Mods / CitadelFix

Category: #QoL #Tweak
Author: Longboyy
Side: Server
Created: Jan 8th at 12:51 AM
Last modified: Jan 30th at 12:33 AM
Downloads: 1513
Follow Unfollow 9

Latest file for v1.19.3:
citadelfix_1.0.9.zip 1-click install


This mod is intended to overhaul the reinforcement system. Currently the mod:

  • Prioritizes materials in hotbar (useful if you want to reinforce with a specific material and have multiple valid materials in your inventory)
  • Allows reinforcement of placed blocks with the plumb and square in your offhand
  • Allows players to set a specific material as their preferred reinforcement material so the wrong material is used for reinforcement less often.
  • Reinforced farmland will protect the crops planted upon it.
  • The ability to lock things to groups.(I don't really get why this is explicitly not allowed in base game)

Planned additions:

  • Overhaul of the group system with emphasis on permission management.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.9 547 Jan 30th at 12:33 AM Show citadelfix_1.0.9.zip Install now
v1.0.8 79 Jan 25th at 11:32 PM Show citadelfix_1.0.8.zip Install now
v1.0.7 282 Jan 12th at 11:01 PM Show citadelfix_1.0.7.zip Install now
v1.0.6 74 Jan 12th at 2:36 AM Show citadelfix_1.0.6.zip Install now
v1.0.5 100 Jan 11th at 10:48 PM Show citadelfix_1.0.5.zip Install now
v1.0.4 67 Jan 11th at 12:56 AM Show citadelfix_1.0.4.zip Install now
v1.0.3 103 Jan 9th at 1:59 AM Show citadelfix_1.0.3.zip Install now
v1.0.2 127 Jan 8th at 3:39 AM Show citadelfix_1.0.2.zip Install now
v1.0.1 66 Jan 8th at 1:49 AM Show CitadelFix_1.0.1.zip Install now
v1.0.0 68 Jan 8th at 12:53 AM Show CitadelFix_1.0.0.zip Install now

4 Comments (oldest first | newest first)

💬 TTastic, Feb 19th at 9:35 PM

Great mod. Much needed fixes to the base reinforcement system. Thanks!

💬 YinTheGhost, Jan 30th at 12:57 AM

You're awesome ty! Just been working on getting a civ server going, so this is a huge help/

💬 LongboyyAuthor, Jan 29th at 1:33 AM

YinTheGhost Cheers for the report. I'll look into this soon. If you need any more support you can contact me via discord: `longboyy`

 

Problem has since been fixed.

💬 YinTheGhost, Jan 27th at 6:43 PM

When placing a padlock onto a block.

Game Version: v1.19.3 (Stable) 1/27/2024 10:42:17AM: Critical error occurred in the following mod: citadelfix@1.0.8 Loaded Mods: Bluesky@1.0.0, chiseltools@1.10.1, she1fish@1.1.0, game@1.19.3, wallpaper@1.0.0, citadelfix@1.0.8, coinage@1.10.0, sailboat@1.2.6, morepiles@1.5.0, petai@2.2.2, stablesurface@0.0.2, vanvar@3.3.0, vinconomy@0.2.0, creative@1.19.3, survival@1.19.3, feverstonehorses@1.6.0, simplewinddirection@1.0.2 System.NullReferenceException: Object reference not set to an instance of an object. at CitadelFix.ReinforcementSystemAccessor.saveReinforcements(ModSystemBlockReinforcement _instance, Dictionary`2 reif, BlockPos pos) in F:\Dev\C#\CitadelFix\citadelfix\src\ReinforcementSystemAccessor.cs:line 52 at CitadelFix.ReinforcementSystemAccessor.SaveReinforcements(Dictionary`2 reif, BlockPos pos) in F:\Dev\C#\CitadelFix\citadelfix\src\ReinforcementSystemAccessor.cs:line 26 at CitadelFix.Fixes.GroupLockPatch.TryLock(ModSystemBlockReinforcement __instance, BlockPos pos, IPlayer byPlayer, String itemCode, Boolean& __result) in F:\Dev\C#\CitadelFix\citadelfix\src\Fixes\GroupLockPatch.cs:line 47 at Vintagestory.GameContent.ModSystemBlockReinforcement.TryLock_Patch2(ModSystemBlockReinforcement this, BlockPos pos, IPlayer byPlayer, String itemCode) at Vintagestory.GameContent.ItemPadlock.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VSSurvivalMod\Item\ItemPadlock.cs:line 60 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 854 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

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