
Mods / Wildcraft Trees v1.1.4
Author: Catasteroid
Side: Both
Created: Sep 19th 2022 at 3:19 PM
Last modified: Dec 29th 2022 at 11:37 PM
Downloads: 5186
Follow Unfollow 111
Wildcraft Trees Module v1.1.4
This mod adds an array of new fruit trees and their associated fruits and nuts and a series of new trees and wood types to the game with species natively inhabiting a range of climates from cooler pine forests to tropical rainforests, the fruit and nuts can be used in meals wherever fruit can normally be used and used as fillings for pies and the fruit can be juiced and it can be used to produce brewed alcohol and distilled spirits and most of the trees provide wood which can be used to produce wood products. Version 1.1.0 also introduces Wattle and Daub blocks into two colours.
Other Wildcraft modules are not required as prerequisites for this mod to run correctly but may complement those other modules if they are loaded.
Current mod contains the following fruit trees:
- Apricot
- Almond
- Citron
- Cocoa
- Fig
- Hawthorn
- Plum
- Quince
- Common hackberry
- Sugar hackberry
- Hazelnut
- Pomelo
And includes the following non-fruiting trees:
- Alder*
- Bearnut
- Beech
- Black poplar
- Blue spruce*
- Bride-in-white*
- Catalpa
- Cedar
- Douglas fir
- Elm
- Eucalyptus
- Honey locust
- Mahogany
- Pyramidal poplar
- Sal
- Saxaul
- Spruce
- Sycamore
- Willow
- Coconut palm*
* Indicates tree has no associated wood type
The leaves and branches of Alder, Bearnut and Willow trees will provide flexible canes as well as their standard stick and seed drops which can be woven into wattle blocks which can be used as fences or ad-hoc walls for light structures, or combined with pre-made cob or dirt or a mix or dirt and clay combined with dry grass to produce a wattle and daub block, addition of quicklime with four wattle and daub blocks will produce four light limewashed wattle and daub blcoks.
Future content for the mod will include additional fruit and nut producing trees and additional non-fruiting trees and wood types along with all associated wood products.
Models and JSON work by Catasteroid and Gabb, textures and other art by Ледяная Соня. German translation by Stefanklm, Japanese translation by Macoto_hino and Brazilian translation by Azure-Lights.
Please voice any suggestions, feedback, bugs or other issues with the mod you might have and we'll work together to make a better product.
Help me make more mods, consider buying me a coffee via my Ko-fi or subscribing to my Patreon!
Version | For Game version | Downloads | Release date | Changelog | Download |
---|---|---|---|---|---|
v1.1.4 | 1266 | Dec 29th 2022 at 11:37 PM | Show | Wildcraft Trees-1.1.4.zip | |
v1.1.3 | 144 | Dec 29th 2022 at 7:32 AM | Show | Wildcraft Trees-1.1.3.zip | |
v1.1.2 | 988 | Dec 5th 2022 at 5:24 AM | Show | Wildcraft Trees-1.1.2.zip | |
v1.1.1 | 180 | Dec 4th 2022 at 6:52 AM | Show | Wildcraft Trees-1.1.1.zip | |
v1.1.0 | 295 | Nov 29th 2022 at 4:59 PM | Show | Wildcraft Trees-1.1.0.zip | |
v1.0.1 | 2043 | Sep 22nd 2022 at 10:59 AM | Show | Wildcraft Trees-1.0.1.zip | |
v1.0.0 | 263 | Sep 19th 2022 at 3:46 PM | Show | Wildcraft Trees-1.0.0.zip |
Привет! Пришлось удалить ваш мод, так как переодически игра зависала. Были случаи краша. Очень жаль, идея мода великолепная.
Hey! I had to delete your mod, because the game freezes intermittently. There were cases of crash. Too bad, the mod idea is great.
