes from this mod
Running on 64 bit Windows 10.0.19045.0 with 32627 MB RAM
Game Version: v1.19.8 (Stable)
5/20/2024 8:31:29 PM: Critical error occurred in the following mod: viescraftmachines@2.3.1
Loaded Mods: offhandpenalty@1.0.0, ancientarmory@1.0.0, attributerreborn@1.0.6, bettertraders@0.0.7, chiseltools@1.11.5, craftingtable@0.6.0, decor@1.0.15, entitiesinteract@1.0.9, fancysky@1.1.6, caninae@1.0.15, capreolinae@1.1.4, casuariidae@1.0.5, machairodontinae@1.0.8, manidae@1.0.1, pantherinae@1.1.8, rhinocerotidae@1.0.2, sirenia@1.0.4, immersivecorpsedrop@1.0.2, primitivesurvival@3.5.5, rpgitemrarityreborn@1.0.5, rustcreatures@1.3.0, spyglass@0.5.1, thatchexpanded@1.1.0, vichnybackpack@0.0.3, viescraftmachines@2.3.1, vintageengineering@0.1.3, game@1.19.8, ancienttools@1.5.18, animationmanagerlib@0.8.8, betterruins@0.3.5, helblockpick@2.4.0, carryon@1.7.4, clipfix@2.0.2, coinage@1.10.1, commonlib@2.3.7, fairplayguardian@1.1.7, freedomunits@1.1.3, herbarium@1.2.0, immersivewoodchopping@0.7.2, immersivewoodsawing@0.2.0, sailboat@1.3.0, leaderstats@1.0.29, meteoricexpansion@1.2.5, natsachievements@1.1.0, nbcartographer@2.0.10, petai@2.2.4, playerlist@1.8.1, prospecttogether@1.3.0, rivers@2.7.0, storageoptions@1.0.2, th3dungeon@0.2.1, vinconomy@0.2.7, creative@1.19.8, vsimgui@1.1.3, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.0-pre.8, whatbagwasthatagain@1.0.1, betterruinslootchanges@0.0.3, captureanimals@2.7.0, configlib@1.3.11, em@2.6.0, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, hidenotrot@0.1.0, rifteye@0.3.6, vanity@2.1.2, wildcraftfruit@1.2.0, maltiezcrossbows@0.3.9, maltiezfirearms@0.5.2, tailorsdelight@1.4.3
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.common.entity.EntityMountableSeat.DidUnmount(EntityAgent entityAgent) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mod-ViesCraftMachines\viescraftmachines\src\common\entity\EntityMountableSeat.cs:line 148
at Vintagestory.API.Common.EntityAgent.TryUnmount() in VintagestoryApi\Common\Entity\EntityAgent.cs:line 242
at Vintagestory.API.Common.EntityAgent.updateMountedState() in VintagestoryApi\Common\Entity\EntityAgent.cs:line 205
at Vintagestory.API.Datastructures.SyncedTreeAttribute.FromBytes(BinaryReader stream) in VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 208
at Vintagestory.API.Common.Entities.Entity.FromBytes(BinaryReader reader, Boolean isSync) in VintagestoryApi\Common\Entity\Entity.cs:line 1524
at Vintagestory.API.Common.EntityAgent.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 682
at Vintagestory.API.Common.EntityPlayer.FromBytes(BinaryReader reader, Boolean forClient) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 1511
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityAttributesPacket(Packet_EntityAttributes packet) in VintagestoryLib\Client\Systems\Entities.cs:line 464
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityBulkAttributesPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\Entities.cs:line 391
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
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
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 5/20/2024 6:59:56 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.4355, time stamp: 0xd7762934
Exception code: 0xe0434352
Fault offset: 0x000000000002ba99
Faulting process id: 0x19bc
Faulting application start time: 0x01daaaee3a656771
Faulting application path: C:\Users\Emurp\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 43ea672f-aa8f-4175-a850-58092da3f643
Faulting package full name:
Faulting package-relative application ID: }
Russian translation https://drive.google.com/drive/folders/16_Ag8M8CX4sX8TB1hook3hvXkJx9Wglr?usp=sharing
So seems I have a snag that I can't seem to figure out...
While migrating our main server to 1.19.5 we were excited to use this great mod again. I migrated our test server from 1.19.3 to 1.19.5 and added in the mod and it worked with no issues but when I tried to add it in on our actual server (which had identical mods/world) we ran into an error that makes it seem like the mod just isn't wanting to load. (and yes I truncated the log)
31.3.2024 07:25:45 [Server Event] Building assets...
31.3.2024 07:25:45 [Server Notification] Entering runphase LoadAssets
31.3.2024 07:25:45 [Server Notification] Will search the following paths for mods:
31.3.2024 07:25:45 [Server Error] [viescraftmachines_2.3.1.zip] An exception was thrown trying to to load the ModInfo:
31.3.2024 07:25:45 [Server Error] [viescraftmachines_2.3.1.zip] Exception: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in Vintag
estoryLib\Common\API\ModContainer.cs:line 260
31.3.2024 07:25:46 [Server Notification] Found 104 mods (0 disabled)
I've tried redownloading and reinstalling the mod at least twice already thinking that maybe there was an error in the upload to the server but that didn't seem to have any effect on the current error.
EDIT: unpacked, reformateed the modinfo file, repacked and that seems to have resolved the issue... I can send you the updated file if you'd like Vies
Well, shame on me for not checking the releases. Thank you, Daniel86268!!!
Melgros That error has been fixed in version 2.3.1 of ViesCraft Machines.
Hey Vies! First off, this has been one of my absolute favorite mods. I'm fairly new to the game but it's quickly becoming a favorite, so I wanted to tailor my experience a bit. Not sure if you ever modded Minecraft, but I'm fairly certain I used to run some of your mods on servers for my friends. Awesome to see you here and great to be able to use your machines in this realm as well!
