Giter Site home page Giter Site logo

vintagestory-issues's People

Contributors

areyserious avatar copygirl avatar tyronx avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

vintagestory-issues's Issues

Game crash 1.5.2

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 )

VintagestoryCrash.txt

Bed: Message problems

  • Only the top block shows the "Lets you sleep for" - message.
  • 5.49996 hours is a bit too accurate.

Improve crash experience

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.

Make it easier to run multiple server instances at the same time

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

Placing Stones Replaces Blocks

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.

Weird mod loading issue

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

1.5.2.1 knapping red clay crash

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 )

Improve player orientation display

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.

Mouse wheel gets stuck

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

Item dupe

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.

Some sheared leaves appear again after relog

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.

Shift-clicking hotbar items moves to inventory, not chest

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.

Joining a server with password gives wrong error message.

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).

1.5.2.1 ghost berry in hot bar

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.

Drifters don't appear on surface at nights

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.

Moving away from firepits doesnt close their dialog

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 should cut cattails and flowers in 3x3 area?

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.

Stone knife eats cattails on last use

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.

Per-world mod selection

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.

Simple improvement of screenshot organization

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.

1.5.2.1 Chest Funkyness

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

Inserting into arrays using asset patching doesn't work

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.

Example patch

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 ],
    }
  } }
]

Workaround

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" },
  ] }
]

Heavy light flicker when water flows

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.

Honey needs buff

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.

Crash when crafting blasting powder

VintagestoryCrash.txt

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 )

GUI: Messages are a bit too hidden

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).

Pumpkins grow in straight lines, fruitless

1.5.2.2, official server.
Twice my pumpkin grew into a cross of long straight wines, no fruits. Was grown on the same place, first time on medium soil, last on rich.
Tests in creative mode with time speed 6000-9000 didnt show such anomaly.
2018-03-22_10-09-56
2018-03-24_12-02-29

BlockPos should implement == operator

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

Workaround

Can use Equals, as I said, though it's not null-safe so an additional check might be required.

Console.WriteLine(pos1.Equals(pos2));

No fall damage

There appears to be a complete lack of fall damage right now in both new and existing worlds.

1.5.2.2 Most lanterns when placed look as a copper one

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.

Custom BlockBehavior causes pick block (middle click) to return incorrectly rotated block code

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.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.