Is there a way to remove your mod and not affect the world? Catasteroid
Zartain Check the wiki Fruit Tree You can look at the mod's .json for the new tree values. It should be extracted to your cache folder. On windows %appdata%\VintagestoryData\Cache\unpack\ go into the wildcraft trees folder and open the file at assets\wildcrafttrees\blocktypes\fruittrees\fruittreebranch.json and you'll find the temp values in 2 places. Just search for the name of the fruit
I'm getting these errors when trying the mod out under Linux on 1.17.9:
104:7.1.2023 14:15:21 [Warning] [wildcrafttrees] Is a Content mod, but .cs or .dll files were found. These will be ignored.
129:7.1.2023 14:15:23 [Warning] Texture asset 'd:textures//vintage story/mod stuff/wildcrafttrees-1.1.1/assets/game/textures/item/resource/seeds/spruce.png' not found (defined in
Item game:treeseed-spruce).
144:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/treetrunk/willow.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
145:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/item/resource/reeds.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
146:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/bark/willow-h.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
147:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/shapes/item/ripe.png' not found (defined in Item wildcrafttrees:treefruit-almond).
164:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/fence/acacia/vertical.png' not found (defined in Baked variant of block wildcrafttrees:wattle-wil
low-empty-snow).
165:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/snow/normal1.png' not found (defined in Baked variant of block wildcrafttrees:wattle-willow-empty-snow
).
I love mods like this that add more life to my world.
So I gave this a try, but had to uninstall it immediately.
While it is installed I get a lag spike about every 80 seconds that freezes my poor old potato up solid for several seconds.
If this is a problem someone knows how to fix I would love to hear bout it.
hello! Is there any guilds to what temp trees can flower?? :)
Goodmorning,
Just a quick heads up (if someone has posted ignore)
The inventory icon for the Willow tree seed is missing.
It is present when the seed is on the ground and being held in the players hand.
Great mod overall.
Hey Cataseroid :)
Unfortunately, we cannot plant Blue Spruce Seeds (since version 1.1.4./1.1.3.). They drop when we cut down normal spruce leaves with the scissors. The normal Spruce Seeds will work even if the seeds have no texture.
aw man I was a little disappointed after knowing no new tree wood type :c
STILL a nice mod
What? Rainbow trees? I want to build with that >XD
Lexingtondavid I just checked and I accidentally released version 1.1.3 with spawn rates for fruit trees set unusually high for debugging, I've uploaded version 1.1.4 which should resolve this, sorry about that everyone.
I am noticing a small, weird bug where the wildcraft fruit trees are spawning three trees next to eachother so you get almost like a bunched hedge of mixed fruit tree leaves. does anyone else experience this?
The 1.1.3 update should deal with the issues with the missing pomelo/hazelnut models and fig blossom textures, I'm hoping that'll deal with the TesselateShape crashes that I think are resulting from this issue
Wh1skey Try finding and destroying any pomelo, fig, and hazelnut trees in the area; pomelo and hazelnut trees are missing models and fig trees are missing a texture, both of which can cause crashes.
My friends and I have been playing and have been getting a crash with this mod, presumably fruit trees when they change for the season. During winter it seems fine but spring or summer we need to have our view distance down to like nothing. We removed the mod and the crashes stopped and re-enabled it and the crashes started again.
Full crash report.
Could anyone tell me if Willow/Bearnut/Alder spawns anywhere beyond just 'temperate' climates? I enjoy playing in the Frigid/Icy biomes for challenge, and I'd really enjoy some wattle-daub walls!
Hi same here any idea??? thx fr this mod!!!
