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vsvillage's Issues

[Bug] Mayor - Bed Count Negative

I noticed the Mayor has a negative bed count. It might have something to do with either having been in creative mode at some point (hunting them to find and test them out) and or the Mayor being so close to a village already.
2022-07-27_09-31-25

VsVillage.EntityBehaviorAlternatePathtraverser.OnGameTick

Game Version: v1.17.0-pre.4

[Fatal] System.MissingMethodException: Method not found: Vintagestory.API.Common.Block Vintagestory.API.Common.IBlockAccessor.GetBlock(int,int,int)
at VsVillage.EntityBehaviorAlternatePathtraverser.OnGameTick (System.Single deltaTime) [0x0000d] in <972561b79cc64e3db706e111f0023f92>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in :0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in :0
at VsVillage.EntityVillager.OnGameTick (System.Single dt) [0x00000] in <972561b79cc64e3db706e111f0023f92>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in :0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00168] in :0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in :0

Cannot interact with villagers

I have found several structures with villagers in them, but none of the villagers will interact with me. I've tried right clicking on them to talk to them but nothing happens. Am I doing something wrong?

Client side crash about a cobblestone trough from looking at a village merged with a better ruin

I repeatedly got this crash on the client side from looking at a village.

Running on 64 bit Linux with 62 GB. 
Game Version: v1.17.3 (Stable)
9/10/2022 1:36:20 PM: Critical error occurred
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
System.Collections.Generic.KeyNotFoundException: The given key 'troughContentConfigs-game:cobblestone-claystone' was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00021] in <d57a575dd6be4193a54eb87783bbd39c>:0 
  at Vintagestory.GameContent.BlockEntityTrough.get_contentConfigs () [0x0002c] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.GameContent.BlockEntityTrough.GenMesh () [0x00045] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.GameContent.BlockEntityTrough.FromTreeAttributes (Vintagestory.API.Datastructures.ITreeAttribute tree, Vintagestory.API.Common.IWorldAccessor worldForResolving) [0x0001f] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket (Packet_BlockEntity p, Vintagestory.Client.NoObf.ClientMain game) [0x00077] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities (Packet_Server packet) [0x0003d] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket (Packet_Server packet) [0x00016] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.ProcessPacketTask.Run () [0x00000] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks (System.Single deltaTime) [0x0008e] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.ClientMain.MainGameLoop (System.Single deltaTime) [0x0004e] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary (System.Single dt) [0x0004d] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.ScreenManager.Render (System.Single dt) [0x00079] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.ScreenManager.OnNewFrame (System.Single dt) [0x000cc] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame (System.Object sender, OpenTK.FrameEventArgs e) [0x00141] in <6215ae1029cd4696b4c4b2c34106b061>:0 
  at (wrapper delegate-invoke) System.EventHandler`1[OpenTK.FrameEventArgs].invoke_void_object_TEventArgs(object,OpenTK.FrameEventArgs)
  at OpenTK.GameWindow.OnRenderFrame (OpenTK.FrameEventArgs e) [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 
  at OpenTK.GameWindow.OnRenderFrameInternal (OpenTK.FrameEventArgs e) [0x00010] in <a4886e33f9fc416195d24950e7205b94>:0 
  at OpenTK.GameWindow.RaiseRenderFrame (System.Double elapsed, System.Double& timestamp) [0x0000c] in <a4886e33f9fc416195d24950e7205b94>:0 
  at OpenTK.GameWindow.DispatchRenderFrame () [0x00038] in <a4886e33f9fc416195d24950e7205b94>:0 
  at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x00104] in <a4886e33f9fc416195d24950e7205b94>:0 
  at OpenTK.GameWindow.Run () [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 
  at Vintagestory.Client.ClientProgram.Start (Vintagestory.Client.ClientProgramArgs args, System.String[] rawArgs) [0x003dc] in <9422a14f759b4537aaff44309dc950a2>:0 
  at Vintagestory.Client.ClientProgram+<>c__DisplayClass14_0.<.ctor>b__0 () [0x00000] in <9422a14f759b4537aaff44309dc950a2>:0 
  at Vintagestory.ClientNative.CrashReporter.Start (System.Threading.ThreadStart start) [0x00007] in <6215ae1029cd4696b4c4b2c34106b061>:0 

