Mods / Better Jonas Devices - Fixed
Author: Ket
Side: Both
Created: Feb 11th at 8:55 PM
Last modified: Oct 7th at 7:32 PM
Downloads: 22670
Follow Unfollow 280
Latest release (for Vintage Story 1.21.0, 1.21.1 and 1.21.4, potentially outdated):
betterjonasdevicesfixed_2.1.4.zip
1-click install
OK, with help from friends and some persistance, this mod is now fixed. I had no intentions of fixing it until I was dealing with a series of bad rift days and really missing this mod. I personally see it as an important accessibility mod as well. I am not sure of the mod authors status, but I'm happy to take this down if they ever want to pickup this project again. I make no promises with maintaining this mod long-term.
Please see the original post for mod information and important links: https://news.kalataka.ru/show/mod/8272#showchangelog
If you find any issues, use the issue tracker or ping me in the VS discord and try to give as much information as you can, at least so I can make the same bug happen myself.
Also fun fact! The base return teleporters will teleport you AND your elk if you're riding it when it finishes it's animation.
This version is NOT backwards compatible with previous game versions.
Changelog from 1.1.0 to 2.0.0:
- re-made 'fogandlight.vsh' transferring over most of the original changes.
- updated base return teleporter shape files to current basegame version to fix animation issues.
Compatibility:
- LIMITED COMPATIBILITY with Combat Overhaul. Impacts nightvision helmet: green filter still removed but entity highlighting and custom overlay do not work.
Hopes & Dreams:
- figure out why the config doesn't generate itself ✔️(ty to whoever updated the modding wiki)
- make client-side/server-side config so overlay is toggleable client-side
- configurable number of days the riftward is active
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 2.1.4 | 4673 | Oct 7th at 7:32 PM | betterjonasdevicesfixed_2.1.4.zip | 1-click install | ||
|
Updated to .net8 | ||||||
| 2.0.4 | 3027 | Aug 29th at 7:19 PM | BetterJonasDevices-Fixed-v2.0.4.zip | 1-click install | ||
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Changes:
| ||||||
| 2.0.3 | 73 | Aug 29th at 5:09 PM | BetterJonasDevices-Fixed-v2.0.3.zip | 1-click install | ||
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Changes:
Issues?: | ||||||
| 2.0.2 | 13853 | Feb 14th at 4:52 PM | BetterJonasDevices-Fixed-v.2.0.2.zip | 1-click install | ||
|
- checked & updated all shader files to 1.20.0 changes (except what the mod intends to change) | ||||||
| 2.0.1 | 457 | Feb 13th at 5:41 PM | BetterJonasDevices-Fixed-v2.0.1.zip | 1-click install | ||
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- fixed basereturn teleporters not working | ||||||
| 2.0.0 | 587 | Feb 11th at 9:02 PM | BetterJonasDevices-Fixed-v.2.0.0.zip | 1-click install | ||
| ||||||
Very interesting! Thanks for the info Blake81, I can use it to look into this further (if its not caused by BJD I'll at least beable to report the bug elsewhere)
I can say that this mod isn't the one causing the issue with the rift ward. Because I actually have had the invisible ward issue for a while, and I'm actually not using this mod (Yet). I am playing single player, and I had the following mods installed when I first noticed the issue (I've some more installed now, but since the bug was already there before those, I am ignoring them):
-Better Ruins
-Ancient Tools
-Culinary Artillery
-Expanded Foods
-Primitive Survival
-Stone Quarry
-RiverGen (Not Rivers)
-Player Corpse
-Carry On
-Animal Cages
-ABSC Redux
-Better Breeding
-Translocator Engineering Redux
Hope this helps
DeathSeven, Complete_noob
If you're ever submitting a bug report you should give context about your specific situation:
- what other mods are you using
- is this in multiplayer or not?
- how often does it happen
- is the save new or old
If I don't have the same issue, then that means something about your situation is important.
I got it too but i got no idea what information is needed otherwise i could see whats needed
Ok anybody getting invisible riftwards needs to start giving information cause I can't reproduce it when the mod is running by itself in singleplayer.
Yes, i have same problem with rift ward.. After charging with temporal gear it still visible, until you relog, or move far enough for chunk unloading. It have collision/selection boxes when invisible.
CKitt What do you mean 'an' invisible rift ward? Like, are all of them invisible or just one? Is this with other mods on a server? (is it a server you're running?)
I have an invisible rift ward in 1.21.4, for some reason. Still working fine, though!
@ducatislo ya but the vannila nightvishion helm had that ability with this mod, but combat overhaul muks with that.
jamescook its called a night vision tho
i wish the entity highlighting part would still work with the combat overhaul as i keep getting snipped by bowtorn hideing in bushes.
gg
Redpaws I do like the idea of a client-side version of just the nightvision changes (without entity highlighting). I'll work on that. Still haven't sorted out the green clouds.
Think there's any possibility to tweak the night vision further? Not having the strong green filter is great, but the clouds are still bright green for some reason. If the issue with the clouds could the fixed, this would be fantastic!
Even better would be a standalone mod for the night vision effect that could be easily tweaked by the player. Tried looking for a mod like this, but this is the closest I could find.
The base return teleporter doesn't seem to be reusable? Maybe my stuff is bugged but upon use it deleted itself and that was that.
It would be lovely if we could configure how much time the Rift Ward can be powered by one temporal gear!