System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 270
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 203
en Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) en VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:línea 268
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 250
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 236
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 386
en Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) en VintagestoryLib\Client\Model\ClientChunk.cs:línea 422
en Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) en VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:línea 817
en Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) en VintagestoryLib\Client\ClientMain.cs:línea 1138
en Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) en VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:línea 123
en Vintagestory.Client.ScreenManager.Render(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 678
en Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 622
en Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) en VintagestoryLib\Client\ClientPlatform\GameWindow.cs:línea 124
en System.EventHandler`1.Invoke(Object sender, TEventArgs e)
Hi, i have random players crashes with this error:
I think, that something wrong with fruitTrees
20.12.2022 1:51:14: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.10, ancienttools@1.4.9, bettercrates@1.5.2, chiseltools@1.7.1, effectshud@1.0.7, fancydoors@1.1.1, instruments@1.1.4, moreclasses@1.2.5, necessariesfix@1.1.3-rc.1, necessaries@1.1.3, primitivesurvival@3.1.0, simplealchemy@2.0.4, locustmod@2.3.6, tradeomat@1.6.3, viescraftmachines@1.17.2, game@1.17.9, wildcrafttrees@1.1.2, wildcraft@1.5.1, carryon@0.10.3, carryonmore@1.2.0, expandedfoods@1.6.4, hudclock@2.8.0, medievalexpansion@3.8.1, moreicons@1.0.2, playercorpse@1.5.5, prospectorinfo@4.1.2, roadworks@1.0.9, stonequarry@2.0.0-rc.4, tprunes@1.0.7, creative@1.17.9, survival@1.17.9, workbenchexpansion@1.5.1, xlib@0.6.14, xrowboat@0.0.5, advancedchests@0.2.0, xskills@0.6.14
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 270
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 203
в Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) в VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:строка 268
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 250
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 236
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 386
в Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) в VintagestoryLib\Client\Model\ClientChunk.cs:строка 422
в Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) в VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:строка 817
в Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) в VintagestoryLib\Client\ClientMain.cs:строка 1138
в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 123
в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 678
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 622
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 124
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93
Wood crates made of new wood have no wood texture
A bunch of lang keys are not translated
"block-sapling-catalpa-free": "Sapling Catalpa (Free)",
"block-sapling-mahogany-free": "Sapling Mahogany (Free)",
"block-sapling-sal-free": "Sapling Sal (Free)",
"block-sapling-saxaul-free": "Sapling Saxaul (Free)",
"block-sapling-spruce-free": "Sapling Spruce (Free)",
"block-sapling-sycamore-free": "Sapling Sycamore (Free)",
"block-sapling-elm-free": "Sapling Elm (Free)",
"block-sapling-beech-free": "Sapling Beech (Free)",
"block-sapling-eucalyptus-free": "Sapling Eucalyptus (Free)",
"block-sapling-cedar-free": "Sapling Cedar (Free)",
"block-plankslab-catalpa-down-free": "Plankslab Catalpa (Free)",
"block-plankslab-mahogany-down-free": "Plankslab Mahogany (Free)",
"block-plankslab-sal-down-free": "Plankslab Sal (Free)",
"block-plankslab-saxaul-down-free": "Plankslab Saxaul (Free)",
"block-plankslab-spruce-down-free": "Plankslab Spruce (Free)",
"block-plankslab-sycamore-down-free": "Plankslab Sycamore (Free)",
"block-plankslab-elm-down-free": "Plankslab Elm (Free)",
"block-plankslab-beech-down-free": "Plankslab Beech (Free)",
"block-plankslab-eucalyptus-down-free": "Plankslab Eucalyptus (Free)",
"block-plankslab-cedar-down-free": "Plankslab Cedar (Free)",