In one repro, this error occurred on the console about 30 seconds before the crash:

12:53:28 [Client Error] Exception thrown when initializing a block entity with classname Trough: System.Collections.Generic.KeyNotFoundException: The given key 'troughContentConfigs-game:cobblestone-claystone' was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00021] in <d57a575dd6be4193a54eb87783bbd39c>:0 
  at Vintagestory.GameContent.BlockEntityTrough.get_contentConfigs () [0x0002c] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.GameContent.BlockEntityTrough.GenMesh () [0x00045] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.GameContent.BlockEntityTrough.Initialize (Vintagestory.API.Common.ICoreAPI api) [0x00027] in <f01e2cfb17af4d6e8438cdb4242c5d13>:0 
  at Vintagestory.Client.NoObf.ClientChunk.InitBlockEntitiesFromPacket (Vintagestory.Client.NoObf.ClientMain game) [0x0001e] in <6215ae1029cd4696b4c4b2c34106b061>:0 

While trying to reproduce the crash, at one point it was night and the crash stopped reproducing until it became daytime and the villagers started moving.

After uninstalling the vsvillage mod on the server side, the crash went away. This is what the village looked like after the mod was installed. Notice how the village is merged with a better ruin structure. Other villages that are not merged with a ruin do not crash.

2022-09-10_13-23-42

Villager placement in bed - client crash - rare world gen oddity

Crash type: Multiplayer. Fatal error to Client resulting in immediate disconnect. Server is fine.

Game version: 1.17.2 and 1.17.3

VS Village version: vsvillage_v0.2.4_vsquest_v0.0.+.zip

Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]

Repeatable: Not easy; highly specific circumstance involving ruins added to world generation by another mod. Consistent once its happened.

What happened?:
A large ruin from Better Ruins spawned overlapping the center of a village. This led to blocks taking up space above a bed. A villager either spawned in that bed, or attempted to use it, cannot be properly placed, and caused an unavoidable client crash.

Coming within loading distance of this village with VSvillage enabled results in client crash, always. Only resolution was to temporarily disable VSvillage to allow players to leave the area. Crash continues to happen after all blocks of both ruin and village have been removed, including the bed involved. Eventually forced the area to regenerate without the mod, before adding VSvillage back to the server again.

Error log:

Game Version: v1.17.2 (Stable)
9/11/2022 6:05:35 AM: Critical error occurred
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockEntityBed.get_MountPosition() in VSSurvivalMod\BlockEntity\BEBed.cs:line 35
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 227
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysicsPre(Entity entity, Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 156
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 122
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1216
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1103
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 613
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
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 Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Mystery fatal error during chunk generation

Crash type: Multiplayer. Fatal error to server, near-instant and infinitely repeating until server stopped and went into a restart loop. Forced shutdown and mod removal/chunk regeneration was necessary. No errors visible in client-side logs of the player present.

Game version: 1.17.3

VS Village version: vsvillage_v0.2.4_vsquest_v0.0.+.zip

Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]

Repeatable: No? Doesn't seem like it. Attempting some forced chunk generation after fixing the issue did not result in a repeat.

What happened?: A single player was apparently just exploring on foot. The server hung while attempting to generate new chunks and then went into a death loop.

Took server down, temporarily removed just VSVillage, suspecting it after the last round of strange instabilities. Server restarted successfully, could log in. Added VSVillage back just to check, reloaded mods, and server death looped with same error immediately. Removed and restarted, then tried to do what investigation I could... and found nothing?

