Mods / Angel Belt
Author: Buggi
Side: Both
Created: Nov 7th 2021 at 3:34 AM
Last modified: Aug 29th 2025 at 6:15 PM
Downloads: 5455
Follow Unfollow 105
Latest release (for Vintage Story 1.20.1 - 1.20.3, 1.20.8 - 1.20.10, 1.20.11 - 1.20.12 and 1.21.0, potentially outdated):
AngelBelt-1.20-1.6.0.zip
1-click install
Behold the Angel Belt.
Version 1.6.0 - Game v1.20 Chargable Overhaul
So the Chargable functionality is no longer defined by the Item it is now defined by a config file on the server.
Find the angelbelt_config.json file in your ModConfigs directory after loading a world with the mod enabled once. In there you will see a variable to enable the Chargable feature (RequiresCharge) as well as a variable to control how much cost per second of charge is used when flight it enabled.
Keep in mind, the cost goes up as the square of the speed multiplier. Speeding across the landscape will be VERY costly.
This feature is disabled by default (as I don't have Vintage Engineering updated yet, for one) so server owners will have to edit the config once it's generated.
I'm open to ideas on how to have durablity used without powered charging. Perhaps an expensive recipe to reset the durability?
Belt will not operate if out of charge. Flexible Games is not responsible for misuse of Angel Belt or anyone falling out of the sky due to mismanagement of Angel Belt charge. Angel Belt is provided "as is" and any alterations, abuse, or wear is strictly the responsibility of the user.
Do you like building but not the scaffolding work that goes along with it? Did you rely on the Angel Ring from the game-not-to-be-mentioned?
Then you're in for a treat! Craft the Angel Belt, place it in the belt-slot in your character window and hit "R". You'll hear a sound and be able to fly around like a bird. Careful on hitting R again, if you are too high, you will fall and hurt yourself. Flexible Games can't be held liable for injuries while using the Angel Belt.
While the Angel belt is enabled (i.e. you can fly) here are the other controls to better make building and exploring a snap!
- PgUp = +1 Move Speed
- PgDown = -1 Move Speed
- F3 = Cycle Axis Lock (Y axis is up and down...)
- Home = Reset all modifiers
- Alt+PgUp = +0.1 Move Speed
- Alt+PgDown = -0.1 Move Speed
Careful with that move speed, too fast and who knows what could happen! You will get a chat-window notification when you change these values so you can find those that work best with you.
And don't worry, if you set them, disable the Belt then re-enable the belt your previous settings will be restored.
I love making mods, please consider some sort of support for me if you enjoy them. At the very least, check out my channel:
Flexible Games
https://www.youtube.com/c/FlexibleGames
Thank you!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.6.0 | angelbelt | 1308 | Jan 29th 2025 at 12:06 AM | AngelBelt-1.20-1.6.0.zip | 1-click install | ||
|
v1.6
So the Chargable functionality is no longer defined by the Item it is now defined by a config file on the server. Keep in mind, the cost goes up as the square of the speed multiplier. Speeding across the landscape will be VERY costly. This feature is disabled by default (as I don't have Vintage Engineering updated yet, for one) so server owners will have to edit the config once it's generated. I'm open to ideas on how to have durablity used without powered charging. Perhaps an expensive recipe to reset the durability? | |||||||
| 1.5.1 | angelbelt | 374 | Sep 26th 2024 at 5:24 PM | AngelBelt-1.5.1-Chargable.zip | 1-click install | ||
|
See main description page for details. | |||||||
| 1.5.0 | angelbelt | 891 | Jan 25th 2024 at 11:58 PM | AngelBelt-1.19-1.5.zip | 1-click install | ||
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v1.5.0 Updated the project to .NET7 (Lets hope they don't do this again for awhile) Have fun flying! | |||||||
| 1.4.0 | angelbelt | 911 | Apr 10th 2023 at 7:43 PM | AngelBelt-1.18-1.4.zip | 1-click install | ||
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Updated for 1.18 Fixed FlyPlaneLock bug. Not sure if its a bug with the modding API but it was an easy fix at least. Also pending any MAJOR API changes, this version should work with all 1.18 releases. | |||||||
| 1.3.0 | angelbelt | 744 | Aug 31st 2022 at 7:39 PM | AngelBelt_v1.3.0.zip | 1-click install | ||
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v1.3.0 Updated for 1.17 Setting speed multiplier to 10 will show a warning... setting to 20 assumes you already read the warning. | |||||||
| 1.2.0 | angelbelt | 652 | Jan 11th 2022 at 3:45 AM | Angelbelt-v1.2.0.zip | 1-click install | ||
|
v1.2 Updated to support 1.16 | |||||||
| 1.1.0 | angelbelt | 575 | Nov 7th 2021 at 3:35 AM | Angelbelt_v1.1.zip | 1-click install | ||
|
- Initial upload \o/ | |||||||
It emits light when it's being worn?