"block-plankstairs-catalpa-up-north-free": "Plankstairs Catalpa (Free)",
"block-plankstairs-mahogany-up-north-free": "Plankstairs Mahogany (Free)",
"block-plankstairs-sal-up-north-free": "Plankstairs Sal (Free)",
"block-plankstairs-saxaul-up-north-free": "Plankstairs Saxaul (Free)",
"block-plankstairs-spruce-up-north-free": "Plankstairs Spruce (Free)",
"block-plankstairs-sycamore-up-north-free": "Plankstairs Sycamore (Free)",
"block-plankstairs-elm-up-north-free": "Plankstairs Elm (Free)",
"block-plankstairs-beech-up-north-free": "Plankstairs Beech (Free)",
"block-plankstairs-eucalyptus-up-north-free": "Plankstairs Eucalyptus (Free)",
"block-plankstairs-cedar-up-north-free": "Plankstairs Cedar (Free)",
"block-roughhewnfencegate-douglasfir-n-closed-free": "Roughhewnfencegate Douglasfir N Closed (Free)",
"block-roughhewnfencegate-willow-n-closed-free": "Roughhewnfencegate Willow N Closed (Free)",
"block-roughhewnfencegate-honeylocust-n-closed-free": "Roughhewnfencegate Honeylocust N Closed (Free)",
"block-roughhewnfencegate-bearnut-n-closed-free": "Roughhewnfencegate Bearnut N Closed (Free)",
"block-roughhewnfencegate-blackpoplar-n-closed-free": "Roughhewnfencegate Blackpoplar N Closed (Free)",
"block-roughhewnfencegate-pyramidalpoplar-n-closed-free": "Roughhewnfencegate Pyramidalpoplar N Closed (Free)",
"block-roughhewnfencegate-catalpa-n-closed-free": "Roughhewnfencegate Catalpa N Closed (Free)",
"block-roughhewnfencegate-mahogany-n-closed-free": "Roughhewnfencegate Mahogany N Closed (Free)",
"block-roughhewnfencegate-sal-n-closed-free": "Roughhewnfencegate Sal N Closed (Free)",
"block-roughhewnfencegate-saxaul-n-closed-free": "Roughhewnfencegate Saxaul N Closed (Free)",
"block-roughhewnfencegate-spruce-n-closed-free": "Roughhewnfencegate Spruce N Closed (Free)",
"block-roughhewnfencegate-sycamore-n-closed-free": "Roughhewnfencegate Sycamore N Closed (Free)",
"block-roughhewnfencegate-elm-n-closed-free": "Roughhewnfencegate Elm N Closed (Free)",
"block-roughhewnfencegate-beech-n-closed-free": "Roughhewnfencegate Beech N Closed (Free)",
"block-roughhewnfencegate-eucalyptus-n-closed-free": "Roughhewnfencegate Eucalyptus N Closed (Free)",
"block-roughhewnfencegate-cedar-n-closed-free": "Roughhewnfencegate Cedar N Closed (Free)",
When I'm looking for "board", it only displays vanilla boards, could you rename your planks to match vanilla names?
XeneWarf A few of the seeds have weird transforms which means the item model is too small and/or displaced too far so it's inside the ground or invisible in the GUI image, it's one of the things I will be working on in a polish update in the near future
Heyo, Thanks for yet another Update.
The Spruce seed seems to missing a texture.
Love the mod so far.
Edit: the Pyramidal poplar seed is also missing a texture.
Stefanklm If you use Discord you can send me the de.json file via a discord DM, thank you for translating the mod for me!
Occasionally getting spammed with these messages:
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
Hey Catasteroid
I have translated your mod into German, hope that's ok! I would like to send you the de.json so you can integrate it into your mod :)
Dr_Cummies Also compatibility patch for Sleeve's would be nice. May be on that mod though
is there a way to add compatibility with "indappledgroves"? its having missing textures when splitting any wood from your mod. or removing bark. Love the mod btw very much needed.
Thranos
Ah alrighty; I'll be sure to fix it then. Thanks!
Foxy_Grandpa
if you scroll down a little, it's explained that the bug appears to be an issue with the base game, but there's a(n untested) workaround
Massive graphics problems with mods like Bunny's Roadworks, Bricklayers and More Clay. Broken textures galore.
Everything is fine now that fix worked thanks , although now I have floating grass above flowers in certain areas in my base , seems to be woad , catmint and cow parsley
imgur.com/a/Ku4kdeT
Running large maps shouldn't affect how the mod works unless you have the polar temperature gradient also set to a large value (the defaults are very large) which means you might be walking a long time to find the higher temperature/tropical stuff, it shouldn't affect gameplay too much otherwise
Will do thanks , great mod , love the trees - on a side note I run maps at 1mil x 1mil maybe that's a bad idea also .
