Mods / Medieval expansion
Category:
#Crafting
#QoL
#Technology
Author: Rhonen
Side: Both
Created: Mar 13th 2021 at 4:28 PM
Last modified: Jan 19th at 3:10 PM
Downloads: 86253
Follow Unfollow 719
Author: Rhonen
Side: Both
Created: Mar 13th 2021 at 4:28 PM
Last modified: Jan 19th at 3:10 PM
Downloads: 86253
Follow Unfollow 719
Latest file for Various v1.19.x:
medievalexpansion-3.13.1.zip
1-click install
β
Main features of Mod
- Portcullis in different sizes (3x3 to 5x5)
- Drawbridges in different sizes (3x4 to 5x7)
- Gates in different sizes (3x3, 4x4 and 5x5)
- Waterwheel Mechanical Power (breastshot, undershot and overshot technics)
- Lampposts
- Firebrazier
- Floor-Plates for auto-open/close Vanilla-Doors, Portcullis and Gates
- Animals:
- Aurochses
if you have question, bug reports, please use the forum
https://www.vintagestory.at/forums/topic/2014-medieval-expansion/
So i get notificated then.
β
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.13.1 | 11695 | Jan 19th at 3:10 PM | Show | medievalexpansion-3.13.1.zip | Install now | |
v3.13.0 | 1270 | Jan 17th at 11:11 AM | Show | medievalexpansion-3.13.0.zip | Install now | |
v3.12.0 | 2405 | Dec 8th 2023 at 8:43 AM | Show | medievalexpansion-3.12.0.zip | Install now | |
v3.11.1 | 12697 | Sep 20th 2023 at 4:24 PM | Show | medievalexpansion-3.11.1.zip | Install now | |
v3.10.0 | 5185 | Aug 11th 2023 at 3:09 PM | Show | medievalexpansion-3.10.0.zip | Install now | |
v3.9.3 | 7963 | Jun 5th 2023 at 4:00 PM | Show | medievalexpansion-3.9.3.zip | Install now | |
v3.9.2 | 1866 | May 19th 2023 at 2:00 PM | Show | medievalexpansion-3.9.2.zip | Install now | |
v3.9.1 | 2048 | Apr 22nd 2023 at 8:25 AM | Show | medievalexpansion-3.9.1.zip | Install now | |
v3.9.0 | 1684 | Apr 6th 2023 at 11:51 AM | Show | medievalexpansion-3.9.0.zip | Install now | |
v3.9.0-pre.2 | 1211 | Mar 6th 2023 at 5:17 PM | Show | medievalexpansion-3.9.0-pre.2.zip | Install now | |
v3.9.0-pre.1 | 307 | Mar 5th 2023 at 10:25 AM | Show | medievalexpansion-3.9.0-pre.1.zip | Install now | |
v3.8.1 | 11417 | Sep 8th 2022 at 5:56 PM | Show | medievalexpansion-3.8.1.zip | Install now | |
v3.8.0 | 1213 | Sep 5th 2022 at 3:16 PM | Show | medievalexpansion-3.8.0.zip | Install now | |
v3.7.1 | 12048 | Dec 27th 2021 at 10:26 AM | Show | medievalexpansion-3.7.1.zip | Install now | |
v3.7.0 | 524 | Dec 23rd 2021 at 10:15 AM | Show | medievalexpansion-3.7.0.zip | Install now | |
v3.6.1 | 2163 | Sep 25th 2021 at 8:47 AM | Show | medievalexpansion-3.6.1.zip | Install now | |
v3.6.0 | 1792 | Aug 10th 2021 at 7:32 PM | Show | medievalexpansion-3.6.0.zip | Install now | |
v3.5.5 | 1100 | Jul 18th 2021 at 4:09 PM | Show | medievalexpansion-3.5.5.zip | Install now | |
v3.5.4 | 473 | Jul 17th 2021 at 4:42 PM | Show | medievalexpansion-3.5.4.zip | Install now | |
v3.5.3 | 411 | Jul 15th 2021 at 5:55 PM | Show | medievalexpansion-3.5.3.zip | Install now | |
v3.5.2 | 373 | Jul 14th 2021 at 6:04 PM | Show | medievalexpansion-3.5.2.zip | Install now | |
v3.5.1 | 359 | Jul 13th 2021 at 8:30 PM | Show | medievalexpansion-3.5.1.zip | Install now | |
v3.5.0 | 437 | Jul 7th 2021 at 3:56 PM | Show | medievalexpansion-3.5.0.zip | Install now | |
v3.4.2 | 2508 | Mar 13th 2021 at 4:29 PM | Show | medievalexpansion-3.4.2.zip | Install now |
Wandour yeah it lasts longer per layer, configurable. Its fairly intuitive
how does cellar ice mechanic work exactly?
