yea, mistyped there
Update to 1.18.0-pre.9
v1.18.0-pre.7
Linux
None
Multiplayer
I set up a multiplayer server on v1.18.0-pre.7. Every time I try to talk to this Agriculture trader, my client gets disconnected, and the server logs an exception.
It seems to be looking for a trader-kitchenware.json
file which is not there.
No response
26.3.2023 16:18:08 [Server Error] Entitybehavior conversable for entity game:humanoid-trader-foods, dialogue asset game:config/dialogue/trader-kitchenware.json not found. Won't load dialogue.
26.3.2023 16:18:08 [Server Warning] Exception at client 3. Disconnecting client.
26.3.2023 16:18:08 [Server Notification] Last player disconnected, compacting large object heap...
26.3.2023 16:18:08 [Server Event] Player ARF got removed. Reason: Threw an exception at the server
26.3.2023 16:18:08 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.GameContent.DialogueController..ctor (Vintagestory.API.Common.ICoreAPI api, Vintagestory.API.Common.EntityPlayer playerEntity, Vintagestory.API.Common.EntityAgent npcEntity, Vintagestory.GameContent.DialogueConfig dialogueConfig) [0x0001b] in <5f7ac27833fb40b4bf6e191cd15a98aa>:0
at Vintagestory.GameContent.EntityBehaviorConversable.GetOrCreateController (Vintagestory.API.Common.EntityPlayer player) [0x0009b] in <5f7ac27833fb40b4bf6e191cd15a98aa>:0
at Vintagestory.GameContent.EntityBehaviorConversable.OnReceivedClientPacket (Vintagestory.API.Server.IServerPlayer player, System.Int32 packetid, System.Byte[] data, Vintagestory.API.Common.EnumHandling& handled) [0x0001a] in <5f7ac27833fb40b4bf6e191cd15a98aa>:0
at Vintagestory.API.Common.Entities.Entity.OnReceivedClientPacket (Vintagestory.API.Server.IServerPlayer player, System.Int32 packetid, System.Byte[] data) [0x0001c] in <5115116e4aec4073837efdde590257c5>:0
at Vintagestory.GameContent.EntityTrader.OnReceivedClientPacket (Vintagestory.API.Server.IServerPlayer player, System.Int32 packetid, System.Byte[] data) [0x00000] in <5f7ac27833fb40b4bf6e191cd15a98aa>:0
at Vintagestory.Server.ServerMain.HandleEntityPacket (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x0001d] in <fe73de45fbe84d4c8546996bf4e463b8>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <fe73de45fbe84d4c8546996bf4e463b8>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <fe73de45fbe84d4c8546996bf4e463b8>:0 ```
ugh. thanks for the report! will be fixed next release
v1.18-pre7
Linux
Vanilla
Singleplayer
A lot of tooltips in the game are not formatted properly (line breaks appear random) and then parts of it on the right are cut off as well.
I tried different UI scales and it made no difference.
thanks for the report, this will be fixed next release
hey, thanks but no need to report this as an issue. I usually re-download translations on every update. Thanks for fixing it!
v.1.17.pre-7
Windows
None
None
The german translation is wrong. "Lead" is translated with "Blei". But the original quote relates to "leading" not the chemical element "lead". I provided the correct translation/fix here: https://crowdin.com/translate/vintage-story-game/2/en-de?filter=basic&value=3#5796
No response
No response
Log
Thanks for testing, might be windows problem indeed. But I can still ask the OpenTK community about it, thats the graphics framework that we use.
Update to 1.18.0-pre.7
v1.18.0-pre.6
Windows
None
Singleplayer
Saved an exited my game as per normal. Later when I attempted to load again I receive an index out of bounds error for WeatherSimulationSnowAccum.GetSnowUpdate. Mods are disabled, running a repair doesn't help.
No response
No response
Log
Running on 64 bit Windows with 24 GB RAM
Game Version: v1.18.0-pre.6 (Unstable)
3/14/2023 10:34:29 PM: Critical error occurred
Loaded Mods:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(WeatherSimulationRegion simregion, IServerMapChunk mc, Vec2i chunkPos, IWorldChunk[] chunksCol) in VSEssentials\Systems\Weather\WeatherSimulationSnowAccum.cs:line 475
at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(WeatherSimulationRegion simregion, IServerMapChunk mc, Vec2i chunkPos) in VSEssentials\Systems\Weather\WeatherSimulationSnowAccum.cs:line 432
at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadStart() in VSEssentials\Systems\Weather\WeatherSimulationSnowAccum.cs:line 268
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
{ TimeGenerated = 3/14/2023 10:34:29 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.IndexOutOfRangeException at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[]) at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i) at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadStart() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()
{ TimeGenerated = 3/14/2023 10:20:14 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.IndexOutOfRangeException at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[]) at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i) at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadStart() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()
{ TimeGenerated = 3/14/2023 10:16:09 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.IndexOutOfRangeException at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[]) at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i) at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadStart() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()
}
thanks for the report, i was able to reproduce it using your savegame, will be fixed next pre-release
Editing a sign. Repeating backspace. Crash.
