Mods / Compatibility Layer

Draft

Set to published to be listed. A draft mod is still visible to everyone via direct link
Tags: #Crafting #Food #Tweak #Utility #Worldgen
Author: ChaosPhoenix
Side: Both
Created: Sep 1st at 6:00 PM
Last modified: Sep 9th at 3:27 PM
Downloads: 3862
Follow Unfollow 100

Latest release (for Vintage Story 1.21.0 - 1.21.1, potentially outdated):
compatlayer_0.0.6.zip  1-click install


This mod does NOT replace Wildcraft mods. They are still required along with Herbarium.

 

Tested and working with

 

IF YOU HAVE ISSUES PLEASE SUBMIT THEM TO THE GITHUB ISSUE TRACKER ABOVE ALONG WITH RELIABLE INFORMATION ON HOW TO DUPLICATE WITH MOD LIST

I have a full time job am doing this in the small spare time that I have as a hobby. I love these mods, but I do not have hours to debug issues for specific mods.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.0.6 compatlayer
1.21.0 - 1.21.1
2897 Sep 8th at 1:20 AM compatlayer_0.0.6.zip 1-click install

Added golden combs compatibility.

Added animal cages compatibility.

Added milwright compatibility.

Fixed json typos (Thank you gdorn)

Updated some internal wildcraft files to newer formats.

0.0.5 compatlayer 615 Sep 5th at 1:05 AM compatlayer_0.0.5.zip 1-click install

Fixed wildcraft fruit recipes for meals showing ingredients in incorrect locations.

Fixed typo keeping fruit seeds from being planted like normal.

0.0.4 compatlayer 290 Sep 1st at 6:38 PM compatlayer_0.0.4.zip 1-click install
Fixed trader buying/selling item errors
0.0.3 compatlayer 60 Sep 1st at 6:01 PM compatlayer_0.0.3.zip 1-click install

Fixes

 - Herbs and spices now spawning correctly.

 - Updated for new Wildcraft Trees release.

 - Fixed and updated broken harmony patches.

Known issues

- Pie lang issues for singles
- Some pies not showing on handbook
- Pie combination and texture issues in general


31 Comments (oldest first | newest first)

💬 Foxtrot88, Nov 19th at 5:36 AM

Deprecated/outdated, mod also saved incorrectly as draft so it won't show up on searches on the modpage.

Also, I can confirm that any kind of nuts crashing the game is caused directly by Wildcraft Fruits and Nuts, and not this mod.

💬 Tels, Oct 29th at 4:08 PM

Is this mod still needed with the latest Updates to Fruit & Nuts and Trees & Shrub, when one does not use Herbs & Spices?

💬 Nyarc, Oct 21st at 12:14 PM

@gdorn same, i have this error actually with any kind of nuts ? Especially Peanuts / Dwarf Pine Nuts always Crash