does stacking it make it last longer?
is it x3 3z 2y ?
or x3 2y 3z?
how does the piling work?
this mod doesn't work for 1.19.5, no errors just the items and animals to this mod didn't get added after downloading
On the 3x3 gates there is a square thing in the middle that makes it seem like I could put something? A lock, sign or paper or is it just nothing?
Hi, I just wanted to say your aurochs seem to spawn way too often, and it's killing the spawn rate of other entities such as deer.
Hi Tj9671, it works absolutely fine for 1.19.3, we use it. Also a big thanks to @Rhonen for developing that mod - it's a dream! Can't confirm the "cows don't eat and breed" thing btw, my aurochs cow has already given birth to a generation 1 calf. But it's necessary to keep the bull separate, as it will it all the food itself! Greedy little thing that he is...
Does this work for 1.19.3 as well? I'm thinking about modding my server and just want to be extra sure so I don't crash anything
Rhonen
Thank you.
Kessem
no need to start a new map.
Is this existing game freindly, or do I need to start a new world with this mod?
Door Reinforcement is not in parity with vanilla, meaning gates must be reinforced one block at a time. Is this intended behavior?
that repair kits are only for the waterwheels
Are the repairkits able to be used on tools of the same metals in the parenthesis?
1.19.1
all is working as expected. Can not confirm your problems.
1.19.1
Cows did not eat grass
Trying tu put the lantern on lamppost causing game crash
There is no discription on the cows in the help menu but I had assumed they eat grass. Thing is they arn't eating the grass. What do they eat?
For anyone suffering from a superpopulation of modded animals, here:
https://mods.vintagestory.at/spawnconditions
This fixed the issue after me reducing some numbers. I'm not sure why after a certain point the game started to spawn too many modded animals. It wasn't nice to see a bunch of hyppos and cassowaries near the world spawn. (and by a bunch, I mean infested waters with over 30 hyppos and like five cassowaries in a very small area)
While always got messages on any level, here is the bighorn sheep breeding settings:
spawnEntityCode: "sheep-bighorn-lamb",
requiresNearbyEntityCode: "sheep-bighorn-male",
requiresNearbyEntityRange: 10,
spawnQuantityMin: 1,
spawnQuantityMax: 1,
pregnancyDays: 20,
multiplyCooldownDaysMin: 4,
multiplyCooldownDaysMax: 11,
portionsEatenForMultiply: 10
versus the aurochs settings:
"spawnEntityCode": "medievalexpansion:aurochs-lamb",
"requiresNearbyEntityCode": "medievalexpansion:aurochs-male",
"requiresNearbyEntityRange": 10,
"spawnQuantityMin": 1,
"spawnQuantityMax": 1,
"pregnancyDays": 20,
"multiplyCooldownDaysMin": 4,
"multiplyCooldownDaysMax": 11,
"portionsEatenForMultiply": 10
if you have any kind of problems of multiply, you have the options to remove them or check your map.
To deactivate the aurochs you have to manipulate the zip:
Remove all 3 json files in `assets\medievalexpansion\entities\land`
When reading, that you wanna leave the mod or "RIP" or some other things, and others again "i love it" ... It doesn't matter what I do. any one is like or hate it.