Playing on Shalecreek server multiplayer 1.18-pre6 with non-basegame Mods:
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.18.0-pre.6 (Unstable)
12/03/2023 14:42:00: Critical error occurred
Loaded Mods: moretraders@0.0.1, primitivesurvival@3.1.4, stackables@2.0.5, translocatorengineeringredux@1.4.0, game@1.18.0-pre.6, carryon@0.11.0-pre.1, morebags@1.2.0, prospectorinfo@4.1.2, creative@1.18.0-pre.6, survival@1.18.0-pre.6, workbenchexpansion@1.6.0-pre.1
System.ArgumentOutOfRangeException: Index and length must refer to a location within the string.
Parameter name: length
at System.String.Substring(Int32 startIndex, Int32 length)
at Vintagestory.API.Client.GuiElementEditableTextBase.OnKeyBackSpace() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 536
at Vintagestory.API.Client.GuiElementEditableTextBase.OnKeyDown(ICoreClientAPI api, KeyEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 404
at Vintagestory.API.Client.GuiComposer.OnKeyDown(KeyEvent args, Boolean haveFocus) in VintagestoryApi\Client\UI\GuiComposer.cs:line 564
at Vintagestory.API.Client.GuiDialog.OnKeyDown(KeyEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 416
at Vintagestory.Client.NoObf.GuiManager.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 361
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1711
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(Object sender, KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 250
at System.EventHandler1.Invoke(Object sender, TEventArgs e) at System.EventHandler
1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.NativeWindowBase.OnKeyDown(Key key, Boolean repeat) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\NativeWindowBase.cs:line 130
at OpenTK.Platform.Windows.WinGLNative.HandleKeyboard(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 646
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 828
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1551
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 369
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
thanks for the reports, both should be fixed next release
oh, i was able to now
i'm not able to reproduce the backspace crash unfortunately
v1.17.9 onwards (estimated), up to and including v1.18.0-pre.6
Windows
Vanilla
Singleplayer
Multiple people have been asking about this on Discord, Reddit and the forums for a month or two now; it broke sometime late in the 1.17 cycle and continues to be broken in the 1.18 prereleases.
I am not personally affected (I don't run with seasons off), but I'm raising this issue so that it is on the tracker.
References: https://www.reddit.com/r/VintageStory/comments/10rw4wu/turning_off_seasons_doesnt_seem_to_work/ https://www.vintagestory.at/forums/topic/10564-turnign-off-seasons-when-making-a-custom-setting-world-doesnt-seem-to-work/ https://www.vintagestory.at/forums/topic/10672-seasons-off-always-spring-does-not-work-singleplayer/ https://www.vintagestory.at/forums/topic/10530-always-spring/
No response
No response
No response
thanks for the report! this should be fixed next release. Also added summer, fall and winter as options
1.18.0-pre.6
Windows
Vanilla
Singleplayer
When a chiseled block is added to another chiseled block, its texture is selected, and the microblock is placed, a crash occurs.
Log
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.0-pre.6 (Unstable)
18.03.2023 19:36:57: Critical error occurred
Loaded Mods: game@1.18.0-pre.6, creative@1.18.0-pre.6, survival@1.18.0-pre.6
System.IndexOutOfRangeException: Индекс находился вне границ массива.
в Vintagestory.GameContent.BlockEntityChisel.SetVoxel(Vec3i voxelPos, Boolean add, IPlayer byPlayer, Byte materialId) в VSSurvivalMod\Systems\Microblock\BEChisel.cs:строка 255
в Vintagestory.GameContent.BlockEntityChisel.UpdateVoxel(IPlayer byPlayer, ItemSlot itemslot, Vec3i voxelPos, BlockFacing facing, Boolean isBreak) в VSSurvivalMod\Systems\Microblock\BEChisel.cs:строка 114
в Vintagestory.GameContent.BlockEntityChisel.OnBlockInteract(IPlayer byPlayer, BlockSelection blockSel, Boolean isBreak) в VSSurvivalMod\Systems\Microblock\BEChisel.cs:строка 104
в Vintagestory.GameContent.ItemChisel.OnBlockInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, Boolean isBreak, EnumHandHandling& handling) в VSSurvivalMod\Item\ItemChisel.cs:строка 323
в Vintagestory.GameContent.ItemChisel.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) в VSSurvivalMod\Item\ItemChisel.cs:строка 236
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 836
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 811
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 540
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) в VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 89
в Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) в VintagestoryLib\Client\Util\ClientEventManager.cs:строка 199
в Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) в VintagestoryLib\Client\ClientMain.cs:строка 778
в Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) в VintagestoryLib\Client\ClientMain.cs:строка 970
в Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 243
в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 717
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 620
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 126
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 479
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 454
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93
{ TimeGenerated = 18.03.2023 18:01:42, Site = , Source = .NET Runtime, Message = Приложение: Vintagestory.exe Версия платформы: v4.0.30319 Описание. Процесс был завершен из-за необработанного исключения. Сведения об исключении: код исключения c0020001, адрес исключения 00007FFF7F6DCD29 Стек: }
thanks for the report! this should be fixed next release
v1.18.0-pre6
Windows
Vanilla
Singleplayer
By holding crouch and walking forward in one block deep water it is possible to enter the swimming animation and go way faster than usual. Now I don't know if this in itself is a bug but if it isn't then it makes rafts obsolete.
Go in shallow water hold crouch and walk.
https://user-images.githubusercontent.com/126715524/225421972-a2598aae-0e45-4862-b9af-c3b89f51541f.mp4
Log
While not an intentional feature, also not really a bug. I will however reduce swimming speed, as there are rafts now. Thanks for the report.
Thanks for the report, could you test if the same happens on the net7 version of the game?