I have some good news and some bad news. The good news is that I had your mod working last night and was able to take a maiden voyage into the skies! I flew for maybe 25minutes over 5k blocks. I had a BLAST exploring this way. The bad news is that I installed four mods today, and now I am crashing to desktop consistently.
The four mods I installed today were: steam and power, animationmanagerlib, butchering, and herbarium.
Unfortunately, removing these four mods has not caused the crashing to stop! I have no experience modding, but I did look through the code- It almost looks like something stored in the Hauler Flying Machine I made may be causing it. I left a stack of fuel inside the machine to charge the battery, and I had a molyb. lantern attached to it. Four wooden chests as well.
I noticed that I had several mods similar to the user Psyborg below, and that their crash log looked very similar.
When I logged off, I was in my cellar maybe 20 blocks diagonally downwards from where I left the glider, and I was not looking directly towards it while it was in my rendering distance.
If you have any ideas about what could be causing this, let me know- I'd love to get back into the skies!
Here's my crash log:
Running on 64 bit Windows 10.0.19045.0 with 32665 MB RAM
Game Version: v1.19.5 (Stable)
3/29/2024 6:03:54 PM: Critical error occurred in the following mod: viescraftmachines@2.3.0
Loaded Mods: autowalk@1.0.4, dirtyoldsack@1.0.1, hqzlights@1.1.1, entitiesinteract@1.0.4, fantasycreatures@0.7.1, healthiertrees@1.0.0, linentunicrecipe@1.0.0, mannequinstand@1.0.3, pipeleaf@1.5.0, salmonfix@1.0.0, she1fish@1.2.0, someextramolds@1.0.3, spyglass@0.5.1, temporal_gears_stack@1.0.0, viescraftmachines@2.3.0, volumetricshadingreupdated@0.7.5, game@1.19.5, xmastimecont@0.2.6, alchemycompat@1.0.0, alchemy@1.6.25, animationmanagerlib@0.7.5, betterruins@0.3.4, butchering@1.5.5, chickenfeed@1.1.2, commonlib@2.3.7, composter@1.1.0, cuniculture@1.0.2, decoclock@0.9.3, displaycasewall@1.0.3, hudclock@3.4.0, sailboat@1.3.0, maltiezbows@1.0.4, meteoricexpansion@1.2.5, outlawmod@1.2.3, petai@2.2.3, pigfeed@1.0.4, prospecttogether@1.3.0, resmeltableslight@1.0.0, rivers@2.7.0, rustboundmagic@1.6.0, steamandpower@1.0.2, th3dungeon@0.2.1, trailmod@1.0.7, vmetp@1.1.1, creative@1.19.5, vsquest@1.2.0, survival@1.19.5, xlib@0.8.1, betterruinslootchanges@0.0.3, bullseye-continued@2.5.8, tradercamps@1.1.4, feverstonewilds@1.4.5, simplewinddirection@1.0.2, tpnet@1.14.3, wolftaming@2.1.0, xskills@0.8.1
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.client.ShapeEntityMachineRenderer.RenderHeldItemInMachineSlot(Int32 slotIn, Single dt, Boolean isShadowPass, Double xIn, Double yIn, Double zIn, Boolean right) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\viescraftmachines\src\client\ShapeEntityMachineRenderer.cs:line 929
at viescraftmachines.src.client.ShapeEntityMachineRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\viescraftmachines\src\client\ShapeEntityMachineRenderer.cs:line 883
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 176
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 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 869
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
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
How to make it possible for several people to take turns driving one vehicle?
Is It possible?
Thank You for answer
Thank you very much for your mod! The recipes do not upset the balance. Everything worked with the update to version 1.19.4! The only thing I noticed was a typo in the manual and description.
1. You need to fry the scheme in a fire, for example, like meat, and not in an oven.
2. Move Down = G - this is a button Ctrl.
3. And another note to users: Fuel charges the battery slowly and gradually. Don't expect that as soon as you put fuel in the slot, the ship will fly right away, it takes time. So is the charging station. The charging station must be connected to the rotating shaft. The ship must be landed on this station from above. Then fuel is not required (but stock up on fuel before departure anyway).
Verlia It depends on the game if you get a crash log or not. In this case we got a crash log, which we posted. CTD is just a way to describe the game closing completely, some other "crash options" would be Freezing or just the world crashing where you get booted back to the main menu or something.
Glad I managed to teach two people something new. :D
Thank you for the quick patch, works like a charm!
Haha! CTD is like 20+ years old, similiar as BSOD popularized by Windows XP :D
Anyway, thx for the prompt patch - will let you know how it behaves.
I am with Verlia, I had never seen the term CTD before this post and I have 5 mods I created, plus help with a few other mods. I put out another update that will attempt to fix this issue. I could not replicate it in my server.
It might be a coincidence, but we've found two possible conditions when the crash happens:
1) the machine (even just the chasis) is placed in the world, and a player is looking towards it (within their rendering distance)
2) there are other players around (for any of us it hasn't crashed when there was just one player alone)
After each crash it may take several tries and game restarts before it allows the crashed player to join the server.
Ah okay, thank you for the clarity. There's too many abbervations to be considered so best to have it as clear as possible for working on errors via in the mod.
So there's no crash log to be had and it just goes straight to desktop?
Daniel86268
Psyborg
Verlia CTD = Crash To Desktop
Today I ran into the same error as Psyborg. Crafting, assembling, placing, charging and using the machine was fine, until it suddenly crashed while doing something unrelated to it. Now it CTDs with the same error every time I load up the world.
We have no overlapping mods aside viescraftmachines, so I doubt it's another mod interfering.
Vies Thank You for great mod, I really love this mod but in 1.18.15 I can't make an ignition key. Has this been fixed in 1.19.5?
And second question, how to make it possible for many people to drive one vehicle?
Thanku You for answer :)
Psyborg
What's a CTD? A contagion?