Some say "xxx is good" or "xxx is bad". Use the mod config settings as possible.
Also that troll-posts like "is the mod dead" while 2-3 weeks no update... sorry that i have also a fulltime job, a family and can not give 24/7 update support and instant reaction. RL has always first prio for me.
Its going more and more toxic here in this plattform.
So, enough of that.
i will ignore such kind of posts for now. i will take notes if there are problems. Better ways to post problems (with logs or screens) is the forum, not this comment section.
Oroques are not targets of predators, is this intentional?
At the moment it is not possible to manufacture the flumes for the water wheel, the game confuses it with the wooden path.
Oroques are being born in excess, they are everywhere.
Can the eyes of the aurochs be put on the side of their heads like the goats? These predatory auroch are freaking me out...
in 1.19 we can not get the aurochs to eat any portions from any trough and thus will not breed. I get a bunch of food trough related errors on loading server so im suspecting these are related. what might you need from me to let you see the get help checking out this problem?
Shouldn't the bears go after the aurochses? And are there plans to require mechanical power for the drawbridge & portcullis? I'd also like to see being able to place the lampposts diagonally.
AdrianNumbers
>> only ever get the wheel to spin counter clockwise
That is given by the mechanical system.
emm is set rotation direction an intended feature for water wheel ? or is it just how mechanical system workds in VS ? with tests i did it seams i can only ever get the wheel to spin counter clockwise while looking from the side its connected to its base , no matter the way i place water or used technic)
after testing without some mod the problem of no texture on door and drawbidge come from an uncompatibilities with this mods https://mods.vintagestory.at/crnaturepack . do someone have a fix or know how to fix it please ?
door and drawbridge don't have texture when they are not in annimation. :\ do someone have this bug and how to fix please ?
all content is visible in the video.
To deactivate the aurochs you have to manipulate the zip:
Remove all 3 json files in `assets\medievalexpansion\entities\land`
Then they should not spawn.
I admire and treasure your patience.
Would it be possible to add some screenshots of content in this mod?
Also, is there any way to disable aurochs?
Buff the waterwheel it's too much of a hastle to maintain and the cost is not worth to get
any chance the watermills could be made into a standalone mod, for those of us who enjoy modular mods and not The Pack TM?
Rhonen
Fix Polish Version
Miedieval-Expansion
seems that a portcullis/gate/drawbridge was not saved as expected.
19/08/2023 21:40:40: Critical error occurred in the following mod: medievalexpansion@3.10.0
Loaded Mods: aculinaryartillery@1.0.14, attributer@1.0.5, betterruins@0.2.2, chiseltools@1.8.4, capreolinae@1.0.3, foundrymod@1.0.0, meteoricexpansion@1.2.4, moretreesmoreseeds@1.0.0, optimizedwindmills@1.0.1, playerlist@1.5.1, primitivesurvival@3.2.7, reallynomonsters@1.1.0, rpgitemrarity@1.0.4, shepherdmod@1.0.1, game@1.18.8, betterfirepit@1.1.1, carryon@1.4.0, coinage@1.7.0, commonlib@2.2.0, expandedfoods@1.6.7, expandedtraderswithfish@1.0.2, fairplayguardian@1.1.2, loreweapons@1.0.1, medievalexpansion@3.10.0, petai@1.7.10, prospectorinfo@3.1.2, prospecttogether@1.2.1, statushud@1.4.1, temporalstormtimer@1.1.0, creative@1.18.8, survival@1.18.8, waypointtogether@1.0.1, woodenfortifications@0.0.4, xlib@0.7.4, em@2.3.0, feverstonewilds@1.3.0, playercorpse@1.8.0, rifteye@0.2.4, simplewinddirection@1.0.2, stonequarry@3.1.5, xskills@0.7.5, bricklayers@2.2.0, xskillscatchablepatch@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos) in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 104
at gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock() in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 349
at gates.src.blockentity.AbstractMultiBlockEntity.OnClientGameTick(Single tickLength) in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 283
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
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 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
they already have the 'milkable' behavior like the bighorn-sheeps
Is it possible to have the aurochses produce milk, similar to goats?