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 48925 MB RAM
Game Version: v1.21.5 (Stable)
21.10.2025 14:13:56: Critical error occurred
Loaded Mods: blacksmithname@1.2.0, buzzybees@1.1.7, canoemode@1.0.4, cavesymphony@1.2.1, cbr@1.0.0, chiseltools@1.15.1, landformoverhaul@1.0.2, decor@1.3.1, expandedmolds@1.2.0, flickeringlights@0.1.2, forestsymphony@1.0.6, bovinae@0.3.1, elephantidae@1.0.13, machairodontinae@1.0.26, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.13, igniscustomstuff@1.2.1, mosasauridae@1.0.14, tyrannosauridae@1.3.9, manualquenching@1.0.8, manualshingle@1.0.3, mushroom@1.0.3, overhaullib@1.11.10, primitivesurvival@3.9.9, prospecttogether@2.1.0, RelightTorches@1.0.0, sortablestorage@2.4.2, tankardsandgoblets@1.3.0, tprunes@1.1.3, temporalsymphony@2.2.2, game@1.21.5, vsimgui@1.1.12, wforests@1.0.0, aculinaryartillery@2.0.0-dev.3, animalcages@4.0.1, attributerenderinglibrary@2.3.0, bedspawnv2@1.5.0, betterruins@0.5.0, bettertraders@0.1.0, boatspeedtweakz@1.0.5, carryon@1.12.1, combatoverhaul@0.9.6, commonlib@2.8.0, configlib@1.10.1, danatweaks@3.6.0, fantasycreaturesupdate@0.7.2, farseer@1.3.2, fendragonbcs@0.1.8, feverstonehorses@2.0.10, firewoodtosticks@1.0.0, floatingfish@1.1.2, foodshelves@2.3.2, fromgoldencombs@1.9.4, hardcorewater@1.3.5, herbarium@1.4.0, hydrateordiedrate@2.2.17, insanitylib@1.0.5, kevinsfurniture@1.7.4, krpgenchantment@1.2.11, maltiezcrossbows@1.6.2, maltiezfirearms@1.2.2, morepiles@2.2.0, oneroof@1.11.0, petai@4.0.1, realsmoke@1.1.9, rivers@4.7.3, rpvoicechat@2.3.26, rubberbandaid@1.0.0, smithingplus@1.8.2, statushudcont@3.3.1, th3dungeon@0.4.4, thecritterpack@1.3.2, trailmodzupdate@1.3.0, creative@1.21.5, survival@1.21.5, xlib@0.9.0-pre.2, armory@1.2.1, brainfreeze@1.3.0, compatlayer@0.0.6, expandedfoods@2.0.0-dev.2, em@3.3.1, playercorpse@1.11.1, theremnantscopatch@1.0.6, stonequarry@3.5.1, tabletopgames@3.0.2, wearandtear@1.5.15, wildcraftfruit@1.4.2, wolftaming@4.0.1, xskills@0.9.0-pre.2, xskillgildedpatch@1.1.2
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul, wearandtear, tabletopgames
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
at Vintagestory.GameContent.CookingRecipe.GenerateRandomMeal(ICoreAPI api, Dictionary`2& cachedValidStacksByIngredient, ItemStack[] allstacks, Int32 slots, ItemStack ingredientStack) in VSSurvivalMod\Systems\Cooking\CookingRecipe.cs:line 922
at Vintagestory.API.Client.MealstackTextComponent..ctor(ICoreClientAPI capi, Dictionary`2& cachedValidStacks, ItemStack mealBlock, CookingRecipe recipe, Double unscaledSize, EnumFloat floatType, ItemStack[] allstacks, Action`1 onMealClicked, Int32 slots, Boolean isPie, ItemStack ingredient) in VSSurvivalMod\Systems\Handbook\Gui\MealstackTextComponent.cs:line 66
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addIngredientForInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 448
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1996
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2026
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 359
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 921
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 213
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 Aksyl, Oct 8th at 8:52 PM (modified Oct 8th at 9:15 PM)

I just updated my server and noticed an error involving "berries in food" and scrambled eggs while booting, I assume this is the place to report as fruits and nuts has been outdated for a while

gdorn I opened the dwarf pine nut entry on said server and it hung a little bit, but I didn't get disconnected or crash the server by doing so, if that helps. 

💬 gdorn, Sep 22nd at 2:22 PM

The Dwarf Pine Nuts from WC:FN causes a full crash to desktop if you try to open the guidebook directly to it, say if you want to see its recipes.

 

I can't be 100% certain that this is caused by the WC:FN patches, though; it could be the temporary release for Expanded Foods, too.  The crash log says "com.jakecool19.efrecipes.cookingoverhaul" but the 'absolute mess' of the expanded foods patches here might also be involved.  Hard to say with asset mods sometimes.

 

Crash Report
Game Version: v1.21.1 (Stable)
9/21/2025 9:41:55 PM: Critical error occurred
Loaded Mods: aculinaryartillerypatch@1.2.6-pre.4, BetterGrass@0.0.3, buzzwords@1.8.0, jonasboat@1.0.1, millwright@1.2.8, primitivesurvival@3.9.6, prospecttogether@2.1.1, quickwaypoint@0.0.2, resmeltableslight@1.1.2, speararrowheadbits@1.1.0, spyglass@0.5.2, vanillaplus@1.4.0, game@1.21.1, vsimgui@1.1.12, wildfarmingrevival@1.4.0, egocaribautomapmarkers@4.0.3, betterfirepit@1.1.6, betterruins@0.4.14, carryon@1.10.9, cheaperlanternlining@1.0.0, configlib@1.10.1, coolinbarrel@0.5.3, expandedfoodspatch@1.7.6-pre.1, firewoodtosticks@1.0.0, forgesstaywarm@1.0.0, herbarium@1.4.0, hudclockpatch@1.1.1, metalpots@1.6.1, mio@0.9.5, riverslegacy@4.5.0, simpletailoring@1.1.6, stirlingagecontinued@1.21.0, stonebakeoven@1.2.0, th3dungeon@0.4.4, tradie@1.5.1, valrossensmapfilterscontinued@1.21.0, vhfp@1.3.1, creative@1.21.1, survival@1.21.1, compatlayer@0.0.6, wildcraftfruit@1.4.2
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
at Vintagestory.GameContent.CookingRecipe.GenerateRandomMeal(ICoreAPI api, Dictionary`2& cachedValidStacksByIngredient, ItemStack[] allstacks, Int32 slots, ItemStack ingredientStack) in VSSurvivalMod\Systems\Cooking\CookingRecipe.cs:line 922
at Vintagestory.API.Client.MealstackTextComponent..ctor(ICoreClientAPI capi, Dictionary`2& cachedValidStacks, ItemStack mealBlock, CookingRecipe recipe, Double unscaledSize, EnumFloat floatType, ItemStack[] allstacks, Action`1 onMealClicked, Int32 slots, Boolean isPie, ItemStack ingredient) in VSSurvivalMod\Systems\Handbook\Gui\MealstackTextComponent.cs:line 66
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addIngredientForInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1047
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 313
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 231
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 526
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1969
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 200
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
 