We're being spammed with CTDs after installing your mod and crafting a vehicle, all players get the same errors:
Running on 64 bit Windows 10.0.22631.0 with 32704 MB RAM
Game Version: v1.19.5 (Stable)
26.03.2024 00:10:57: Critical error occurred in the following mod: viescraftmachines@2.3.0
Loaded Mods: aculinaryartillery@1.1.3, ancientarmory@0.9.5, autowalk@1.0.4, bettercrates@1.7.0, bettertraders@0.0.5, chiseltools@1.10.8, decor@1.0.15, extrachests@1.8.0, caninae@1.0.10, capreolinae@1.0.5, machairodontinae@1.0.3, pantherinae@1.1.1, sirenia@1.0.0, geoaddons@1.3.3, mannequinstand@1.0.3, millwright@1.1.4, TA_plainsandvalleys@1.0.5, primitivesurvival@3.5.0, ssppvv@1.0.5, viescraftmachines@2.3.0, volumetricshadingreupdated@0.7.5, game@1.19.5, zoombuttonreborn@1.6.0, abcsreborn@0.1.7, ancienttools@1.5.17, apeseedbagpatch@1.0.0, autoatlas@1.0.1, beehivekiln@1.5.1, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.4, carryon@1.7.4, commonlib@2.3.7, cooperativecombat@1.1.1, easylightlevels@1.0.3, electricity@0.0.11, expandedfoods@1.6.8, extrainfo@1.7.0, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.3.0, medievalexpansion@3.13.1, mobsradar@2.0.0, nbcartographer@2.0.9, prospecttogether@1.3.0, rivers@2.5.0, spawnhighlight@1.2.0, statushud@1.4.3, stonerailings@1.2.1, storageoptions@1.0.2, strspawnchances@0.1.5, survivalnutrition@1.0.0, thecritterpack@0.9.0, translocatormarker@0.0.2, tupaschatmod@1.0.3, vtpp@1.1.1, creative@1.19.5, survival@1.19.5, awearablelight@1.1.1, em@2.5.2, extraoverlays@1.4.0, helvehammerext@1.6.0, playercorpse@1.9.0, simplewinddirection@1.0.2, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, bricklayers@2.5.1
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.client.ShapeEntityMachineRenderer.RenderHeldItemInMachineSlot(Int32 slotIn, Single dt, Boolean isShadowPass, Double xIn, Double yIn, Double zIn, Boolean right) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\viescraftmachines\src\client\ShapeEntityMachineRenderer.cs:line 929
at viescraftmachines.src.client.ShapeEntityMachineRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in C:\Users\Vies\Documents\GitHub\Mods-VintageStoryNet7\Mods\viescraftmachines\src\client\ShapeEntityMachineRenderer.cs:line 883
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 164
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
Thanks!
Amazing, thank you!
@Daniel86268 I should not have to worry about it in the future, got it all working, animations were the main issue that was really hard to figure out.
@Liiw When my main man Tyron gets them in, I will have them too.
@Snossoz That is the goal!
Please update the ViesCraft Machines, the Vies Blocks and the Ruststones mod for 1.19. I really like these mods and I can't update my server to 1.19 if I want to keep these mods.
Interesting mod. Is it possible to have collision on these vehicles? I.e. walk on them while they are moving etc.?
Good point, you have a lot of amazing mechanics in there that would be impossible or a lot of work to implement with a library.
At least you "only" have to rework the rendering system here xD.
Which begs the question, would a reimplemented texture swap system break with another update just as easily as with 1.19? In this case seperating out each machine might end up being more "update proof" and might save some work in the long run, considering everything else survived the update.
Thank you for the insights!
@Daniel86268 Yeah this update really messed up the whole rendering system I created. So before I had 1 machine, and depending on what you socketed in, it would change the machine type. To do that, I needed to add a bunch of baked textures to the entity to swap the json shape and reskin it appropriately. That whole system is just thrown out the window with 1.19. I need to decide do I try to recreate the old system, or do I separate out each machine, and just use the default renderer. I could add a new block that would maybe convert a machine type, but that is definitely extra work. lol
As for updating an old world to a existing one, I think at this point most people would not notice. The current mod won't really work at all for 1.19 so it is like a clean slate and entities would need a refresh anyways. Also there really isn't a point to using the vehiclelib. I like the idea of building my own stuff exactly how I want it. I get the same feedback with petai and my creatures mod. When you rely on a lib, you are now dependant on that lib being updated and fixed (better hope that person stays playing this game for the long haul), you are limited to what they provide you, and now you can get crash reports that are not your fault, but people come to you anyways. For my creatures mod, I was able to give my monsters skills and abilities, set a system that allowed monsters to interact with specific blocks (hollows attempting to break down doors on a full moon), and improved their aggro to have to actually see you, unlike default ai where they can see you though walls. My machines hold inventories, take lanterns, animate and move, interact with my mechanical power recharge station. Can't get that from a lib. :D
And do you want to know the silly part of all of this? All of that complex code still 100% works! The only thing hosed is the core shape/texture rendering! breaks my heart. haha
Sweet! I've been craving those airships ever since I updated to 1.19. Can't wait for the update!
With "each machine a seperate machine" I guess you mean building the machine directly rather than inserting a config module into the frame?
For me personally it wouldn't really matter, so I'd say just go for whatever is easier. 😀I usually just build whatever I need/want and then stick to it, or make multiple ones for diffferent purposes that I can admire waiting for me on my landing pad.
I guess the only problem might be that updating from an old world with existing ones might break things?
If you have to rewrite stuff anyways, I've been wondering if it would be even easier to migrate/use vehiclelib rather than coding everything yourself?
Whatever you chose to do, looking forward to the update!
Woohoo! Thank you Vies, excited to see what will come in the future!
It is time, I got the old version of the mod imported... Oh boy did this update completely botch my rendering... It may be easier to make each machine a separate machine at this point? lol Maybe I am just being lazy... :D
Yeah, please update, I find travelling on foot an awfull chore after trying your flying machines 😥
This mod is a must have for VS! Plase update!
Looks neat, hopefull this will get an update eventually. With all these ruins spawning in oceans, the underwater vehicle sounds pretty useful!