For the player who crossed the problem chunk, the server believed they kept moving, and they found themselves very far away when they rejoined. They helped me find the area they roughly were at when things began to freeze; took a thorough look around, then returned to that point and regenerated chunks with /wgen regen 10. Enabled VSVillage again after, and server remains stable once more.

There were no villages, guard towers, mayors, traders, ETC in sight around the problem chunk, nor in the direction the server continued to move the affected player while crashing. I could find nothing that visibly links this problem to VSVillage assets, save the server behavior with the mod enabled and disabled.

Genuinely have no idea what went wrong here.

Error snippet, just imagine this x5000, no other logs had any related messages:

10:37:13 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemEntitySimulation.SendEntitySpawns () [0x00089] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00174] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <6215ae1029cd4696b4c4b2c34106b061>:0
10:37:14 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemEntitySimulation.SendEntitySpawns () [0x00089] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00174] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <6215ae1029cd4696b4c4b2c34106b061>:0
rate limit exceeded
10:37:15 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemEntitySimulation.SendEntitySpawns () [0x00089] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00174] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <6215ae1029cd4696b4c4b2c34106b061>:0
10:37:15 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemEntitySimulation.SendEntitySpawns () [0x00089] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00174] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <6215ae1029cd4696b4c4b2c34106b061>:0
10:37:16 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Server.ServerSystemEntitySimulation.SendEntitySpawns () [0x00089] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00174] in <6215ae1029cd4696b4c4b2c34106b061>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <6215ae1029cd4696b4c4b2c34106b061>:0

Block schematics missing

World is running VS v.1.18.0-rc.2. After WorldGen, added the Villager mod and VS Quest mod.

The server, on boot-up reports these missing schematic files:

.4.2023 19:58:49 [Server Event] Loading structure shepherd-medium-1
7.4.2023 19:58:49 [Server Event] Loading structure smith-medium-1
7.4.2023 19:58:49 [Server Event] Loading structure bookrey-medium-1
7.4.2023 19:58:49 [Server Event] Loading structure woodcutter-medium-1
7.4.2023 19:58:49 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
7.4.2023 19:58:50 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
7.4.2023 19:58:50 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
7.4.2023 19:58:50 [Server Warning] Block schematic file woodcutter-medium-1.json uses items that could no longer be found. These will turn into unknown items! (affected: game:knife-copper,game:axe-iron)
7.4.2023 19:58:50 [Server Event] Loading structure gather-medium-1
7.4.2023 19:58:50 [Server Event] Loading structure herbalist-large-1
7.4.2023 19:58:50 [Server Event] Loading structure mayor-large-1
7.4.2023 19:58:50 [Server Event] Loading structure castle-large-1
7.4.2023 19:58:50 [Server Event] Loading structure church-large-1
7.4.2023 19:58:50 [Server Event] Loading structure major1-o4-LARGE
7.4.2023 19:58:50 [Server Event] Loading structure farmer4-o2-LARGE
7.4.2023 19:58:50 [Server Event] Loading structure soldier4-o10-SMALL
7.4.2023 19:58:50 [Server Event] Loading structure soldier3-o2-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure farmer2-o2-MEDIUM
7.4.2023 19:58:50 [Server Warning] Block schematic file farmer2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive,game:spear-scrap)
7.4.2023 19:58:50 [Server Warning] Block schematic file farmer2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive,game:spear-scrap)
7.4.2023 19:58:50 [Server Warning] Block schematic file farmer2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive,game:spear-scrap)
7.4.2023 19:58:50 [Server Warning] Block schematic file farmer2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive,game:spear-scrap)
7.4.2023 19:58:50 [Server Event] Loading structure farmer3-o1-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure trader1-o2-MEDIUM
7.4.2023 19:58:50 [Server Warning] Block schematic file trader1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file trader1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file trader1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file trader1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Event] Loading structure soldier2-o2-MEDIUM
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier2-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:stackrandomizer-resonancearchive)
7.4.2023 19:58:50 [Server Event] Loading structure soldier1-o2-MEDIUM
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:axe-copper)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:axe-copper)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:axe-copper)
7.4.2023 19:58:50 [Server Warning] Block schematic file soldier1-o2-MEDIUM.json uses items that could no longer be found. These will turn into unknown items! (affected: game:axe-copper)
7.4.2023 19:58:50 [Server Event] Loading structure farmer1-o2-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure herbalist2-o2-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure herbalist1-o2-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure ruin3-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure ruin2-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure ruin1-MEDIUM
7.4.2023 19:58:50 [Server Event] Loading structure wallseg2-SMALL
7.4.2023 19:58:50 [Server Event] Loading structure wallseg1-SMALL
7.4.2023 19:58:50 [Server Notification] Reloaded 35 tree generators
7.4.2023 19:58:50 [Server Event] Loading 7x7x8 spawn chunks...

