anegostudios / vintagestory-issues Goto Github PK
View Code? Open in Web Editor NEWVintage Story's public issue tracker for reporting bugs, crashes and the like
Vintage Story's public issue tracker for reporting bugs, crashes and the like
2018-03-18 9:13:54 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at _2NIJUOvZuhsZJHwssaR4A9MeQQd._evQawCNQwidlgfLJr6UALkdxogBb(_YNbrYWrfHwoFb935Yyu9Lq954vg )
at _OIvMSh21UgCkAuQfMesEJXrxu7A._W7pFANs1eFrLvcNwzoTm2ed0AaH(_1Xag6se2FILA9eGXXRFFOHwGBcb , Single )
at _1Xag6se2FILA9eGXXRFFOHwGBcb._l49OQFCZAUy2gy55LtpANhlramM(Single )
at _7frinaibFVrKQRnO7A7QhU2Z9Np._7dpc4nVDU3eu39XW5zQM8hvxaGq(Single )
at _PEvCJqwBnvvamlPCwiTDs2jyp0t._vrRiMNCCuqWbOC92sGUK762eBEv(Single )
at _PEvCJqwBnvvamlPCwiTDs2jyp0t._bJCcIXsEn7jCQIBmjq5EGMetZEWA(Single )
at _lpa2wezMUmPC9SYeqyldCPi5ykI._lalnwkS7TIV3zPLuBnmGOGMzkcA(Object , FrameEventArgs )
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _Tv2OyERsF5nbcsgRKs9eUwKhqvQ._PKov0Of2By4G8K7ADCC7QTQGmRJ(_mkP9VlL7dCVktBhZ5FljAa2Dtjn , String[] )
at _KvvPcWG9QIDQlkC88RkzBikZZNB._PKov0Of2By4G8K7ADCC7QTQGmRJ(ThreadStart )
When going through the items the item graphic window sometimes shows up scrunched.
https://youtu.be/lqYr_C_L5zU
Right now, when the game crashes, all you get is an ugly error message and no additional information is included for the developer to debug the issue, other than the stacktrace itself. Also, the VintagestoryCrash.txt
file includes all past crashes, so it might be a bit annoying (or confusing) to find the most recent crash and upload only that.
It would be nice to instead get a window with the crash information and a bunch of additional information, such as operating system, hardware, drivers, basic information about the state of the game (mods, single/multiplayer?, ...), when the crash occured (rendering, update, loading mods, handling input, interacting with a block, ...), and so on. This should also be written to a dedicated crash folder, which would be how the information is accessed on a server.
The user should see an option to upload the crash log and links to where it can be reported.
There are 14 slots and only 13 hotkeys.
The video shows me going through 1 to 0, then ctrl 1 to 3.
Skips the 10th slot.
https://youtu.be/1_nrZoL3o8M
Right now we cannot have 2 servers running Vintage Story with different versions, once you install the update it will not let you run the old version.
Right now we also cannot run 2 servers with the same version at the same time using different ports. Or at least I and Skol could not find a way to create this without having to manually create the files for it.
Bottom line we need a server launcher that is capable of handling multiple instances with different ports and different versions of the server.
~ tony Liberatto on the forums
Shift-rightclicking in the gap that a stone path makes with a stone will allow you to place the stone while deleting the road. same thing happens when you place a stone on the grass where a flower is. may work for other similar blocks as well.
22:47:55 [Server Error] Failed loading a mod :0 CS0006 Metadata file `VintagestoryAPI.dll' could not be found
:0 CS0006 Metadata file `Newtonsoft.Json.dll' could not be found
:0 CS0006 Metadata file `protobuf-net.dll' could not be found
:0 CS0006 Metadata file `Tavis.JsonPatch.dll' could not be found
22:47:55 [Server Warning] Mod Set BrickInTheWall.zip could not be loaded and will be ignored!
All the other mods loaded fine, but IIRC this is the only one that uses loose .cs
files.
The server is started via mono /home/vintage/server/VintagestoryServer.exe --dataPath /home/vintage/data/gamedata
from the /home/vintage
directory.
This is on Ubuntu 16.04.3 LTS, Mono 4.6.2.7 with Vintage Story 1.5.2.1
I flew over some of these while trying to test something else ingame.
Expected: Obsidian stones
Actual: game:block-loosestones-obsidian
Shift click with saw and maple uses entire saw and only returns 4.
Win 10 64
Happened with copper and steel saw.