Moon_Dew will get back to you on that I'm gonna find out. My guess would be yes.
Is it compatible with Medieval Fashion?
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.6 (Stable)
7/18/2023 12:36:09 AM: Critical error occurred in the following mod: medievalexpansion@3.9.3
Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.7, APsWolfTweaks@1.0.1, atwatersedge@1.3.1, bandedgeckos@1.1.1, betterarchery@3.0.0, cairns@1.0.0, cellardoor@1.3.0, Ceramos@0.4.0, chiseltools@1.8.4, detonateredux@1.0.3, extrainfo@1.0.0, TA_fieldsandplateaus@1.0.1, capreolinae@1.0.3, frozenreeds@1.0.1, harptech@0.2.3, hideandfabric@1.3.0, indappledgroves@0.4.9-rc.8, knappingmastery@1.0.1, larchtannin@1.1.0, mcd1@1.0.0, bgn_moreclasses@1.0.2, leadroof@1.3.4, noisybears@1.1.0, outlawmodcan@0.2.3, TA_plainsandvalleys@1.0.3, primitivesurvival@3.2.4, rackablefirestarter@1.0.0, RangedWeapons@0.6.2, removeplayerpins@1.0.0, rope-bridges@1.1.0, ropebucket@1.0.0, sleevesdecor@1.0.2, riflemod@1.1.0, spyglass@0.4.5, game@1.18.6, wildcraft@1.6.6, additionalmolds@1.0.1, alchemy@1.6.12, alloycalculator@1.0.0, beehivekiln@1.2.2, canbeignited@1.1.0, carryon@1.2.0, coinage@1.6.0, commonlib@2.1.1, crateful@1.0.3, electricity@0.0.9, expandedfoods@1.6.6, fishing@1.1.5, fromgoldencombs@1.4.16-rc.2, hammersringingfall@1.2.5, hardcorewater@1.0.0, sailboat@1.1.0, kilnspreading@1.0.0, lavoisier@1.2.8, mapautocenter@1.1.0, medievalexpansion@3.9.3, morepiles@1.4.3, naturalnight@2.0.0, nemi@1.1.0, ovenfuel@1.0.0, petai@1.7.10, prospectorinfo@4.3.0, simplestep@1.0.5, statushud@1.3.1, stillnecessaries@1.0.1, stonebakeoven@1.0.3, tarmor@0.1.1, creative@1.18.6, survival@1.18.6, waypointcolours@1.1.0, wildfarmingrevival@1.0.7, woodenfortifications@0.0.4, xmelee@0.0.11, metalrecovery@0.1.19-pre.1, bugnetcompatibility@1.0.0, captureanimals@2.5.3, defensive@0.1.7-pre.0, depositstretcher@0.1.1, shark@1.4.3, feverstonehorses@1.5.0, glassmaking@1.3.5, linearpower@0.2.1, playercorpse@1.7.2, simplewinddirection@1.0.2, treetapping@1.0.0, wolftaming@1.7.3
System.NullReferenceException: Riferimento a un oggetto non impostato su un'istanza di oggetto.
in gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos)
in gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock()
in gates.src.blockentity.AbstractMultiBlockEntity.OnClientGameTick(Single tickLength)
in Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:riga 84
in Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:riga 809
in Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:riga 711
in Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:riga 163
in Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:riga 681
in Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:riga 625
in Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:riga 119
in System.EventHandler`1.Invoke(Object sender, TEventArgs e)
in OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 476
in OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 452
in OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 375
in Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
in Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:riga 93
Hi, I just installed this mod. I'm having trouble placing the flumes and drawbridges. Everytime I try placing them down I get a message 'cannot be placed here'. Where/how am I supposed to place them down? Sorry I just started playing this game a few days ago. Thanks for your help.