Hmm looks like another texture atlas issue, somebody on the VS discord suggested this method to try and resolve this issue; there are two properties in the clientsettings.json file in your VintagestoryData folder (located in %appdata%/Roaming/VintagestoryData, or C:/Users/<yourusername>/AppData/Roaming/VintagestoryData for windows users) that affect the maximum size of the texture atlas, maxTextureAtlasWidth and maxTextureAtlasHeight, normally they are set at 4096 each but you could try setting the height, or both to 8192 to see if that alleviates the issue. Hope that helps, I haven't been able to reproduce the issue on my machine yet so I'm relying on information provided by the users playing with the mod, let me know if changing the maximum texture atlas sizes works, it might require a world reset to work properly
how do i send it to you ? seems to be with the cocunut palm , I have the error thing
<spoiler>
Running on 64 bit Windows with 64 GB RAM
Game Version: v1.17.9 (Stable)
12/8/2022 06:09:34: Critical error occurred
Loaded Mods: actuallyquicklime@1.0.6, aculinaryartillery@1.0.10, advancedsmithing@1.2.0, weaponpacka@1.3.1, ancienttools@1.4.9, armorrepair@1.0.3, arrowrecovery@1.0.0, attributer@1.0.3, axleinblocks@1.0.13, backpackpackplus@1.0.3, betterarchery@3.0.0, betterbricks@1.0.0, bettercrates@1.5.2, blackiron@2.1.0, cellardoor@1.3.0, Ceramos@0.2.4, chiseltools@1.7.0-pre.3, creaturescan@1.0.0, evaporite@1.0.0, extrachests@1.6.0, extraclayforming@1.0.0, quickerbarrel@1.1.1, fireclayfrompanning@1.0.0, foundrymod@1.0.0, weaponpackg@1.0.1, HangingOilLamps@1.0.1, harptech@0.2.3, hideandfabric@1.2.7, instruments@1.1.4, jrtp@2.0.5, lumbersling@1.0.0, meteoricexpansion@1.2.2, moreclasses@1.2.5, moredrifterloot@1.5.4, moremetals@1.0.9, MoreTorchHolders@1.0.0, necessariesfix@1.1.3-rc.1, necessaries@1.1.3, OresAPlenty@3.0.0, pieontheshelf@1.0.0, potontheshelf@1.0.0, qptech@1.12.1, rpgitemrarity@1.0.2, rustandrails@1.0.4, seedharvest@1.0.0, simpleelevator@1.3.0, riflemod@1.0.0, stackables@2.0.5, superfuel@2.0.7, locustmod@2.3.6, thecritterpack@0.7.6, viescraftmachines@1.17.2, game@1.17.9, wildcrafttrees@1.1.2, wildcraft@1.5.1, xmastime@0.2.2, zeekea@1.6.2, zyrails0break0down0tools@1.17.8, alchemy@1.6.4, betterbloomeries@1.0.3, captureanimals@2.3.0, carrycapacity@0.6.5, expandedfoods@1.6.4, extraoverlays@1.1.1, farmlanddropssoil@1.4.0, fromgoldencombs@1.3.15, helvehammerext@1.3.1, medievalexpansion@3.8.1, morepiles@1.2.2, petai@1.5.5, prospectorinfo@4.1.2, stonequarry@2.0.0-rc.4, tpnet@1.8.0-pre.7, th3expansion@1.0.1, usefulstuff17@1.0.2, creative@1.17.9, survival@1.17.9, workbenchexpansion@1.5.1, xlib@0.6.10, xorberax-bloodmod@0.3.2, metalrecovery@0.1.18-rc.2, campaigncartographer@3.0.3, bullseye@2.4.1, carryablelogwithresin@1.0.0, cats@1.5.3, cavebeacons@1.0.5, tradercamps@1.0.2, defensive@0.1.7-pre.0, shark@1.4.0, em@1.1.0, feverstonehorses@1.3.9-rc.2, glassmaking@1.3.3, moremolds@1.2.0, xskills@0.6.13, bricklayers@1.1.1, bricklayerglassmakingcompat@1.0.2
System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 61
at Vintagestory.GameContent.BlockEntityFruitTreePart.getOrCreateTexPos(AssetLocation texturePath) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 155
at Vintagestory.GameContent.BlockEntityFruitTreePart.get_Item(String textureCode) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 148
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 477
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 364
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 379
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 279
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 204
at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 227
at Vintagestory.GameContent.BlockEntityFruitTreeFoliage.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\Systems\FruitTree\BEFruitTreeFoliage.cs:line 62
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 440
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 818
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1139
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 125
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 680
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 624
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 131
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 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 12/8/2022 01:30:55, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FF85F7ACD29
Stack:
}
--------------
{ TimeGenerated = 12/7/2022 04:03:52, Site = , Source = Windows Error Reporting, Message = Fault bucket 1798715673849038812, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.9.0