I don't know if these issues will end up being benign, or not.

[Fatal] System.TypeLoadException: Could not resolve type with token 0100007e

still getting this error message here:

[Fatal] System.TypeLoadException: Could not resolve type with token 0100007e from typeref (expected class 'Vintagestory.API.Common.EnumBlockLayersAccess' in assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
at VsVillage.EntityBehaviorAlternatePathtraverser.OnGameTick (System.Single deltaTime) [0x0000d] in :0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in :0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in :0
at VsVillage.EntityVillager.OnGameTick (System.Single dt) [0x00000] in :0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <1fbe3b82ee9e4e8588305f1e2ae82ede>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <1fbe3b82ee9e4e8588305f1e2ae82ede>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <1fbe3b82ee9e4e8588305f1e2ae82ede>:0

VsVillage.ActiveQuest.OnEntityKilled

Game and mod version: VS 1.16.5, VSVillage 0.0.6

What's going wrong: One player on the server is being consistently disconnected on the killing shot when hunting animals with either a spear or bow, both basegame animals and those added or changed by mods. Another odd behavior is any time they specifically kill a deer from Lichen's, it instantly turns the body to bones, or despawns it entirely, with nothing lootable left behind either way.

Extra information: Their most recent completed quest was to bring charcoal, and they had not started any quests since then. They went through the village we were near and made certain they didn't have any active quests. I was the only other player on while this was going on, and I had not activated any quests myself, either.

Is it reproducible: For the affected player, it's consistent and game-breaking. For others, no. We haven't managed to recreate the issue with anyone else yet. Edit: Happened to a second player on the server, same kind of errors, they say that they had also previously finished a quest.

server-console-crashes.txt

[Bug] Mayor Quest Can't Be Complete

I managed to find a Mayor that wasn't experiencing the Bed bug, a number of items are negative on the count, but just having extras seems to fix that. Anyway the quest that can't be complete is the additional Shepard quest. I put down about 10 Troughs both Large and Small but it still registers 0 regardless of how many you put down.
2022-07-27_10-01-23
.

Compatibility with PrimitiveSurvival door locks

I have a player on my server who has used VSVillage elements heavily in their settlement. When they are logged in, or another player goes near their chunks, the server log is constantly full of the error below, sometimes multiple times per second. I believe it's caused by villagers trying to access various doors the player has locked to prevent the villagers getting into areas they don't want them in. I realise compatibility with PS may not be in scope, but wanted to make you aware of this issue.

My players and I are very much enjoying the mod!

