Mods / Medieval Expansion 1.20 Patch + Waterwheel rebalance - Cows

Tags: #Cosmetics #Furniture #Technology
Author: Gaaame
Side: Both
Created: Feb 2nd at 7:39 AM
Last modified: Feb 2nd at 8:31 AM
Downloads: 4939
Follow Unfollow 51

Latest release (for outdated Vintage Story v1.20.0 - v1.20.3):
medievalexpansion1.20Patch+Waterwheel rebalance-Cows.zip  1-click install


Read the summary lol, no more cows, waterwheel is no longer as anemic, and it lasts 2x longer, oh and its patched to work in 1.20 due to not my code, it's actually an existing 1.20 patch that i modified for the cows and waterwheels.

 

STANDALONE!

(If anyone wants any other changes then I'll take them into consideration, no promises)

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.1 4939 Feb 2nd at 8:31 AM Show medievalexpansion1.20Patch+Waterwheel rebalance-Cows.zip 1-click install

25 Comments (oldest first | newest first)

💬 AgentOfChaos, Apr 4th at 10:06 PM

when i try to use it it says "Missing .json file" any ideas? Game version 1.20.4

 

💬 NorthernSoul01, Mar 27th at 10:47 PM

Could you make a mod with just the waterwheels?

 

Im also having a strange graphical bug where the waterwheel textures are replaced with some sort of sapling or bush.

💬 Gaaame , Mar 18th at 12:25 AM

The cows that Medieval Expansion adds are EVERYWHERE, taking up a lot of the spawns, and are very poorly made.

💬 Rossell, Mar 12th at 8:05 PM

Girlfriend and I just got the game and was looking for a mod that adds cows, why no more cows?

💬 Gaaame , Feb 28th at 11:58 PM

That's a known bug with the Medieval Expansion cellar ice and not my doing. I would need to identify WHAT they programmed incorrectly and correct it, in fact I might have an inkling of what they did, probably used a raw block id instead of getting the blocktype, the block id being a number that is different depending on the world and can lead to RANDOM blocks appearing. It's not an issue exclusive to my patch and I have no plans to fix it 💀

💬 Cryorus, Feb 22nd at 3:21 PM

Soooo , I have to report the weirdest bug and I dont know if it is some funky interaction with our modpack BUT
When trying to place cellar Ice on an already filled space with 16 Ice... it places an amethyst cluster above it without using the ice .....

💬 Gaaame , Feb 17th at 1:26 AM

I believe the top one will influence how much cooling effectiveness the ice provides (increase to make things colder), and the bottom will influence how many hours each layer lasts, which is what you want. HOWEVER, I did not make the original medieval expansion and do not know for sure.

Eoin_Lynne

💬 Gaaame , Feb 17th at 1:24 AM

The summary is in the title:
"Medieval Expansion 1.20 patch" = it works in 1.20
"Waterwheel rebalance" = waterwheels have had their values tweaked (they last 2x longer and are now significantly more powerful, setting them as a solid alternative to windmills)
"- cows" = no more cows

Sdl

💬 Eoin_Lynne, Feb 12th at 7:26 AM

In the config I found the following lines. I was wondering which (if either) affects how long the Cellar Ice lasts. Thanks.

""RoomRefrigeMultiplier": 0.5,
"PileCoolingHoursPerLayer": 8.0,"

💬 Sdl, Feb 11th at 8:10 AM

Where can I find the summary? A brief description for the people unfamiliar with the (I assume) parent mod's additions and changes would be super helpful.

💬 Gaaame , Feb 8th at 6:04 PM

Marlim

It depends on precisely what was updated. Most likely, one of the following will happen:
1. a block/entity will try to access data or a script that isnt in my patch, which prevents the save from loading until you swap back
2. a block/entity will try to access data or a script that isnt in my patch, except in a less catastrophic fail mode, causing ? textures and broken functions until you swap back
3. They basically just updated cow animations or something as their update, maybe updated a texture, etc. in which case using my patch will just mean that those updated things arent present but nothing breaks.

 

You can go to your users - appdata - VSstorydata - saves or some similar filepath, copy your world file, then test it to be 100% certain nothing breaks, but i find that VS has pretty solid handling of missing mod bits, so its likely safe to just try it and revert if something is borked.

💬 Marlim, Feb 7th at 4:15 PM

If I use this in a new save, and the original mod is updated and I change mods, would there be a problem?

Gaaame

💬 DecaByte, Feb 5th at 8:19 PM

Gaaame
Thank you for this info as it clears things up for me.
Yes, I am having no problems seeing the Medieval items in the handbook without Xlib mod. I don't have anymods that require Xlib so I can only deduce that its a mod that requires Xlib that is causing the issue. Hopefully this info may help others having simular issue.
Thank you so much for your mod.
This helps reduce my mod list by one & rid me of the cows with the added bonus of the waterwheel lasting longer. Previously I had to have the Medieval patch mod & Butchering cow patch mod for the cows to work with the Butchering mod.

💬 Gaaame , Feb 4th at 5:09 AM

The mod is not mine, somebody else created and compiled Medieval expansion. This means I only have a post-compilation DLL that I was able to modify to improve the waterwheel. Then I went to the JSON (default readable format used for adding basic new mobs into the game, config files, and lots of other things) files for the cows and deleted them. As such, I am not entirely certain what XLib is used fo within this mod. If it works for you without it, then it might not actually need it? However, based on my experience and the other person below me, it has been needed or the mod simply fails to load..