P3: 63501532
P4: VintagestoryLib
P5: 1.17.9.0
P6: 63501532
P7: 156e
P8: 23
P9: System.Exception
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERBE02.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC21A.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC22B.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC229.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERC249.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_cdfa5c4fc161f2158a98e2baacbc7da90fa916b_7fba9aec_150b0a44-8de9-4356-b01b-ccbcd7a5f1c9
Analysis symbol:
Rechecking for solution: 0
Report Id: 443cd2eb-81f3-4b3b-b422-ab232b0e056d
Report Status: 268435456
Hashed bucket: 5a5b7d3b7c9baeafe8f6526017b307dc
Cab Guid: 0 }
--------------
{ TimeGenerated = 12/7/2022 04:03:50, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.9.0, time stamp: 0x63501532
Faulting module name: KERNELBASE.dll, version: 10.0.19041.2193, time stamp: 0x7f7062e1
Exception code: 0xe0434352
Fault offset: 0x000000000002cd29
Faulting process id: 0x15dc
Faulting application start time: 0x01d90a0af4be6fd1
Faulting application path: D:\Program Files (x86)\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 443cd2eb-81f3-4b3b-b422-ab232b0e056d
Faulting package full name:
Faulting package-relative application ID: }
</spoiler>
FireFrost Thranos Could you send me your log files including the server-main and client-main logs? The mod adds a lot of new textures and the texture atlas used by Vintage Story is a single large image 4096x4096 pixels in size and every texture is added to the atlas along with instructions that tell the game how to chop up the atlas into individual parts that make up each texture including the size of each texture in the atlas and the coordinates in the atlas image so it's possible with multiple other mods installed the texture atlas can become full or one of the larger textures like the very long large palm leaf texture could result in the texture atlas being full or textures being placed outside the 4096x4096 pixel bounds of the atlas. I will be reporting this bug to the developers
A client on my server is getting the same issue as FireFrost
keep getting crash saying error generating textures in Atlas? is atlas the mapping tech or Im also using campaign cartographer . but keeps crashing generating the leaves with sticks in them .
I absolutely adore new trees. They are so pretty and good i hope they can be more diverse tho like in burn time since from what i remeber mahogany burns pretty well and long
Love all the new wood and tree types! Unfortunately a lot of the graphics seem to be broken though, like for a lot of the seeds, and for the citron fruit. Is that happening to everyone? Is there a way to fix it?
Version 1.1.2 reimplements a bunch of wood-related recipes including the firewood recipe, I had expected that the default recipe automatically includes all new wood types but apparently that's not the case. If people are suffering slowdown it might be a product of the game generating hundreds of new objects using those wood types, and other mods which introduce new wooden items and blocks (especially those which implement lots of them) are likely to multiply this value. I'm not sure how to proceed knowing this, I could trim down a few wood types but I can't control what other people add to their mods or what other mods users download and use along with mine.
I upgraded from 1.0.1 to 1.1.1 on my server and my initial load time/data doubled. I had to revert to even get in. Not sure what's happening or if my client system just can't handle the extra textures. I will try again on a test server. Anything I should be looking for that might cause such a dramatic slowdown?
Estuve probando mods y me di cuenta que este mod no es compatible con este mods.vintagestory.at/show/mod/4216#showchangelog
Thanks for the update! Glad to see the new trees look to have seeds now, though the spruce (but not blue spruce) seed seems to have a case of the questionmarks.
Thanks for the new update.
Now I don't have to look at questionmark Hazelnut anymore. And I haven't managed to crash the game yet after a bit of testing.
but the wattle fences stil have a missing texture.
and is it by design or a mistake that I can't chop the wood into firewood?
it tried with Willow logs, Pyramidal logs and Douglas fir logs.
Update: Willow seeds also seem to be missing a texture in the inventory. either that or their texture makes them imposible to see.
Huh, kinda surprised Mulberry didn't make it onto the list of fruiting trees.