Any chance this gets updated to 1.19?
i am also getting CTD with this mod now :( hope it gets an update for the latest game ver :)
Getting a CTD as soon as I log in a world with a built machine or I finish building a machine (I can throw down the Chasis and add the kits but as soon as I use the tool to build it, when it is going to update the model it crashes)
I'd like to point out that I have only tested it with flying machines, haven't tried the ground of water versions
Game Version: v1.19.1 (Stable)
22/01/2024 17:12:26: Critical error occurred in the following mod: viescraftmachines@2.2.2
Loaded Mods: butchering@1.1.0, chiseltools@1.10.1, crazyskincustomization@1.0.0, decor@1.0.13, foundrymod@1.0.0, immersivecorpsedrop@1.0.2, nailsmold@1.0.1, tprunes@1.1.0, locustmod2@2.4.2, translocatorengineeringredux@1.4.9, viescraftmachines@2.2.2, game@1.19.1, wlts@1.0.0, betterfirepit@1.1.3, carryon@1.7.2, commonlib@2.3.2, Crateful@1.2.7, hudclock@3.4.0, creative@1.19.1, survival@1.19.1, workbenchexpansion@1.8.0, airtightsleekdoors@1.0.0, betterstepping@1.0.0, em@2.5.0-pre.1, sleekdoorglass@1.0.0, slowfuel@1.0.0, stonequarry@3.2.1, bricklayers@2.5.0-pre.2
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at viescraftmachines.src.common.entity.EntityMachineComplete.OnGameTick(Single dt)
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
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 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
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
A sugestion. replace forward/backward controll with throttle up/down. For long travels its tiring to hold down the button the entire time or trying to find something to hold the button down.
Running on 64 bit Windows with 32444 MB RAM
Game Version: v1.18.15 (Stable)
30.12.2023 14:21:07: Critical error occurred in the following mod: viescraftmachines@2.2.2
Loaded Mods: ATadMoreLight@1.0.0, aculinaryartillery@1.0.15, africanmonitorlizards@1.0.7, tonwexp@1.1.0, betterbricks@1.1.1, bettercrates@1.6.0, betterruins@0.2.4, Ceramos@0.4.3, ClaimsRadar@1.1.0, Clothez@1.0.0, decor@1.0.8, extrachests@1.7.0, fancysky@1.0.6, caninae@1.0.4, capreolinae@1.0.5, pantherinae@1.0.9, harptechfix@1.2.3, hideandfabric@1.3.0, indappledgroves@0.4.10-dev.8, millwright@1.1.1, moreicons_cs@1.1.0, moreclassesrevised-v1-0-4@1.0.4, moreclay@1.0.1, moreenemyloot@1.2.1, leadroof@1.3.4, MoreTorchHolders@1.0.0, pondfrogsi@1.2.3, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@3.3.0, qptech@1.14.1, rooffix@0.0.1, sortablestorage@2.1.0, spyglass@0.4.7, Swordz@1.1.4, translocatorengineeringredux@1.4.7, viescraftmachines@2.2.2, visibleore@1.0.1, voicevolume@1.1.0, game@1.18.15, wildcrafttrees@1.2.4, wildcraft@1.6.6, abcsreborn@0.1.4, alchemy@1.6.21, alloycalculator@1.0.0, animationmanagerlib@0.2.1, egocaribautomapmarkers@2.6.0, BedRespawning@1.0.1, beehivekiln@1.5.1, betterhoe@1.1.0, butchering@1.1.5, cancrops@0.1.17, canjewelry@0.1.19, carryon@1.6.1, clearerquartz@1.0.0, coinage@1.9.0, commonlib@2.2.0, electricity@0.0.10, expandedfoods@1.6.8, extrachutes@1.0.0, fairplayguardian@1.1.5, fancyplanters@1.2.0, fromgoldencombs@1.4.25, hudclock@3.3.0, sailboat@1.2.4, lc@1.0.0, lavoisier@1.3.0, liquidcontainers@1.1.0, medievalexpansion@3.11.1, moreanimals@1.3.1, morepiles@1.4.3, mcrate@1.2.0, notenoughfirewood@1.0.0, outlawmod@1.1.6, petai@1.8.1, postsandbeams@1.2.0, prospecttogether@1.2.4, rivers@1.1.1, sharablewaypoints@1.3.2, spearsplus@1.0.0, stonebakeoven@1.1.1, storagecontroller@1.0.3, storageoptions@1.0.1, swapmouseslot@1.0.0, th3dungeon@0.2.0, vanillacratecompatibility@1.0.0, vanvar@3.2.2, vinconomy@0.1.7, creative@1.18.15, survival@1.18.15, vsvillage@0.7.3, wildfarmingrevival@1.1.6, woodbarrels@1.0.4, woodchests@1.1.0, woodfp@1.0.0, woodstain@1.0.1, xlib@0.7.4, ageofconfession@1.3.0, awearablelight@1.0.10, bugnetcompatibility@1.0.1, cancropsprimitivesurvivalcompat@1.0.1, cats@1.8.0, chemistrylib@1.1.5, em@2.4.1, feverstonewilds@1.4.3, helvehammerext@1.5.2, metrology@1.0.0, slanted_display_cases@1.0.0, stonequarry@3.1.7, tieredtradebags@1.0.1, vsradiomod@0.1.4, xskills@0.7.5, bricklayers@2.4.0, cancropsxskillscompat@1.0.3, kos-goldamalgam@1.0.0, moreroads@1.5.4, tailorsdelight@1.2.1, wildcraftxskillspatch@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.common.entity.EntityMachineComplete.SeatsToMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.updateMountableAngleAndMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.OnRenderFrame(Single dt, EnumRenderStage stage)
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.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
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 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
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 30.12.2023 01:51:51, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
CoreCLR Version: 7.0.1423.51910
.NET Version: 7.0.14
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception: Don't know how to instantiate item of class 'ItemOutlawHead' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\ItemTypeNet.cs:line 192
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 563
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 381
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\Startup.cs:line 334
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
}
--------------
{ TimeGenerated = 29.12.2023 07:18:29, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.18.15.0, Zeitstempel: 0x64e841c5
Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 10.0.22621.2792, Zeitstempel: 0x3091b6fb
Ausnahmecode: 0xe0434352
Fehleroffset: 0x000000000006567c
ID des fehlerhaften Prozesses: 0x0x29fc
Startzeit der fehlerhaften Anwendung: 0x0x1da3a1e918ca0e0
Pfad der fehlerhaften Anwendung: E:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Windows\System32\KERNELBASE.dll
Berichtskennung: 5e7236c9-c5d5-4df7-b758-ba09e465e493
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 29.12.2023 07:18:28, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
CoreCLR Version: 7.0.1423.51910
.NET Version: 7.0.14
Description: The process was terminated due to an unhandled exception.