Really!? Did Tyron add that ability? That is awesome! I only requested that be added like 2 years ago.
Perhaps I misunderstanding, but I wanted to disable the emitted light when the belt is deactivated, so I set the "off" value to 0,0,0 which did the trick. Are you saying the belt should never cause light to be emitted? Because it does.
They don't do anything. I put those in there to try to add light to it when it was on, but the light emitted by the character is a pretty hardcoded set of condition checks.
I did ask Tyron to allow for light emitting clothing like a year ago, but I don't think he did it, and I don't want to patch it as the check is EVERY FRAME.
Love the mod! Would it be possible to add the lightHsvByType key and values to the angelbelt_config.json? I went into the packaged mod and edited the values there, but it might be handy for others to have it accessible from the config file. Just a thought.
This works on 1.20 AND 1.21 just fine, already tested.
does this work on 1.20.12?
The mod config is rebuilt if there is a typo or other reason the config didn't deserialize properly (i.e. there was some error converting the values).
If you could use the Issue Tracker link above and paste the text of the config you set to I can test the change on my side to track down the issue. The file isn't that big, so the typo or issue should be easy to spot.
Angel belt mod config files keep resetting as soon as I start my game. Only happens with this mod, any reason why?
Thank you, I got it. Appreciate the help.
There are two things needed for charging the belt, in JSON you need the attribute tag
But you also need the mod config option
Yes, the system isn't perfect because it was glued together with thread and drier lint. So expect a smoother experience in the future. I have too many mods and not enough hours in the day.
Got Vintage Engineering working with my new RAM but the angel belt will not place on the charger despite the config being set to requirescharge:true. Not sure why this is.
Maybe it's not too heavy, but for some reason I crash constantly when I have it installed. I'll probably try adding it to my game again once I upgrade my RAM. Hope to see the temporal gear recharge feature added anyway. Thank you so much for your response and work on this mod
Too heavy?
I wrote it to be as gentle as possible on tick rates and FPS.
Anyway, a recipe could be added to recharge the belt with temporal gears, sure. It's a simple grid recipe.
Any update on charging the belt with temporal gears? Love this mod but vintage engineering is too heavy on my computer.
Fly speed can be adjusted.
I could look into having config options for max speed. But exploration can be limited using the charge feature, where you'd have to recharge the belt in the Vintage Engineering charger.
Is it at all possible to limit the fly speed? Or is it configuarable? I want it to still be a decent option to use for building and such but not a cheaty sort of way to explore.
Yeah, the electricity folks are doing their own thing.
I could add a simple temporal gear recipe to 'recharge' the belt, sure, what do you think the cost should be? 1? 2? 8?