Love the cows.
Love this mod, only ungrateful opinion that the auroches models need refreshed/updated.
Please use forum when find bugs, having problems or questions to the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion
cant craft the flumes due to wooden paths?
Hi, please the floor plates does not work with the old pre1.18 doors on the 1.18. It works with the new animated doors. Would it be possible to fix it?
Thank you for return of floor plates and cows!
What are the new door config options for? The config options are called "vanilla___" so do they affect the real vanilla doors or just the medieval expansion gates and doors?
Thanks for the update and return of the goodies!
Please use forum when find bugs or have problems with the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion
LoneWolfREM
If the Cows spawn in closed rooms, then that follows what the vanilla animals do too. The error does not exist in your code. It exists in the VS code. I have a closed building that one day the Gazelles decided was a spawn location. And now each time I go into that building, there are many of them that have spawned inside. I kill them all then rinse, repeat. So please put them back in.
i never could reproduce that problem as got reported. not with the aurochses nor with vanilla animals. so i tried and tried many hours to get that reproduced. so until got more and more reports - also many PN via discord - was that the onliest option for me.
if that is realy by the VS itself, then i can reactivate them.
What is the issue with the Floor plates? Is it an API thing?
yep, the api while the new multiblock doors i can not handle it like before. so also deactivated them for now until i can find a way to "open" and "close" the multiblock-doors efficently. i am sad myself because we also used them very often, to allow players in get acces to claimed areas (or not if not placed).
My hopes are, to find ways to get them fixed. But it would be negativ in let "bugs" in the mod - or worst crashes the game if it's not working correctly.
So, stay tuned. if i find a way, all will return into the mod π But it will take some time - as you already mentioned it is a hobby. and family, job etc will come first βΊοΈ
And thank you for your warm words.
while got reports they spawn in closed rooms, i removed them
If the Cows spawn in closed rooms, then that follows what the vanilla animals do too. The error does not exist in your code. It exists in the VS code. I have a closed building that one day the Gazelles decided was a spawn location. And now each time I go into that building, there are many of them that have spawned inside. I kill them all then rinse, repeat. So please put them back in.
What is the issue with the Floor plates? Is it an API thing?
I am one of the admins on Aura Fury. We will be updating our 1.17 worlds to 1.18 when it is ready. We use a couple of your mods. If we lose the Cows and Floor plates, then I really don't know why we would have this mod on our server anymore. We have so many players that have relied upon this mod and done such wonderful things with it. But the removal of these two items will absolutely break things for most players on our servers.
The cows are superior to the sheep! Thanks for creating them. But if they are removed then . . .? Some players don't even bother with the sheep (I am one such player). If the cows go away, can you imagine how upset so many players will be?
While you are in no way obligated to do anything with this mod, and you could even remove it from existence if you wanted to, we have placed a lot of trust in you and your ongoing support of your mods. But that is on us and not you. So I say the following with absolutely no demand or expectation that you will want to or have the time to do anything about my requests. All that I will do is just simply say: Thank you for all that you have done for the VS community at large. Aura Fury has enjoyed this mod for a long time. Aura Fury thanks you too. And so do many countless players feel gratitude for what you have done, even if never expressed. So I humbly request that if it is possible that these two things be put back into this mod.
If the floor plates won't work with the new vanilla gates, then I say: so what? I just hope to not lose them for what they do work with at the present. They are a real QOL item! I hope to not lose them. But if we do lose them, that won't break anything.
Oh! Wait! It will break things! On our server, players are not allowed to control any Trans Locators. They are all public and required to be accessible. So if one is contained within a land claim, the owner of the claim is required to provide access to them. I have many TLs within my primary land claim. In order to provide access to all players, I have used the floor plates to allow players to open a door inside my claim. While it is true that pre 1.18 there was a bug that allowed players to open land claimed doors, 1.18 has corrected that and players will NOT be able to open doors within a claim unless they have permissions to do so. So you see, these will also break things on our current worlds.