💬 ChaosPhoenix , Sep 10th at 10:54 PM (modified Sep 10th at 10:54 PM)

Just a reminder that this mod is only going to exist until Wildcraft is updated to the newest version. I don't intend to do much more than getting the mods working as they do already. Maybe some compatability tweaks for other mod interactions, but no new features.

💬 Crushedwinters, Sep 10th at 9:07 AM

OMG IT FIXES THE BUG WITH CHICKENS. THEY CAN FINALLY EAT

A THOUSAND THANKS <3

💬 ChaosPhoenix , Sep 9th at 12:59 AM

Elfini13 None of the Wildcraft mods touch animal aggressiveness behavior, so I don't think that it's these mods causing the issue.

💬 Elfini13, Sep 8th at 8:11 AM

Na nowym sejwiez tymi  modami zwierzęta ustawione pasywnie mimo to atakują .Na sejwie bez tych modów nie ma tego problemu.

💬 ChaosPhoenix , Sep 8th at 1:13 AM

gdorn The seeds you already have are most likely because I haven't included a new remap file to change the id of the old seeds to the new one. Also thank you for the json info, will be fixed in next update.

💬 gdorn, Sep 8th at 12:47 AM

Also found this in wildcraftberrypatches.json:

[{ "modid": "wildcraftfruit", "modid": "fromgoldencombs" }]

Which is two identical keys at the same nesting level.  You probably want:

[{ "modid": "wildcraftfruit"}, {"modid": "fromgoldencombs" }]
💬 gdorn, Sep 7th at 3:58 AM (modified Sep 7th at 5:35 PM)

I'm not sure why, but the ground berry seeds from fruits and nuts that I already have in chests are black squares.  I haven't tried creating new ones yet.

 

(This is using Herbarium 1.4.0 and Fruit and Nuts 1.4.2, on 1.21).

 

After spending some time melding your seeds_compat.json and WFN's seeds.json, I see yours is missing the 'texture' key.  I have no idea if that's intentional, just something revealed with meld.

 
 
💬 ChaosPhoenix , Sep 6th at 9:53 PM

Billsthename No problem, I'm glad you got it figured out. If you have any more issues please let me know 🙂

💬 Billsthename, Sep 6th at 5:27 PM

ChaosPhoenix I'm so dumb, I don't know how i missed it but I was playing fruits and nuts v1.3.2, not 1.4.2 and that seems to have been the issue.

💬 ChaosPhoenix , Sep 6th at 1:37 AM

Billsthename I'm going to need a concrete mod list. It doesn't seem to be caused by any of the mods you've listed and I'm not able to duplicate this crash. Please open a github issue in the issue tracker link above, comment your mod list and upload your crash log in the vintage story install location.

💬 ChaosPhoenix , Sep 6th at 1:11 AM

MRGOOSE Nope, you can pick and choose only one if you want.

💬 MRGOOSE, Sep 5th at 1:12 PM

do i need Herbs and spices too if i only have trees/shrubs and fruits/nuts?

💬 Gank, Sep 5th at 3:32 AM

ChaosPhoenix Thank you for your time.

💬 Billsthename, Sep 5th at 2:56 AM (modified Sep 5th at 1:45 PM)

ChaosPhoenix It's when I type Te, which I checked without your mod, shows things like sTEw, and if you type in a B, it also breaks, probably bowl.  I think it's to do with the different colored bowls that were added to the update and how the mesh of the fruits and nuts aren't going to the right location. Here's the crash report: (edit: it's two different discord comments which is why there's that 4:15PM in there, just combine from line 143 to at Vintagestory)  Also, the only mods I have that should be affected is herbarium and wildcraft fruits and nuts, i also have combat overhaul, carry on, better ruins, primative survival- you know, the classics. (edit part 2: I made a full pot of turnip stew, just hefty turnip stew, and the pot became invisible and then when i tried to pick it up i crashed. so it looks like turnips in stew form are somehow a problem when in your inventory) Pressed H while hovering over a turnip and instant crashed.