I tried knapping with red clay
I had 4 red clay and shift-click on the ground to begin knapping
2018-03-20 11:15:52 PM: Critical error occurred
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)
at Vintagestory.GameContent.BlockEntityClayForm.PutClay(IItemSlot slot)
at Vintagestory.GameContent.ItemClay.OnHeldInteractStart(IItemSlot slot, IEntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(IItemSlot slot, IEntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHeldItemUse useType)
at _R5fCX5y0aB2nX8CvaWbAx4z8bhU._YijDZmXHMZ4dHBJfgC4YPeDTbMhA(BlockSelection , EntitySelection , EnumHeldItemUse )
at _R5fCX5y0aB2nX8CvaWbAx4z8bhU._mMDoGUm6ydUVYozlxmYoabMIQoo(Single )
at _R5fCX5y0aB2nX8CvaWbAx4z8bhU._ESA8Ol9vzMlwXtyPPdxLO8JBy7i(Single )
at _dMEBIj2d4rGFMeJLUtorzMHWE2M._2U0T3QxpvTg6S99WFxFrX2tLdoH(EnumRenderStage , Single )
at _dMEBIj2d4rGFMeJLUtorzMHWE2M._TIHlmhWjRxybDgBGwqNXNX3IekB(Single )
at _dQ8UsaC1cx3V0luDwfnOC9V16Y._TIHlmhWjRxybDgBGwqNXNX3IekB(Single )
at _sPDuh4gIO8FyRaA657gG8bYlN6b._5xT15N45LDO7iR4pvkchveIBjjA(Single )
at _sPDuh4gIO8FyRaA657gG8bYlN6b._AS2ij50wecyOwxvpI96wDEDDAzP(Single )
at _HGE7K6wFiUDXaxEbdSNDd7Y4uYp._TVE3QsNRO891pCPkbuOE0MlzxJp(Object , FrameEventArgs )
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _yfC6KJ78gHaaRrzSYs8upw66O7b._sZWHZ3ytYqe9vtV5yWoqJna6w9b(_D4acqzKIQfPOuworRl9XU0LuzBK , String[] )
at _hhVpdfZdAmYMOIGo8UOCEY1JNd8._sZWHZ3ytYqe9vtV5yWoqJna6w9b(ThreadStart )
On multiplayer, I died of hunger, and cannot re-spawn, only Rage quit. When I re-loaded the game I instantly died again, still hungry. Did several times, same thing happens, over and over.
~ John Erik Oliveira on the forums
Please consider adding a numerical display of player's orientation into the coords info window, in additional to north/south/east/west indicator.
E.g. in +,+ format, four possibilities: +,+ -,- -,+ +,-
Or adding in brackets to coords themselves, e.g.: -1536(-),8284(+) means that if player start moving forward, first coord will decrease, second will increase.
Reason: when exploring and knowing your corrent coords and your destination coords, it is not trivial to understand where to orieng your character. Usually I have to make small test moves in different directions to see how coords start to change. Additional problem is that North is actually where negative coords are, i.e. at map's "bottom", which is not expected by US/EU/EMEA players.
Basically, since we have main info - coords - in numerical form, then direction info should also be in numerical form.
At least by a client option.
Sometimes, turning the mouse wheel does nothing, so the next item isn't selected. The control doesn't get eaten by a black hole, however, it gets handled on the next mouse event - meaning that if such a control gets stuck and I click an enemy with a sword, the next item gets switched and I try to kill him with my carrot.
Arch Linux, mono 5.10.0, libinput 1.10.3
When crafting something not stackable (stone axe), instead of dragging the item to the hotbar, press the number on the hotbar. This will not consume the ingredients, but will produce an item.
1.5.2.2, observed on official server (bronze and copper shears) and in creative singleplayer (iron shears).
Google drive dir with screenshots (original tree, sheared tree, after relog):
https://drive.google.com/open?id=1937yicOOwaJX4_FmiCSVyWXyajg6ddJL
Description:
When shearing all leaves of a tree or a tree farm, about 5-10% of them randomly reappear after relog.
Sometimes they reappear even withour relog, e.g. when you place a ladder near them.
Also the branchy ones may damage player with suffocation when he enters the ghost block.
Noticed on all trees except bamboo. Tried to reproduce on bamboo in creative world, on about 20 trees - no single ghost leaf block.
Cant select chest from a certain distance, though once you select one that you can reach, it allows you to select ones that should be out of reach, letting you open it and it closes right after that.
https://youtu.be/ohj62_tco5M
1.5.2.2, the official server.
I have floatyGuis on.
When a chest is open and player inventory is closed, shift-clicking items from hotbar moves them into player's inventory, not to the open chest inventory.
Also iirc if chest has an uncomplete stack of the same item, the stack is filled, but the remains go to player inventory.
I would expect that if a single chest inventory is open, all hotbar items are moved there, and never to the closed player inventory.
The following patch dose not produce any error, but the game:bowl-soup
item does not exist either.
{ file: "game:blocktypes/clay/bowl", op: "replace", path: "/variantgroups/0/states", value: ["raw", "burned", "honey", "soup"] },
Joining a 1.5.2.2 server that has a password set results in:
22.3.2018 23:31:37 [Error] The connection closed unexpectedly.