Once again, I want to say thank you personally. I do know that this is a hobby thing and comes from love and passion. You are generous to even have made these mods that you have.
FoxDragon
for me the aurochs are an api-check. may be 10% of the mod :)
So no problem, if they where the only reason for you to use that mod.
The aurochs was about 95% of the draw of this mod for me, I barely use any of the other features if at all, so RIP. If you decide it's worth it to you to put them back in at some point tho, it will definitely go back on my mod list!
I miss the cows. I grieve.
Rhonen did you try removing air as something they could spawn in?
Thay way they only spawn in grass or snow layers
@Rhonen
I like the cows, damn.
BlueFuryDragon
read the post before
I'm on 1.18 pre 7 and don't find any aurochs.
artemax44
@Pamella
while got reports they spawn in closed rooms, i removed them. The spawn-config was based on the sheep-config. so have no idea while so much people had troubles. On our server we did not have this issues. but i was tired to investigate that again and again. Also the acces on the animals API is limited and do not want to much harmony-overwrites, i removed them for now.
Rhonen
@Pamela
It happens to me too. I don't see any aurochs with 1.18 pre6. The rest I have had no problems.
With pre-6, I'm not seeing any aurochs.....
comment in forum.
In version 1.17.11 when you try to put a lantern on a lampost, the game crashes to the desktop.
kawamic
on our server its working fine. v3.8.1 with VS1.17.10
not working on multiplayer.(at lest on versions 3.8.0 and 3.8.1 of mod)
Yanazake
what you mean? 3.8.1 works until latest 1.17 version
It LIVES????
Craluminum
May be checkout first the api before posting tons of "obsolete" messages. the new Gate-API is limited to 2-block-width gates.
so, i will let them in.
Craluminum may be. :)
First i fix the compatibility issues - then check if i can use tyron's api directly. but i am proud that my 2 years old idea find the way into the game :)
Gates from the mod are now obsolete in 1.18 since they are now in vanilla
I would really love for this mod and the other to be updated to 1.17.9/10. <3<3<3
Does anyone know how the cellar Ice works?
Are there plans to update to 1.17.9?
version 3.8.1 too many aurochs they are everywhere.
Hi, I have a problem with the waterwheel and I am unsure if I am doing something wrong or not. The waterwheel is suposed to be overshot but I only get undershot, and when I connect it to the helvehammer it stops. Do you have any suggestions or ideas or a guide I can follow?
v3.8.0 - missing texture using a meteoric iron lantern into a lamppost. I suppose it's the same with steel and iron lanterns.
Absolute Champ, thanks for the hard work <3
As of 1.17, I can no longer put a Waterwheel on a Waterwheel base + the Waterwheel that I had working vanished.
Would also love a 1.17 update
Does this mod get an 1.17 update sometime ?
3x3 gate doors not opening on 1.17 rc3
does 3.7.1 work on 1.16.5?
Any time I load up the server I just created (brand new to server hosting, btw), I get asked to remap a ton of blocks. I then get a TON of messages in chat stating "No mapping for blockcode gates:drawbridge5x6-vspacer17-oak-closed-north found", but for pretty much every variation of every item in this pack, it seems. I don't know if I've done something wrong or what. Any advice?
does this still work with the newer 1.16 versions?
I don't know if it would be for on here, or the mod in question. But would the braziers in this mod be able to become compatible with the Fire Logs that are added into Super Fuels?
As it is now, they're only usable in firepits, but if they could be added to a brazier like logs can, then it would work nicely.
When joining Aura Fury, the following errors are produce in client-main.txt
22.11.2021 03:10:42 [Warning] Did not find required shape game:shapes/block/stone/cube.json anywhere. (defined in Shape for block workbenchexpansion:chiselplasterplain-plain)
22.11.2021 03:10:43 [Warning] Did not find required shape medievalexpansion:shapes/item/liquid.json anywhere. (defined in Shape for item medievalexpansion:oil)
Any way to remove durability on the waterwheels as its unrealistic that a waterwheel would have durability given the amount of materials that goes into crafting them?