 

 

Crash Report
  1. System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 283 at Vintagestory.GameContent.MealMeshCache.GenFoodMixMesh(ItemStack[] contentStacks, CookingRecipe recipe, Vec3f foodTranslate) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 427 at Vintagestory.GameContent.MealMeshCache.GenMealMesh(CookingRecipe forRecipe, ItemStack[] contentStacks, Vec3f foodTranslate) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 312 at Vintagestory.GameContent.MealMeshCache.GenMealInContainerMesh(Block containerBlock, CookingRecipe forRecipe, ItemStack[] contentStacks, Vec3f foodTranslate) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 294 at Vintagestory.GameContent.BlockMeal.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Systems\Cooking\BlockMeal.cs:line 714 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 197 at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 280 at Vintagestory.GameContent.GuiHandbookMealRecipePage.RenderListEntryTo(ICoreClientAPI capi, Single dt, Double x, Double y, Double cellWidth, Double cellHeight) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookMealRecipePage.cs:line 143
     
     
     
    new
  2. at Vintagestory.GameContent.GuiElementFlatList.RenderInteractiveElements(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 196 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396 at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 559 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1010 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>cDisplayClass10_0.<.ctor>b1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 ChaosPhoenix , Sep 5th at 1:06 AM (modified Sep 5th at 1:07 AM)

Lingus This was a dumb typo on my part, should be fixed now.

💬 Lingus, Sep 4th at 2:17 PM

Not sure if it's intended but this mod is replacing the recipe output for berries into seeds using a knife:

 

Using Herbarium and Wildcraft Fruits and Nuts only.

All wild berries that grow on the floor and must be turned into seeds via the knife + berry recipe (Lingonberries, strawberries, etc) create an erroneous new seed item that cannot be planted.

The strawberry/lingonberry/etc seeds are listed as part of the compat-layer mod.

Disabling your mod causes these seed items to become unmodeled black squares but fixes the issue with the recipe. i.e. turning berries into seeds using the knife recipe creates the proper seed item that can be planted.

💬 ChaosPhoenix , Sep 4th at 1:46 AM (modified Sep 4th at 1:46 AM)

Billsthename I knew this one was an issue but am having a hard time duplicating this one. What exactly are you typing into the handbook? Are you clicking on any of the menu entries when this happens? What's your mod list?

💬 Billsthename, Sep 3rd at 10:34 PM

I was having an issue with chickens not eating grains since the new update and trying to run Wildcraft Fruits and Nuts. This mod fixed that issue, along with making modded berry poltaces, like snowberries, work as intended with the new update. but now every time I open the handbook, and look up something specific, it crashes.  Based on what I could tell, it's crashing from the image of a bowl of stew. I'm not a modder, but based on the crash log it looks like it's trying to create a mesh out of the moded fruits and it's not able to.  Usually the game just makes the bowl look empty instead of creating a mesh, but trying to make the mesh is crashing the game.

💬 Aksyl, Sep 2nd at 3:59 PM (modified Sep 2nd at 10:50 PM)

So happy to get herbs and spices back. Gonna do a testrun.

 

Still getting an error around "berries in food" which it seems to be linking to fruits and berries, and I'm getting a few errors about missing texture assets for; wildapple, burgundyapple,falseorange,marang,jackfruit... I'll see if I can get a cleaner log.

Other than that, I'm seeing herbs now.

💬 ChaosPhoenix , Sep 1st at 11:36 PM

Gank Herbarium as of now has yet to be updated for 1.21.0, but so far with some (janky) harmony patches to the old DLL I've been able to get it working stable so far. Still, there could be issues I haven't found. It is compiled for NET7.0 and not NET8.0 after all.

💬 JokoJose, Sep 1st at 7:45 PM

The wildcraft mods, the 3 of them, has memory leak issues, you can see that being pointed out on the comments on the mod pages. Any way this was fixed with this version ChaosPhoenix 

💬 Gank, Sep 1st at 6:53 PM

Is Herbarium still bonked? It was spawining entities the game couldn't load and was crashing my worlds. I nuked all the entities in the area, and it still gave me critical crashes when trying to load 'unknown' entities. Tried a lot of thing and only getting rid of Herbartium and the related wild mods worked. Tried on different worlds.. 

💬 ChaosPhoenix , Sep 1st at 6:40 PM

animatiV Yeah, sadly this is a probelm I've also seen. It must be some kind of cache for speeding up load time. It seems some mods aren't disposing of certain assets correctly when unloading and the engine keeps them loaded.

💬 animatiV, Sep 1st at 6:20 PM

I'm having RAM issues even without this modification. All I have to do is change the world and the game fills the entire 32GB. 

The game should clear RAM when exiting to the game menu. Sometimes it doesn't.

💬 BIight, Sep 1st at 6:18 PM

THANK YOU! \:D/

💬 ChaosPhoenix , Sep 1st at 6:03 PM

If you are still having excesive ram issues PLEASE submit an issue on the github along with mod list and evidence. I am unable to duplicate this issue after hours of trying with my own pc.

 (edit comment delete)
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