Exception Info: 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 C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Localization\TranslationService.cs:line 408
at Vintagestory.API.Config.Lang.GetMatching(String key, Object[] args) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Localization\Lang.cs:line 189
at Vintagestory.API.Common.CollectibleObject.GetHeldItemName(ItemStack itemStack) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Collectible.cs:line 1412
at FromGoldenCombs.Items.LangstrothPartCore.GetHeldItemName(ItemStack itemStack)
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 41
at Vintagestory.GameContent.ModSystemHandbook.onCreatePagesAsync() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Handbook.cs:line 80
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 489
at Vintagestory.GameContent.GuiDialogHandbook.<loadEntries>b__20_0() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 117
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
}
BUG: I cant seem to make an ignition key, when I click on it from the help menu it doesn't pop up with the recipe.
Ive been noticing a bug where if I land a darter air ship into water and fly back out, the sound of dripping water constatly plays afterwards. Even once I leave the ship and roam around on land it keeps playing. I have to leave the world and rejoin to stop the sound.
Beyond that I love the mod.
EDIT: Firepit != pit kiln...
Hi, I'm running a server with 1.18.15 (stable) with a load of other mods, the machine parts does not ge recognized as like a clay thing you can fire, i get the message 'this is not a fireable block or item' any ideas?
Holy crap, what an amazing mod!
I love the designs. They fit right in with the rest of the game.
I love the controls and flying behaviour.
Finally I got some means to possibly reach areas, where I have access to lime or borax bearing rocks. (And some storage to carry back more to boot.)
I love flying around, especially since it allows me to get around, even when it's freezing out.
I love the interface on the machine itself showing the battery status.
I love how you integrated mechanical power to recharge the vehicles.
The building system is quite nifty, and feels rewarding. Also the Balance is very good imo. It's not locked behind some endgame metals, but it does require some temporal gears and a decent chunk of work to get going, so once you get it, it feels like an accomplishment, and not just some cheap whatever.
Things I'd like to see added (but are not required by any means!):
Japanese translation here!
ViesCraftMachines-VS1.18.5-v2.2.2_ja.zip
Is is possible to switch the descend for flying machines with get out? Because I always try to hit ctrl to go down, but that just ejects me, and G is kind of awkward to reach for.
@Malfiros I'd honestly much rather stick to my bootleg version where the dismount/down controls are swapped.
Also Vies, for some reason the machine dialog appears to be set up to handle letting people who aren't the owner use the machine when the machine isn't locked, but there is another check that immediately closes the dialog on the pre-render if the user isn't the owner. Someone else reported that weird behavior previously and there was no reply. I'm assuming it's a bug since that behavior (ie: non-owner can't use the machine) would make sense only if the machine is locked?
I wanted to report a bug and an exploit. So, when a flyer hits water, it creates a splashing sound effect that persists until you restart the game. That's the bug. The exploit I found, and I don't know if this is intentional, but when using the flyer, you can turn the machine off and it will start to fall... no matter the fall distance, neither you nor the machine take any fall damage upon impact. Vies
I've learned that the sit-down key is basically a toggle for downward motion. You just have to hit it once and your flyer will start to decend. Any rotation will cancel the effect, but forward/backward motion will not, you will continue to decend 26chairs
Fantastic mod and it saved us from having to create a new world 100 hours in when we realized that the default world settings create a world where getting to the equator by foot just isn't all that feasible.
All I'd say is... Configurable movement keys would be great. Flying machines using the sit-down key to fly down isn't viable; it doesn't combine with other keys (ie: you can't move forward and go down at the same time). I had to edit the DLL to swap dismount/fly down to make it usable. Other than that, just fantastic!
Is there any way to change the keybind configuration? I don't like "G" for downward movement and would like to swap it for shift. I feel that it's too easy to bump shift on accident while flying, which results in bad news bears...
Vies Add a button so we can buy you a 'coffee'. This end-game mod is absolutely incredible. Well done!
First of all: the mod is really great, thank you!
We have a small issue with permissions. Even though the machines are unlocked, we cannot access other machines. So the menu doesn't open. Is this a bug, or have we missed something?
Last realease when I changed texture : System.Collections.Generic.KeyNotFoundException: The key metal_cupronickel was not found
I've searched through many json files for this mod and can't find a way to increase storage for the haulers. I would love a way to increase the storage.
Thanks and fantastic mod!
are you the mod maker of the minecraft vershion of this? if so cool!
I have contacted you in DM on discord regarding a critical error bug and the Concat with the Hashset that is found in Viescraft & in Rustbound magic. Just letting you know on here so it will not go unnoticed. It contains my google drive zip file of the logs which is for your eyes only ofc since it was obtained via using the Harmony Logs mod.
Vies
ru.json
https://pastebin.com/U28xKdri
Just so everyone knows, we found out on the livestream last night that if this happens, set the ui scale really low to find it. It pushed the windows really far off of the screen. Thanks!
I'm having a slight issue where the Hauler version of the machine wont let me put storage items on it. Unsure if its a technical issue, or user error.