We got a error with game version 1.15.7
[Server Error] Grid Recipe with output Item code medievalexpansion:grasicemix contains an ingredient that cannot be resolved: Item code lazytweaks:straw
This mod page could really use some screenshots instead of just a video.
Radostin this mod does not change the water physics
hi
I found a problem
the modification kills the physics of water
it does not spill if the block is removed from the side or from the bottom
remains a monolithic block in space
No animation for when bulls attack/charge you.
On servers, death message is soandso got killed by prefixandcreature-aurochsmale
@Samiral
There where no mapping change for gates. From 1.14.10 to 1.15.x
Also try out an update again from 1.14.10 (3.4.2) to 1.15.x (3.5.3). no messages of that.
thx for reporting @Aledark
did not find explanaition for that.
we updated also yesterday from 1.14.10 to 1.15.1 without any problems.
Upgrading a world didnt work on 1st attempt but did on 2nd then i got this on interacting with a 5x5 big age gate :
Running on 64 bit Windows with 16 GB RAM
Version: v1.15.1 (Stable)2021-07-16 22:06:14: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at gates.src.block.Portcullis.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at gates.src.block.Portcullis.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _LpTdfLOAWwrFBtCzFbbeuEgj89qb._8DJtlEnHO7F1NYfVFrSNJNuDZpD(Single )
at _RWDpUP9pNIFCL1enbZzYqmh8eRe._rmjRcUg6ZZy8gFclAtdmfo8RemC(Single )
at _RWDpUP9pNIFCL1enbZzYqmh8eRe._uf2x7pSJniCpFh7nbMvuI5iHIsh(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _dWMiVfUAappivvjgQTrHbayLaP6._JCfAsRVSY5s6xyZG4pMiBR26lu(_mzzuiHzecediUg7OL4KPB2bLyPO , String[] )
at _75U2lTywrsd0KIurOPIOvOxQoiH._JCfAsRVSY5s6xyZG4pMiBR26lu(ThreadStart )
were you adding it to an already generated map? if so, it'll spam that for a bit and then restart the server with no issues...that's my experience anyway lol
when you create a new map with the mod already enabled, you won't have that issue
I just tried out the new 1.15.0 stable with the latest modversion and have massive chat spam with "No Mapping for Blockcode....." for all gates and variants.
@Samiral
V3.4.2 is compatibel with 1.14.10
Hi Rhonen , is there a version compatible with 1.14.10?
I'd love it as well if there were a lite version that just held the waterwheel and related components.
Any chance for a version of this that only includes the water power-related blocks?
I'd love to add this but don't want to add too many custom blocks to my game. If not would you be okay with me making a mod that disables everything but the waterwheels? Thank you :)
working for VS 1.15
To learn more about this mod, you can check my Videos:
VINTAGE STORY - MEDIEVAL EXPANSEION MOD π§ͺ GERMAN
VINTAGE STORY - UPDATE MEDIEVAL EXPANSEION MOD π§ͺ | GERMAN
ViNTAGE STORY MOD π§ͺ Waterwheel Update | ENGLISH
ViNTAGE STORY MOD π§ͺ Wasserrad Update | DEUTSCH
@TamsynnImogen which version did you use?
That error i only known in an older version of the mod.
In 3.4.2 this bug is new to me.
unexpected that closing a game cause this, while many people are closing games.
i keep getting crashes when i exit the game (save and exit to main menu) not sure if it saves ok but in the main menu when i reload the game it says 0s played despite been playing for over an hour before it crashing.
been told it was this mod thats causing it
Crash Report
@Williamcedeno13
i am not sure, how this can help, when not reading the mod description nor the handbook.
But yes, i think it is possible to at such a page.
Hey! Will you add a Guide page in the Survival book at some point? Like it can list whats apart of the mode as we can know what options we have to build. I downloaded the mod 5 minutes ago and i already forgot what i can make besides the drawbridge