Maybe as an alternative to charging the belt with Vintage Engineering, you could make Angel Belt chargeable by adding additional temporal gears, similar to how the vanilla Night Vision Mask works?
every time i try to go and fly i can hear the sound and i can go and get what feels like it trying to fly, but it then reverts back to walking and all. Cant seem to really fly much at all for some reason.
i think it may have something to do with the elecricity addon mod having armor that allows flight as well. Ive seperated the keybinds for the flight but it may go and be making it so it thinks you need the charge from the other mod for it to work
edit: after testing removing the electricity addon it works as intended. Seems like it might be something to bring over to their end or that maybe
Men, i love this mod, can´t live without it, my first priority in a new world is always craft this belt before being built anything. Thank you, now, the update is complete!
Now that the new version is stable, I'm going through all my mods and updating as needed.
Any mods that require code (DLL file) should require a recompile at the very least. Sometimes that's all that's needed.
Will this work in 1.20?
The problem with that RenayEdor is the belt would have to calculate it's distance from all zone markers in the world every tick.
So, that implies you have a system to track placed markers in the world.
Then the distance calculate every tick for each marker.
That's a LOT of overhead for something so simple as this is intended to be.
Possibly asked be possible to further "limit" the belt by adding something like a big shiny pillar of light that totally isn't remenicent of another game that shall not be mentioned, in which the ring belt can work, so people aren't just making a belt and all around the place, make it more of a building only tool?
Once I get the charger working in Vintage Engineering I will update this to require power charging to use (optional, setting in config of course).
Need some feedback for how long a 'full charge' should last. Thoughts?
Does this belt have options to turn on item use durability and maximum airtime before cooling down?
I would love to aquire this in survival without it being completely overpowered.
I'd like it if i could use this like the rocket boots from terraria for some added utility without utterly trivialising gameplay!
Are you flying very very fast?
UPDATE: removed the log below, because this isn't your issue. The first few times were only with the Angel Belt, but I've since had this happen 3 times when I hadn't used it in several minutes. Not an Angel Belt issue.
When flying with the Angel Belt overland (ie, not "normally loaded areas"), I occasionally get a CTD that has something to do with fruit trees. I only bring this here because it *only* happens when using an Angel Belt.
How are you claiming the area?
would it be possible to limit usage of this belt only to your claimed area?
If I do a config, I'd add a ton of settings for all the tools as they are under the same mod umbrella. That kind of thing takes a lot longer than updating to new version.
Is there any chance we can get a config to limit the maximum speed?
I love this mod. Negates the need for creative mode flight. Any chance this will be updated to 1.19?
Hopefully you've migrated to 1.18 by now. There's no reason not to use the latest version of the game and you can't expect mod authors to back-test their mods to previous versions of the game. It's a lot of extra work and would require mod authors to keep around all the API DLL files for every version of the game.
Would it be possible to fix the axis lock for 1.17? I tried the 1.18 version on 1.17 but it's throwing this error each time I hit R to enable flight or to change the axis lock. The 1.17 version works fine other than the axis lock not working
[Error] System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.Pos'.
at AngelBelt.AngelBeltMod.Toggle(IPlayer player, BeltToggle bt)
at AngelBelt.AngelBeltMod.OnClientSent(IPlayer fromPlayer, BeltToggle bt)
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\API\NetworkAPI.cs:line 46
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 110
Updated to 1.18 and found and fixed the FreePlaneLock feature. Thanks Chervial for reporting.
@Chervial Do you have another mod that uses the same hot-key? It should certainly cycle through the modes. Try remapping the key and trying that.
Having a bit of an issure with the Axis Lock, I hit the hot key but it just says "Flight plane axis locked to:X" and nothing changes. Hitting the hotkey multiple times doesn't seem to cycle through the different axis
Great mod, thanks for sharing
Mod updated for 1.17! Enjoy flying around in the new version!
v1.2 Updated to support 1.16
Attempted a fix for it 'forgetting' your movement speed multiplier in my endless hunt for why that sometimes reset before.
yo! this is awesome! glad to see this over in VS 😄