Hey! Sorry for the radio silence! If you all have been checking out the stream, you know that I have been working on a magic mod for VS called "Rustbound Magic"! I will be moving it out of the "draft" state in the next couple of days in all of its 'alpha' glory!
Once at mod is out and stable, I will be doing another pass through my other mods to get them up to date and working with .NET7.
A mech suit, or robot that can attack enemies and maybe other actions. A suitcase sized mobile transforming camp (from suitcase to mecanical shelter and back again.)
Any way to "decouple" machine controls from vanilla movement keys so they can be rebound separately? I'd like to swap 'Move down' and 'Dismount' so I don't accidentally fall out of my airship when trying to lower altitude :D (muscle memory from other games/creative mode means sneak=down to me).
So far my solution has been to just swap the controls for the duration of the flight but I figured I might as well ask.
This mod rocks!
Reporting a bug for multiplayer on a dedicated server: When the owner client adds a Temporal Assemby to the base machine, it remains as a base machine for non-owner clients. In the case of the 2-person carriers, Non-owner clients can sit in the base machine, but as the owner drives the vehicle and owner remain in place. From the owner-client's perspective, the passenger is actively with them as they drive the machine. It's a pretty severe desynch.
So far we've been able to circumvent it by using the admin stick to remove the current owner. This forces the machine to update to all clients with the current Assembly inserted. In the case of carriers, once an owner is set again, non-owners are able to successfully ride and transit as passengers. Non-owner clients can also relog to have the base machine update with the currently inserted Assembly and functionality.
Let me know if I can provide additional information or submit this somewhere more appropriate! The server log didn't generate any errors during our testing.
Baronjutter
When you are sneak clicking with the arc spanner, hold it down until it is finished.
I get stuck assembling the chasis. I throw it onto the ground and get a little frame of a vehicle. I apply the 3 kits. I sneak-click it with my arc hammer and and it says something like "assembling vehicle, please wait..." and then nothing. I go do something else, come back 10 min later, nothing. I try again, same message. constructing machine, please wait. Please wait. Nothing happens. I try to apply one of the "sea | Hauling" chips to it, nothing, no assembly slot, no interface. What's going wrong?
Vies Is there a simpe way to limit which metal tiers are valid for the construction of machine parts? Say for example we wanted players to be at the iron or steel level on a server before being able to build these luxurious masterpieces?
Buggi I actually started my GUIs by looking at the one for the Firepit. It has examples on how to pass attributes from an object into a GUI, along with doing a loading bar type mask to show progress for something. I would recommend using something like paintdotnet and taking a screenshot of a gui in game, and editing it in paint to make a rough draft/final draft to save time. I do it in my livestreams. The ratio is pixel perfect so you can space things where you want in the image, then highlight distances on the image to get your numbers for the Elementbounds in the GUI.
Telemachus Glad I could help! The new update has more visual ques to help with knowing a machine is charging.
Trug That is something I am working on next. I am redesigning how machine sounds are registered and used.
Not sure if it's a problem or working as intended, but no matter which mode my vehicles are in (ground, air, or sea) I get the ocean splashing/boat noises whenever the vehicle is moving.
Vies Perfectly detailed answer. Much appreciated!
Do you have any tips, hints, or advise on how to make AWESOME GUI's like the one shown above? Working on a big mod and man, that GUI is amazing.
This is a multipart question.
First is that the machine charger needs enough mechanical power to charge machines. You can tell it has enough if the connecter pins are sticking out of the block or from the HUD when looking at the block.
Second is that the machine needs to be off and almost in direct contact with the machine charger (technically the distance can be 20% of a single block length away or closer). You will see it is charging from the display screen.
I have an update going out later today to make it easier to see that it is charging from the display screen. The display charge bar will have yellow highlights and purple bars and all of the buttons will turn yellow as well.
Also fixing a bug that would make machines prioritize using machine pellets over a charger.
How close does the machine need to be to the machine charger block in order for it charge? I had it parked about 4ish blocks away and it didn't seem like it was charging. I got it to start charging when I placed it directly flush with the machine block.
Got it, thanks Aerin and Vies for the explanations!
Just to be clear with storage boxes, this refers to any block from any mod that uses BlockContainer or BlockGenericTypedContainer class files. Think chests, barrels, crates, etc. Even still parts can be used. The next update will have a hover text listing items and I will be expanding it to Troughs, Fruitpresses, and Querns.
Yeah I maybe should of been more clear. Maybe I will add a hoverover tooltip explaining what goes there. I only had so many icons available and the handbasket reminded me of our bag slots.
@Trug You put single-tile chests in those slots, every chest gives a row of storage space. The basket icon did throw me for a loop at first but yeah it's just chests
Love the mod, but cannot figure out how the hauler variant storage works. I see the 4 slots, and the handbook and this page reference a "storage box", but I don't see any item called a storage box available for crafting. The icon on the 4 slots look just like backpack slots, but don't accept backpacks. What's supposed to go in there?
Thanks for all the work on this!
Aaand it's out! v2.1.1 should fix carrier and a bunch of other things.
Machines can only consume machine pellets to recharge their battery while they are off. If a machine is powered on, it will use the stored battery charge if available. If there is no charge, it will stop working. The machine has to be shut off to start recharging the battery using machine pellets or the machine charger block. I got rid of the old system of consuming fuel.
As for the other part, there is a problem with carrier machines. I have a fix in the next big update. That should be out in a few minutes.
For some reason, when I try to feed machine pellets as fuel, the machine just consumed one and refused to consume any more (and shut itself off mid-flight).
Also, other players cant drive an unlocked machine but this may be correlated with the first problem above.
Thank you for the feedback Evadx! I fixed the arc spanner issue, I had commented some stuff out to test, never put it back. As for the carrier, Since it is a 2 seater, I take the hitbox of the machine and divide it into 2 parts. If you right click on the front part (driver seat) you sit in that seat, if you right click the back part, you will sit in the back seat. I am working on the next update now and will probably have this fix maybe tonight or tomorrow.
