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vsvillage's Introduction

VS Village

VS Village is an attempt to bring a village system right into Vintage Story. It introduces a wide variety of villagers, each of them with different day time routines. There are soldiers who defend the village, farmers who will watch the field, shepherds that will take care of cattle, and a small selection of other professions. Each of these villagers will need a workstation and a place to sleep at night.

To get a better understanding of its features, you can take a look here.

vsvillage's People

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vsvillage's Issues

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.

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

[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

Game crash due to villagers trying to sleep

During play the game will randomly crash with an "Object reference not set to an instance of an object" error. Pulling the server-event.txt file below, which shows errors are due to villagers trying to sleep(I think). In my village i have a trader with a bed, a farmer with a bed and workstation, and a mayors workstation. I noticed that the farmer didn't have a bed assigned to him for some reason (I think because it was picked up and placed again). I'm not sure if this is the problem, but I made sure to check that the pathing was fine for whenever they needed to go to workstation/bed.

Looks like its happening on AiTaskVillageSleep, so maybe my farmer is trying sleep but doesn't have a bed so it errors. Once I disabled the mod for my game I was able to join again, otherwise it would just crash every time i tried to start.

server-event.txt

water causes NPCs to walk into walls

I nested in a village where the street is right at water level, and it seems to be causing the pathfinding to bug out and half of my villagers are stuck walking into random walls constantly.

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.

[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

Null Ref on villager initialize

Game Version: v1.19.7 (Stable)
2024-05-10 16:45:15: Critical error occurred in the following mod: [email protected]
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]
System.NullReferenceException: Object reference not set to an instance of an object.
at VsVillage.EntityVillager.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\EntityVillager.cs:line 62
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

This happened 3 times in a row. VS 1.19.7, Village 1.0.0-pre.5, from a client connecting to a dedicated server.

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

update to rc 5

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

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.

[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
.

[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

FindRandomGatherplace exception after update to Pre6 from Pre5

After updating to Pre6 from Pre5, I got a message on first boot about a village being regenerated, and the coords matched a player-made village, and since then this error message fills the logs several times a second whenever a player is active in that area:

15.5.2024 16:53:21 [Server Error] Exception: Object reference not set to an instance of an object. at VsVillage.Village.FindRandomGatherplace() in E:\Workspace\vintage_story_mods\vsvillage\src\Systems\VillageSystem\Village .cs:line 71 at VsVillage.AiTaskVillagerGotoGatherspot.GetTargetPos() in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\AITask\AiT askVillagerGotoGatherspot.cs:line 49 at VsVillage.AiTaskGotoAndInteract.ShouldExecute() in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\AITask\AiTaskGot oAndInteract.cs:line 53 at VsVillage.AiTaskVillagerGotoGatherspot.ShouldExecute() in E:\Workspace\vintage_story_mods\vsvillage\src\Entity\AITask\Ai TaskVillagerGotoGatherspot.cs:line 54 at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174 at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI .cs:line 114 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 :line 121 at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntityS imulation.cs:line 330 at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntityS imulation.cs:line 169 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

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?

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

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

VillagerWaypointsTraverser Crashes game

just randomly staying near a village this happens.
Not sure how to replicate yet. will update if I find a way.

Running on 64 bit Windows 10.0.22631.0 with 32705 MB RAM
Game Version: v1.19.7 (Stable)
03.07.2024 19:24:22: 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]
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 28.06.2024 17:59:14, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.19.7.0, Zeitstempel: 0x65310000
Name des fehlerhaften Moduls: coreclr.dll, Version: 7.0.1023.36312, Zeitstempel: 0x64b06d6c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001c98a6
ID des fehlerhaften Prozesses: 0x0x5cd8
Startzeit der fehlerhaften Anwendung: 0x0x1dac9741020d23b
Pfad der fehlerhaften Anwendung: S:\VintageStoryEXP\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Berichtskennung: 82c9cc2a-42b7-4939-832e-f7aa3c8875bc
Vollständiger Name des fehlerhaften Pakets: 
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:  }
--------------
{ TimeGenerated = 27.06.2024 14:11:41, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.19.7.0, Zeitstempel: 0x65310000
Name des fehlerhaften Moduls: coreclr.dll, Version: 7.0.1023.36312, Zeitstempel: 0x64b06d6c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001c98a6
ID des fehlerhaften Prozesses: 0x0x6bf4
Startzeit der fehlerhaften Anwendung: 0x0x1dac889aebc9648
Pfad der fehlerhaften Anwendung: S:\VintageStoryEXP\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Berichtskennung: 8a3ebe40-ec10-4474-80d4-42eee8137b6c
Vollständiger Name des fehlerhaften Pakets: 
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:  }
--------------
{ TimeGenerated = 27.06.2024 13:08:17, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.19.7.0, Zeitstempel: 0x65310000
Name des fehlerhaften Moduls: coreclr.dll, Version: 7.0.1023.36312, Zeitstempel: 0x64b06d6c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001c98a6
ID des fehlerhaften Prozesses: 0x0x310c
Startzeit der fehlerhaften Anwendung: 0x0x1dac88246217a31
Pfad der fehlerhaften Anwendung: S:\VintageStoryEXP\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Berichtskennung: 1bfeff7b-3617-4026-81e5-2979900e7a86
Vollständiger Name des fehlerhaften Pakets: 
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:  }

server-main.zip

Mod Download Not Fully Working

This is an odd issue I have been spending hours trying to pinpoint. I have downloaded the VS Village mod from VSMODDB. It goes through, and I have continously ensured that the green box is checked in mod manager. However, it just won't show up in game. I checked the mods folder and it is there as well. The content just will not go through. It used to work for me. I am unsure when it stopped, but I was missing it. I have tried multiple game version--from the most recent to a bit earlier--and nothing has worked. My other mods work fine for the most part. It is just odd it was working for a while and now its quit. It is probably just a simple mistake on my part, but I cannot solve it for the life of me.

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

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

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