22.3.2018 23:31:37 [Error] System.Exception: No bytes were received? O_O
Which is not at all what I would expect. The only reason I realized I had forgotten to set the password in my connection setting is because I checked the server log...
23:31:06 [Server Notification] A Client attempts connecting via TCP
23:31:06 [Server Event] Milo fails to join (invalid server password).
when you pick berries, if you have some in backpacks, they look like they are on your hot bar, but they are not really there, they go into the backpack.
https://youtu.be/A4tNuBMwT8w
You can also move them around, and seem to not correct until you try to combine them.
1.5.2.2, official server.
Melloyello (?), me, Saraty noticed that there are no drifters on the surface at night. They definitely appear in caves, locusts too. Wolves still appear at usual places.
UncleSid in Discord #bugs said he didnt notice any mobs for the last 3 updates.
1.5.2.2, the official server.
I have floatyGuis on.
When I open firepit dialog(s) and move backwards from them, they never close.
I would expect them to have the same bahavior as chests - to close after I moved some distance away from them.
Scythe works against cattails as an ordinary knife. Imho it would be correct to apply the same behavor as for grass - cut 3x3 area. Because bees! Please be double sure it works correctly with cutting stages (leaves/roots). Or maybe don't affect roots at all, only knife for them.
Using a stone knife on a cattail (potentially other tools on blocks) when it has one use left will destroy the cattail plant and only give the cattails item, as if you were using your fist.
It would be nice to have the ability to specify what mods are enabled on a per-world basis instead of globally, probably in existing world creation and edit screens.
Perhaps this could also be used when connecting to a server, where it only loads the mods it requests, erroring if any are missing. If it doesn't already work like that.
The experience level doesn't increase, it stays at level 0. The bar below, however, changes its value.
Please consider adding a client config option which sets the current value of directory where screenshots are located.
If set to an absolute path - obvious behavior. If into a relative path - means that it is a sub path in the default location.
This will allow to categorize screenshots hierarchicly, e.g. categories bugs,ore,server,single,caves,... using macroses which will redefine the path dynamically.
E.g. Ctrl-O will define path to "officialServer/ores" so the next screenshot will go there.
Ctrl-Shift-O to "single/ores", Ctrl-Shift-B - to "officialServer/bugs".
I will be even able to set Ctrl-B to place bug screenshots into Dropbox synced directory, to reference them in tickets.
Same might be useful for videos, but at least for me the screenshot library is growing much faster than videos.
Trying to open the chest on its south or east side is glitchy at edge of interaction.
North and west side seem ok, as soon as you can interact they are fine.
The south and east side open then close very quickly.
Chest position doesn't seem to matter.
https://youtu.be/X3kcClxu7S8
Ending after critical error!
Press any key to shut down...
First of all, the server should not be waiting for input before exiting at all. What if it is running unattended?
Secondly, the only "any key" that works is enter.
According to RFC 6902 linked in the 1.5.2 release post, inserting into arrays should be possible. This is kind of important if the order matters, which can be the case for block behaviors, for example
- If the target location specifies an array index, a new value is inserted into the array at the specified index.
File: assets/carrycapacity/patches/carryable.json
[
{ file: "game:blocktypes/wood/generic/chest", op: "add", path: "/behaviors/0", value: {
name: "Carryable",
properties: {
translation: [ 0.0625, 0, 0 ],
rotation: [ 0, 180, 0 ],
}
} }
]
Can replace the entire array for now:
[
{ file: "game:blocktypes/wood/generic/chest", op: "replace", path: "/behaviors", value: [
{ name: "Carryable", properties: {
translation: [ 0.0625, 0, 0 ],
rotation: [ 0, 180, 0 ],
} },
{ name: "Container" },
{ name: "HorizontalOrientable" },
] }
]
Observed in 1.5.1.6.
Google disc folder with video and screenshots:
https://drive.google.com/open?id=1iQclN9CsMWfEj9AxiCPSkvKMbyftgt7v
Description:
Have an underground room 7x7x5. Place a water block in the center with a bucket. Surround with 4 dirt blocks to prevent flowing. Place planks block on top of water, a lantern on top of planks.
Now destroy one dirt block with shovel. Water will start flowing and spreading and light in the room will switch off and on approx twice a second until water stops spreading.
When you keep trying to wall into a wall, planks, stone, doors, etc, you can take damage.
https://youtu.be/Vl5UWX1dlqE
1.5.2.2, the official server.
When I place ladders and climb them. I ofter get hurt. Maybe it happens when I climb right after placing.
Considering berry healing nerf, the issue is more annoying now.
1.5.2.2, basically this is @SaratY suggestion from discord, will ping her to add.