Not sure if this is a bug or an intended feature, but all arc spanner parts, and thus arc spanners, are not smithable, except for copper.
ALSO, this is probably me being dumb, but I cannot figure out how to get into the drivers seat on a carrier flying machine (haven't tried it with other types) without removing the assembly, getting in the driver's seat and then putting the assembly back in.
Awesome to see this updated, thanks! Never got the chance to try them out in my last world. and hey, there's oceans now!
Looking for feedback, how do people generally feel about the "locking and ownership" system of machines? Should it exist?
I will be redesigning this mod for 1.18.0. This will be done via twitch so if anyone wants to see it, stop on by!
Anyone if there is a way to pick up a machine?
Hey Vies, I wanted to ask if you'd be open to showing me how you got the machines to fly? I've tried to experiment with code before but it normally doesn't go well. I'm trying to apply flying to flying creatures I have.
I can't thank you enough for this mod. My wife and I used your mod for minecraft and we were always sad to play a version of minecraft where we couldn't install it. Nothing brings us more joy than exploring the world from an airship. We just constructed one and are so excited to tool around our server. <3
Can confirm the vanilla wrench does not work with Viescraft enabled
It seems that because of the wrench in the mod, the vanilla wrench cannot be used. The Vanilla wrench only repairs the Vehicles and does not rotate things like it's supposed to do.
In 1.17.1, the vanilla wrench survival handbook entry have "viescraftmachines:tooltip-item-wrench-1" and "viescraftmachines:tooltip-item-wrench-2" in their description.
Having a strange bug during multiplayer, other players can access my machine information when they press R, also sometimes when i press the buttom it bugs the screen of other players showing the system, and sometimes visually dupping their inventorys.
Should not be hard to test since its a multiplayer thing, just need more than one person.
If needed i can provide the full mod list cause it can be an uncompatibility with another mod.
Frame mold is saying that it is not a fireable item for me... I am using the 1.16 version since I am in 1.16
Hi is there a way to increase the movement speed via configs?
Hi Vies, I'm the server owner of Moondrop and we keep running into a crash we think is caused by the flying machines.
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: weaponpacka@1.2.4, ancienttools@1.3.6, animalcages@2.0.6, tonwexp@1.0.9, axleinblocks@1.0.12, backpackpackplus@1.0.3, betterdrifters@2.1.3, buildingplus@1.1.2, cavecontent@1.0.1, chiseltools@1.4.4, collabclasses@3.0.4, expandedfoods@1.5.3-pre.6, fancydoors@1.1.0, weaponpackg@1.0.0, MoreResin@1.0.0, orecrystals@1.3.6, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@2.8.0, qptech@1.7.6, survivalcats@1.2.2-rc.2, tradeomat@1.6.0, viescraftmachines@1.17.0, volumetricshadingcontinued@0.6.6, game@1.16.4, alchemy@1.6.3, carrycapacity@0.6.5, fancyplanters@1.0.4, fixbadrecipes@1.0.2, hudclock@2.7.0, lichen@1.6.1, medievalexpansion@3.7.1, moreanimals@1.2.2, petai@1.4.2, playercorpse@1.3.1, stonequarry@1.6.5, tpnet@1.5.1, usefulstuff@2.3.2, vanvar@1.1.2, creative@1.16.4, survival@1.16.4, woodbarrels@1.0.2, woodchests@1.0.2, workbenchexpansion@1.4.1, xlib@0.6.8, xrowboat@0.0.3, campaigncartographer@2.1.2, bricklayers@0.9.0, cats@1.4.0, feverstonehorses@1.2.6, wildcraft@1.2.1, wolftaming@1.4.0, xskillspatched@0.6.9-dev.7
4/6/2022 3:21:48 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.common.entity.EntityMachine.SeatsToMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.updateBoatAngleAndMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.OnRenderFrame(Single dt, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
-------------------------------
If you'd like more info feel free to message me on the vintage story forum or join Moondrop's discord https://discord.gg/wJdJDysg I'm more than happy to work with you to get you any info that may help. We are very much enjoying your mod and do not want to remove it. It isn't crashing constantly, just occasionally when a flying machine comes through an area. It sometimes crashes everyone in the area.
Thanks!
Zinc
I love the work and effort put into this mod, there's some good stuff on display here! I'm a huge fan of the concepts the Hauler brings, especially.
My only hangup is certain parts of the machine models sort of clash with the low-/clockwork-/temporal-tech aesthetic vanilla has, like using jet engine-esque turbines where simpler propellers would work. A simple model adjustment on the zeppelin would make it perfect with how I'd expect it to look with the tech levels we have, but I'm not sure on any of the other machines.
Other than personal aesthetic preferences, I'm really loving what I'm seeing!
Sorry I'm late, Translated ViesCraftMachines-VS1.16.4-v1.17.0.😄
The link for the Name Changer that appears in Vol. II of the Survival Handbook does not appear to be functioning properly.
ViesCraftMachines-VS1.16.4-v1.17.0 - ja.json
Great mod! We had a lot of fun with our first zeppelin, though saddened to see its storage reduced to 4 in the latest update. Any chance to make storage amount configurable?
Also, is there any way to disassemble a vehicle after it's been built?
McBain
I am glad you are enjoying the mod. Currently sea machines are not going to be too helpful because of the world gen, but if you use something like jakecool's Oceans world gen mod or luck out with some nice "lake/rivers", the sea machine is going to be useful. I probably won't make a system for moving the sea machines, not sure where to even start with that! The idea is that as the game matures, and we start to get more things like the rivers and oceans, I will already have the optimal machine to traverse it.
This is just awesome. Thanks so much for developing this. Is there a way to deconstruct a vehicle once it's together? Since most lakes are not all that big I was thinking the sea machine would have a lot more use if it could be broken down and moved between bodies of water. Or maybe a system to pick it up with the flying machine to move it around.
To be honest, I don't use Github much because it's a pain to learn how to use it.
It's easiest to send data to each other there if you can free up a message.