 

If it works for you without Xlib and the features within the mod work without issue, go for it. This would likely warrant further exploration of the mod dependancies and such but I lack the time to figure out why it needs Xlib for me and some other people but perhaps not you?

 

Also yeah the cows are horrible, takes up a huge chunk of the spawn opportunities too :P
If simply removing them didnt work due to, say, being heavily integrated with the custom scripting of the mod, I was going to remove all of their minimum delays and such for despawning and then make them as tiny as possible lmao, luckily, removing their JSON entries does the trick.

💬 DecaByte, Feb 4th at 3:12 AM

Yeah I missed the standalone the first time. Sorry. So I get why cows where still spawning.
I understand what xlib is & I dont have any other mods that require it.
What is it Xlib does for your mod that would not work. Could you give some examples?
I have yet to find where it states the the old Medieval Expansion or the patched version needs xlib & afraid that I be missing out on something. So far I have used the origenal & patched version have not notice an issue.
The only reason I'm interested in your mod is to remove the cows as I'm not a fan of them.
Thanks for your help. It's much appreciated.

💬 Gaaame , Feb 4th at 1:17 AM

That's correct, it is not. That is what "STANDALONE!" means :P

His fixed the cow animations to no longer be broken. I used his mod as a base, but then removed cows altogether, so his fix is present and mine but likely not doing anything. Xlib is something many mods use and is a mod itself, "lib" -> "library" -> functions made by someone else to do things more easily, almost DIY modding tools if you will. 

Remove ALL medieval expansion mods, find Xlib on the mod DB, and then install that along with my mod. Failure to use Xlib will mean that a lot of the code medieval expansion (and my patch) uses will say to do things that do NOT exist, and will then fail to run. NoSleepSean had an outdated version of Xlib (same issue as not having it, roughly) and the mod didnt show up in his world. That is what you will be missing out on DecaByte

💬 DecaByte, Feb 4th at 12:24 AM

I'm using Medieval Expansion Patch that was posted in the comments before your post on the Medieval Expansion page. So I'm guessing yours is not compatable with this.
I'm also confused about Medieval Expansion needing Xlib as I could not find anything about that on their page. What would I be missing out on if I dont use Xlib? @Gaaame

💬 Gaaame , Feb 3rd at 11:17 PM

Xlib is needed for the normal Medieval expansion, this is the same. Ensure that you have removed the normal ME mod from your mod list and install Xlib as the comment says. It sounds to me like you are still running the normal version of the mod, not this one (this one COMPLETELY deletes all cow files, so you will absolutely not have cows if my version is working. Because you still have cows, you are no doubt still running the normal ME, not my patch!). DecaByte

💬 DecaByte, Feb 3rd at 7:49 PM

Is this suppose to remove Cows? I don't see them gone, so not sure. I see in a responce you say, "you do not have Xlib, which this mod needs." Do I need this in order for this to work? If so i recommend that you add this impostant tip to the discription.

💬 Sheepa, Feb 3rd at 2:45 AM

Cool changes! Finally, someone took it consistently, even with balance changes. Nice job.

💬 NoSleepSean, Feb 2nd at 10:34 PM

I did have XLib just not the most up to date version but that seems to have sorted it, I just deleted this and redownloaded just in case the download had messed up somehow. But all good now Thanks buddy!

💬 Gaaame , Feb 2nd at 9:09 PM

I believe you do have something wrong lol, I have it functional with 0 mods *directly* loaded outside of it, AND functional on Medieval Brutality, with the following modlist:

  • armory
  • art of cooking
  • art of growing
  • bed respawn
  • better ruins
  • brain freeze
  • Butchering
  • cairns
  • canoes
  • carry on
  • Chisel tools
  • combat overhaul
  • dress makers
  • Expanded molds
  • Expanded matter
  • fields and plateaus
  • FOTSA (Most of them)
  • from golden combs
  • hardcore water transport
  • hydrate or die
  • immersive ore crushing
  • maltiez crossbows
  • manual scraping
  • Medieval expansion
  • Millwright
  • Plains and valleys
  • player corpse
  • prim survival
  • rivers
  • smithing plus
  • stone bake oven
  • Stone quarry
  • Tailors delight
  • the working classes
  • wear and tear
  • wildcraft fruit
  • wild farming
  • wolf taming
  • wool
  • Xskills

And likely a few more.

I would guess, however, that you do not have Xlib, which this mod needs. As I simply modified Medieval Expansion, it may not have carried the dependancies over properly? (They are still in the DLL, I didn't remove them..) Try getting Xlib_v0.8.10 (thats what im running) and see if it works NoSleepSean

💬 NoSleepSean, Feb 2nd at 6:11 PM

Sorry, just tried installing this and I cannot see anything for it in the handbook, don't have the actual medieval expansion installed... Am I doing something wrong here?

💬 Gaaame , Feb 2nd at 6:02 PM

This is a standalone mod, updated the mod description to make it clear.

💬 AngryOscar, Feb 2nd at 4:41 PM

is this stand alone or do you need the original?

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