Yep, the mod info says its for 1.20
i am using the most recent version of this mod as well as running version 1.21.0, and it is saying that the mod is requesting version 1.20.0. it still works, but it made freak out. just a heads up :)
Narg Originally it did not do that, its a side-effect of the new voumetric clouds. I wasn't planning on trying to fix it unless it makes the mask difficult to use (It doesn't bother me, personally).
thank you :D
Ket everything seems to be working great! Thank you for the quick response. Although, I never tested a night vision mask in creative before and never made one in survival, is it supposed to highlight the clouds green?
Ket awesome!! Hopefully TBenz will notice the notifs so they can help with it maybe.
Matsan I definitly missed that comment, thanks for pointing it out. Unfortunatly I never got the PR. I did figure out it was due to the helmet slot, but coding and C# are not something I'm skilled with so I haven't beenable to make a fix yet. I am currently working on trying to fix the config again, so I'll look and see if I can understand what he's described from his fix.
Ket Any compatibility yet with Combat Overhaul yet? @TBenz already tracked down the bug and fixed it a couple messages down.
Narg Try the new file
Narg Looking into it, you're not the only one seeing it do that (while it does work on my machine, it does not work on my roommates machine)
Ket totally broken in 1.21. somehow removes all graphics except animals and rifts. tested as the only mod
I went looking for a mod when I realized that the base return teleporter was single-use. It looks like this mod makes it operate like the terminus teleporter, which is exactly what I hoped to find. THANK YOU!
Ket
This no longer functions with 1.20.12, unfortunately. No crash here, but the helmet renders green and lined as in vanilla.
Edit: I'm an idiot, it was unchecked. Works fine. 👍
Getting a crash in 1.20.12 with this mod on load of a world
Thank you so much for repairing this mod. Also, this should totally be vanilla.
any chance we could get the ability to config the cost to recharge the base return teleporter and the terminus teleporter? (And perhaps also the ability to disable the light emitting from the rift ward.
So far works as intended, no issues on 1.20.09 with a variety of mods or Vanilla with just this..
Took me ages to find out what the issue was. Jesus. No error message. Nothing. Ty very much.
TBenz
Can you elaborate on what the fix was? I'd like to run this on my server with combat overhaul and I'll make a custom version if I need to
I was able to track down the source of the incompatability with Combat Overhaul. It's actually relatively simple. This mod actively checks the vanilla helmet slot for the night vision helmet's presence and charge state. Combat Overhaul locks the vanilla helmet slot and adds 3 new helmet slots the night vision helmet can be placed in. I threw together an absolute hack-job of a fix that checks the Combat Overhaul helmet slots in addition to the Vanilla slot. As far as I can tell, it doesn't break when Combat Overhaul is not installed. I'll try to polish that up more, test it more thoroughly, and provide a PR on github.
Thank you for taking the time to adopt this mod, for however short or long of a time it may be.
After I did some gearbashin' about I managed to figure out how to get the config function to work, as the mod did not create one on its own. I just had to name the config file 'betterjonasdevicesfixed.json' and I could then tinker around with the values by copy-pasting the config stuff posted at the original mod. Nightvision only highlighting at 16 blocks range and no temporal stability recovery from the rift ward was notable aspects I wanted to reign in from the default package.
Take your time Ket! The fact you managed to update this to 1.20.x is amazing work on its own already! We can wait a bit longer to have it compatible with CO, don't feel pressured.
OK As of right now this mod is partially incompatible with Combat Overhaul. Only the nightvision overlay and the entity highlighting are broken right now. Everything else should work fine, and the green tint is still removed if you need that for accessibility reasons.
This may take me a long time to figure out, sorry.
UA_Shaman Are you using mod version 2.0.2? If so can you send me a list of the other mods you are using?
Ket

The NPCs are not illuminated, the illumination of the mask itself is not working properly.
The lower you go underground, the worse the lighting. I hope you will fix this.
We will check all the other devices.
I'm Playing on 1.20.4, this mod seems to cause the new water shader to not work properly, any chance this could be fixed? (or am I just doing something wrong?)
Junrall As far as I know it's supposed to clear itself, but sometimes it doesn't. So anytime I have a weird issue like 'x is already loaded' I clear the cache manually. Don't worry about the size it will always be big unless you hardly use mods.
Ket
Clearing the cache seems to have resolved the issue. The cache was fairly large... is that something that should be cleared once in a while?
SioxGWolf any version 1.20.0+
Junrall Not getting any issues on my end. Do you have any other information? Can you try again after clearing your cache folder? (it's in the VintageStoryData folder, you can delete everything inside without issues.)
Ket
I'm on VS 1.20.3 and am getting this error after updating to the newest version of the mod. This happens with and without other mods and on a new map:
[Error] [betterjonasdevicesfixed] An exception was thrown when trying to load assembly:
Error] [betterjonasdevicesfixed] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
Is this compatible with the latest versions? Or only up to 1.20.0?
Thank you, I was waiting for the release of an update for this mod!!!
Tokamesab Nevermind, found the problem. I'll work on that, thanks!
justOmi Thank you for the translation, I'll add it next update!
Tokamesab I'll check it again on my side! Was this on multiplayer or singleplayer? Were you using any other mods?
Teleport returns does not work properly: Teleports the player, but the teleport itself remains in place and continues to work. Game version - 1.20.3
Oh my god thank you this was one of the mods I missed the most
My savior
aslo Ukranian language if you wanna add it
{
"blockhelp-basereturn-recharge": "Перезарядити",
"block-basereturnteleporter-discharged": "Розряджений переставний телепорт",
"blockdesc-basereturnteleporter-discharged": "Одноразовий телепорт з вичерпаним джерелом живлення"
}
Phenomenal
Dude, go figure. I'm halfway through getting it updated to run on 1.20 myself. You just saved me some frustrating work!