Jerrie
Wow I really like that idea! Hadn't considered doing something like that. I can look into it after I get what I want in this mod. Testing the ground machines, just about ready to push out another update.
macoto_hino
Thanks! I should make something on github for translations. This next update I realized my tooltip and message keys were kind of borked. I had to redo a lot of the localization keys to have them make sense. and to get rid of redundant keys.
I've created a Japanese language file. Please use it if you like.😁
ViesCraftMachines-VS1.16.3-v1.5.2 - ja.json
Hello!
Are you planning to make any railway transport? It would be so cool! :)
It can also help to move underground in mines and etc.
I think it would be easyer to make then any other kind of transport.
If you reach out to me via discord (Vies#1234) I can point you in the direction of the example mod Tyron made for basic mounting.
Can you share some code about mounts please?
With the 1.5.0 update I just put out, you can now open your inventory from any machine menu. :)
I see what you mean, I just double checked it and I was able to press 'e' and open my personal inventory / move things around while the machine gui is open from the drivers seat, but not the passenger's seat or from outside. I had an extra check that locked key input in so that people couldn't walk away and keep the inventory open, like a Minecraft kind of gui. I could change it back it people prefer it the other way.
And yeah, that is why there was a hud kind of effect. It was just not syncing to the actual dialog background. I have yet to make a hud for the mod yet. lol but that is fixed with 1.0.11.
clarification on 3) when your machine's gui is open, the player is unable to open their inventory. so you can't put in fuel from driver's seat, nor store things from the passenger's seat without already having your bags open prior to opening the machine's gui.
in regards to 2 & 4: so thats why there was a hud like effect, yes? the green dot, the active fuel, and info display were just askewed, if I'm reading your reply correctly?
understood on the storage separation question.as for making it solid, I won't understand the code for a while, while it's not impossible for me to do, reading/writing code with even my minor dyslexia is difficult
Thanks for testing things out! I have fixes for I think most things in the next update but just to be sure I will try to answer your points here:
1) This was fixed, I meant to get it in with the first release, but got obsessed with fixing multiplayer movement. It will be in the next update. I did check this multiple times and it just runs an animation that, at the end, checks broken state so it didn't hurt anything. Well, besides the player's time wasted trying to fix a non-broken machine. :)
2 and 4) These were both part of the same problem. The root of it was if the machine's dialog box was switched to moveable, My refreshing elements didn't sync right and would disappear sometimes. I have that fixed now and will be in the next update as well.
3 and 5) I wasn't sure about the wording of this one. Inventory (storage slots) can only be access from the back seat passenger, or shift + right clicking the machine from outside as long as no player was riding in that spot. If you meant accessing things like chests from inside a machine, that will not work yet. For some reason, when mounted on something, player yaw is locked to the yaw of the thing you are mounted in. I would eventually like to fix this but my attempts so far to override it have not worked. You can look around, but using tools or throwing spears stay locked on to the machine's yaw.
As for the suggestions:
- Making machines solid is something I want to do. it may be weird the way the colision box is (had to make it wide to accomedate the model rotation), but i would like to do it eventually. look at the collision box with the command '.debug wireframe entity' and you will see what I mean. There would be some player floating issues to deal with.
- Are you talking about making storage a separate window, like when you press "c" to look at your character info? I had considered this, but the idea of having the driver not be able to access inventory came from this scenario; if I am driving in a car, I can't exactly just reach back to get a bag of chips from the pile of grocery bags, but someone already sitting back there that isn't focused on the road could. I will keep thinking about it though, if enough people want it, I could do it.
- Patching shouldn't be an option if the machine is not broken. That fix is goin in the next update. The idea of continuing to use just the wrench to try to get more free durability is an interesting idea. maybe some rng and ques on when to stop before you break or blow up the machine? I added that to my list of ideas to look into.
- I had considered making a HUD that displayed fuel info for the driver, but just didn't get around to figuring that out yet. Had so much to do with the total rewrite. I wanted to eventually make like the red baron pilot helm / goggles / red scarf and have it so that you get the hud when it is on, but that is only an idea in my list of ideas to implement.
So a few issues.
First off, when I found these I made sure to go into a test world. Single player, a few tweaks to the world spawn, no other mods active (none of these seem to be a mod interaction issue). I did however spawn in the items needed to complete the machine. (completed machine frame, panel, cloth, and metal kits). I also am not a clockmaker, but I don't know if that makes any difference.
1) patching while the machine is not broken seems to attempt to do the job anyway, and sometimes gives an additional 'can't fix what's not broken' message. I don't know if this is intended, but I thought I'd bring it up. and if you're wondering, it thankfully does not make the machine explode by fixing nothing.
2) the power indicator on the gui does not light up, howerever the hud does display a green dot in the middle while the gui is open
3) Unable to open inventory while the control panel is open, its completely locked out, you have to have it open prior to opening the gui or you cannot move items (both driver and passenger seats)
4) the info panel is not displaying durability, nor energy, but the tool tip is.
5) I don't know if this is intentional or even fixable, but I had to make an attempt to defend myself, and while the player's view can turn and aim (was using a recurve bow), it only fires forward due to the player being locked in the seat that way. thought I'd add it in regardless. tools seems to do the same, but they are usable from the driver's seat, and passenger's seat seems uneffected.
Other than this, she flies wonderfully.
Some questions/suggestions?:
Is it possible to make the machine solid so the player dismounts above the machine so we can stand on it in mid flight?
Are you able, without too much trouble, to make the storage a container instead of creating a separate gui for it? this would allow both passenger and driver to access it.
If patching is an option while the machine is not broken, can you implament the durabitity repair (for when you don't have a service kit and just need to limp home), and explosion if tinkered with too much?
I would suggest adding in the current active fuel and fuel stack available to the tooltip so you don't have to open the gui to see it, or make it so the hud displays when you look down at the machine from the driver's seat. possibly some goggles that allows this?
Thanks for the effort, hope to see great things, mate.
sweeet!