They're fairly notorious for making an absolute mess every time they fruit due to dropping what might as well be long blackberries all over.
Black Walnut would be a nice wood addition, it's got a very rich, dark color.
(Also baffled by the vanilla game's low drop rate of walnuts, IRL they drop so many it's like a truck carrying tennis balls crashed underneath the tree)
Thanks for the feedback folks, we're working on a patch to resolve some of issues that have been brought up along with some known issue that initially escaped my attention, stand by for version 1.1.1
Douglas Fir Logs do not have a firewood recipie. Quarter douglas fir logs do.
I'm getting the white with question mark texture on hazelnut trees
@Thranos Yeah, mine are green and would be errors, but are taking on the bricklayers texture for some reason.
When installing the mod, the game crashes.
Also seeing said wonky textures, but mine are just green-tinted [?] error textures.
Just reporting a Bricklayers incompatibility. Leaf textures are all wonky with bricklayers textures in them.
Kirona Ok I'll have a look through the files and try and resolve that issue, we're due to release version 1.1.0 very soon so hopefully you won't have to wait too long
For whatever reason, wines from the fruits from this don't display their names properly, and don't seem to be usable for distilled spirits or anything.
I've fixed the handbook crashing issue- it was because I had almonds and cacao define juiceableProperties but define them as Null, which meant the game was trying to read properties like what juice they made and how much and they obviously didn't have these properties, so the code just causes an exception instead of just discarding the data, I've reported it as a bug.
Got the same problem as Silvimancer. Disabled every mod except for Wildcraft Trees and Wildcraft. The game crashes when trying to view a item in the handbook.
Mod appears to break the game when opening the survival handbook and clicking any item in the handbook (disabling the mod prevents the error from occurring):
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.3 (Stable)
9/19/2022 12:30:33 PM: Critical error occurred
Loaded Mods: weaponpacka@1.3.1, ancienttools@1.4.7, bettercrates@1.5.1, betterruins@0.0.3, buildingplus@1.1.2, drdecor@1.0.0, fieldsofgold@1.3.0-dev.1, justmoreruins@0.3.1, meteoricexpansion@1.2.2, potatoes@1.0.8, moredungeons@0.1.1, primitivesurvival@3.0.5, sleevesdecor@1.0.2, specializedbags-18Slot@0.4.2, thecritterpack@0.7.6, game@1.17.3, wildcrafttrees@1.0.0, wildcraft@1.4.1, carrycapacity@0.6.5, fartempleaxe@1.0.0, fromgoldencombs@1.3.14-pre.1, lc@1.0.0, lichen@1.6.1, medievalexpansion@3.8.1, moreanimals@1.2.3, prospectorinfo@4.1.0, ruinvariants@1.0.1, sluicefork@1.0.0, tpnet@1.7.0, temporalmirror@1.6.1, vanvar@2.0.1, creative@1.17.3, redirectlogs@1.0.0, survival@1.17.3, campaigncartographer@3.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 637
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 256
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 668
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 439
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2286
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 808
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/19/2022 12:27:54 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2268912667540630476, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.3.0
P3: 631af235
P4: KERNELBASE.dll
P5: 10.0.19041.1949
P6: cb12e58e
P7: c0020001
P8: 0000000000034fd9
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD1EE.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD375.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD386.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD384.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD395.tmp.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_8d69ea61aab1516251fac1cf1c58e64956d66a2_1e73f8c4_95900ad8-5012-4a34-8f06-7650465b33ad
Analysis symbol:
Rechecking for solution: 0
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Report Status: 268566528
Hashed bucket: 91f391793610a8353f7ccc0cc724abcc
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/19/2022 12:27:53 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.3.0, time stamp: 0x631af235
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1949, time stamp: 0xcb12e58e
Exception code: 0xc0020001
Fault offset: 0x0000000000034fd9
Faulting process id: 0x1b64
Faulting application start time: 0x01d8cc4cfc06b609
Faulting application path: C:\Users\jtjon\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/19/2022 12:27:51 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFAD5F54FD9
Stack:
}
Thank you very much!
can't wait for a certain other mod to incorporate chocolate
Please have mercy on me...
Congratulations on this release!