3.5.2024 14:42:25 [Server Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.ModSystemBlockReinforcement.IsLockedForInteract(BlockPos pos, IPlayer forPlayer) in VSSurvivalMod
\Systems\BlockReinforcement.cs:line 622
   at Vintagestory.GameContent.BlockBehaviorLockable.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection
 blockSel, EnumHandling& handling) in VSSurvivalMod\BlockBehavior\BehaviorLockable.cs:line 28
   at Vintagestory.GameContent.BlockBaseDoor.DoesBehaviorAllow(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
in VSSurvivalMod\Block\BlockBaseDoor.cs:line 69
   at Vintagestory.GameContent.BlockBaseDoor.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSe
l) in VSSurvivalMod\Block\BlockBaseDoor.cs:line 90
   at VsVillage.VillagerWaypointsTraverser.toggleDoor(BlockPos pos, Boolean shouldBeOpen) in E:\Workspace\vintage_story_mods\vsv
illage\src\Entity\Pathfinding\VillagerWaypointsTraverser.cs:line 298
   at VsVillage.VillagerWaypointsTraverser.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\Pathfin
ding\VillagerWaypointsTraverser.cs:line 123
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
   at VsVillage.EntityVillager.OnGameTick(Single dt) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:l
ine 121
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 330
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 169
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

Automatic Village layout

I gave a few ideas to Kinniken very early in his development of the Millenaire mod. One thing you might want to consider is a way to grow the town from the center outwards and where certain town structures will be placed in relation to the town center without being too rigid about it. At the time, Kinniken had the concept of the town progressing through a number of stages of growth and that certain structures and building upgrades would happen over time. He did this by having a sequence of progressively better prefabs for each structure that become unlocked a certain stages of town growth. One thing I suggested that worked very well was to assign a minimum and maximum radius for each type of structure relative to the town center for each stage of town growth. This provides a way for villages to be randomly generated and grow over time, but still have a reasonable layout. For example, shops and the blacksmith should be near the center of the town while farms should be closer to the outside edges of the town. When the village progresses to a new stage of growth, some structures will be allowed to be replaced, such as a farm that is now to close getting replaced with an inn and then a new farm gets allocated further out. With a framework like this, it also becomes easier to reserve space for and plan out things like roads, walls, watchtowers etc as radial and axial paths. A larger town might also have its farms placed outside the city walls.

update to rc 5

can you update the mod to rc 5.
the waypoint system has changed.

[Bug] Floating Mayor cart

As the title indicates, the Mayor I found was floating. Including picture. Also not sure if the Mayor is meant to spawn so close to a village already established?
2022-07-27_09-12-23

Unable to interact and terrain problems

VS v1.17.4 Creature Hostility: Passive (Become aggressive if attacked). VSVillage File v0.3.0 Normal Vanilla Traders still act the same. With VSVillage as my only mod, I am unable to interact or get quests from villagers. VSVillagers do not acknowledge my presence when I right click on them. I can interact with vanilla items in villages. There are still some placement issues around the villages with (branchy) leaves/logs allowing foxes and wolves to get into chicken pens and chickens, pigs, and sheep climbing out of their pens. Forest dirt next to stone fences allowing foxes and wolves into VSVillage enclosures. Water blocks and lily pads inside buildings or floating above VSVillage ground structures.

I don't mean to offend, but I would like to suggest a few different (or used in conjunction with each other) fixes. First, rebuild the currently existing VSVillages so they do not have simple one block in height stone fence enclosures. Exterior/Open Air animal pens are rebuilt with walls/fences that are at least two blocks tall (gates could remain one block high or replaced with doors). Second, place "air blocks" around the villages to avoid trees and terrain from interfering with the village placement. Third, place the villages on a raised packed dirt mound so they can be placed without trees and terrain interfering with them. I believe this was done in ancient times anyways to give people a better view of the surrounding area in case of attack. This would also make it possible for villages to have cellars, "treasure rooms", or even hidden translocator rooms in the future. Different materials like sand or gravel could be used for paths if there is packed dirt beneath them. The packed dirt mound would ensure the village spawns whole and does not fall apart during spawning with buildings floating in air when dirt is one of the falling blocks in the configs of world generation. It could be coded that the packed dirt can be replaced by biome specific stone, ore stone, and other items found in ruins so as not to interfere with cave generation. Unfortunately, I'm not a Dev/Coder so I would not know the specifics on how to do the above, but these were things as a "normie" that I could think of to alleviate the problems/issues that I see with this mod.

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