Honey bowls are kinda expensive and cumbersome, in the current state I will avoid using them:
-o- Heal too little for such a long manufacturing process.
-o- 1 stack doesnt heal you even full health from near zero.
-o- Leaves the bowl after use, wasting my inventory. Will not take to long journeys.
-o- Hard (long) to pickup from ground when manufacturing.
Atm I have no ideas which way to improve.
Single player world survival no mods
~ Don Rudski on the forums
2018-03-18 5:39:29 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.CraftingRecipeIngredient.Clone()
at Vintagestory.API.Common.GridRecipe.ConsumeInputShapeLess(IWorldAccessor world, IPlayer byPlayer, IItemSlot[] inputSlots)
at _pU4W8AID8egAOqbOUSPWtLjlpoG._LyXzQdaVvzSo0F2bEpfxsaRsrPm()
at _dPnVZxuzVo9zTepb8bQLbovABOD._mf5mBYp5Dc4L94ExFtpJPxx6U0i(IItemSlot , ItemStackMoveOperation& )
at Vintagestory.API.Common.ItemSlotOutput.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, IItemSlot sourceSlot, ItemStackMoveOperation& op)
at _eIXvGyY93zPWhP6CvNwVVgvbawO._Lu1gJgMzkjJ82msCEBOXlJe9ASk(_ir11PTuRpE1aeYwMlNioYG2kBeX , Int32 , EnumMouseButton , Boolean , Boolean , Boolean )
at _eIXvGyY93zPWhP6CvNwVVgvbawO._6qKqgzRf8BXOrGYOovwNRG9Z7aG(_ir11PTuRpE1aeYwMlNioYG2kBeX , MouseEvent )
at _Vrnv6thBPy1954jaoG6PSwrR0NG._CJ72SVkxJwxCA1frA5OqhOsLkpe(_ir11PTuRpE1aeYwMlNioYG2kBeX , MouseEvent )
at _Z0rMF0Dnl5mhZmH0nXamPE2thwD._CJ72SVkxJwxCA1frA5OqhOsLkpe(_ir11PTuRpE1aeYwMlNioYG2kBeX , MouseEvent )
at _KMLWua1Zvn3hcr6cvXfFfHq5MYB._CJ72SVkxJwxCA1frA5OqhOsLkpe(MouseEvent )
at _MrQsu2GuJMLQvRd30L2qnPMhJoh._CJ72SVkxJwxCA1frA5OqhOsLkpe(MouseEvent )
at _1Xag6se2FILA9eGXXRFFOHwGBcb._CJ72SVkxJwxCA1frA5OqhOsLkpe(MouseEvent )
at _lpa2wezMUmPC9SYeqyldCPi5ykI._mJvNcPMAIwehIVIWxp5tJn5z6cd(Object , MouseButtonEventArgs )
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)
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _Tv2OyERsF5nbcsgRKs9eUwKhqvQ._PKov0Of2By4G8K7ADCC7QTQGmRJ(_mkP9VlL7dCVktBhZ5FljAa2Dtjn , String[] )
at _KvvPcWG9QIDQlkC88RkzBikZZNB._PKov0Of2By4G8K7ADCC7QTQGmRJ(ThreadStart )
Ingame messages, such as from the prospecting pick or the bed, appear in the message box on [Tab]. However, if you don't know this, you might feel like "nothing happens, the game is broken". Also, it costs time always to toggle the message box to see messages (leaving it visible costs valuable screen space).
Just for fun, for checking if temporal gear rng works fine and maybe other things. And player deaths. And harvested crops. And all things! :)
I just ran into this again, trying to compare two BlockPos
instances. They do implement IEquatable
, so Equals
works, but ==
doesn't.
var pos1 = new BlockPos(0, 0, 0);
var pos2 = new BlockPos(0, 0, 0);
Console.WriteLine(pos1 == pos2);
Expected output: true
Actual output: false
Can use Equals
, as I said, though it's not null-safe so an additional check might be required.
Console.WriteLine(pos1.Equals(pos2));
There appears to be a complete lack of fall damage right now in both new and existing worlds.
When I make lanterns from new materials, like bronze or that lead alloy, they are shown correctly in inventory (iirc) but when placed look like a copper one. When picked up they are of a correct metal, not copper. Observed by Saraty first afaik.
via pngcrush -rem gAMA -rem cHRM -rem iCCP -rem sRGB -noreduce -ow <files>.
as suggested in #13
It seems like pick block on some or all orientable blocks doesn't return the same block code that you would find in the creative inventory. For example, chests appear as chest-east
in the creative menu, but pick block would give you a chest-north
.
This also slightly affects my CarryCapacity mod because I use the block's OnPickBlock
method to get a default rotated version of a block for rendering on someone's back.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.