Mods / Medieval Fashion

Category: #Cosmetics #Furniture #Other #Storage #Texture Pack #Utility #Weapons
Author: Ruddi
Side: Both
Created: Jan 8th at 2:23 AM
Last modified: May 19th at 10:11 PM
Downloads: 8282
Follow Unfollow 97

Latest file for Various v1.18.x: 1-click install

First of all I want to thank my Compadre Mister_Andy_Dandy for his fabulous Mod, since without this Mod my Mod would not work. I also want to thank my Compadres CATASTEROID and SpearAndFang for their help, ideas and advice.

I want to thank my Compadre macoto_hino for the Japanese translation of this mod.



This Mod requires the Mod Furniture Overhaul Library (the most recent version).

This is not Vanilla.


IMPORTANT! Make your own configuration for your personal use in your singleplayer or for your server. Simply modify or remove from my mod what you want or don't want. On a server, players will have my full mod, but even if it's the full version of my mod, only things that have been modified on the server's mod will work.


This Mod includes Weapons and Tools, New Blocks, Decorative Blocks, New Containers, Clothes for Men and Women, an invisible Iron Armor (so you can show off your clothes without being covered by the armor), Large capacity Sacks and Backpacks, etc.

Please report any bugs to me!

Note: This Mod was made in Spanish, possibly the English translation is not 100% correct. This Mod is not compatible with Wood Barrels as it has its own barrels.


After installing the two mods (Medieval Fashion and Furniture Overhaul Library) create a world in creative so you can see the new blocks and items and you can see their recipes.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v2.01.17 514 May 19th at 10:11 PM Show Install now
v2.01.16 166 May 17th at 2:13 PM Show Install now
v2.01.15 148 May 15th at 3:38 PM Show Install now
v2.01.14 161 May 13th at 7:06 PM Show Install now
v2.01.13 372 May 7th at 9:37 PM Show Install now
v2.01.11 761 Apr 27th at 2:39 AM Show Install now
v2.01.10 172 Apr 26th at 4:53 AM Show Install now
v2.01.09 222 Apr 24th at 6:07 PM Show Install now
v2.01.08 272 Apr 22nd at 6:03 PM Show Install now
v2.01.07 161 Apr 21st at 10:10 PM Show Install now
v2.01.06 213 Apr 21st at 8:35 AM Show Install now
v2.01.05 346 Apr 18th at 2:03 AM Show Install now
v2.01.04 111 Apr 17th at 12:36 AM Show Install now
v2.01.03 94 Apr 16th at 4:25 AM Show Install now
v2.01.02 246 Apr 12th at 2:13 PM Show Install now
v2.01.01 229 Apr 10th at 3:37 AM Show Install now
v2.00.00 81 Apr 9th at 9:43 PM Show Install now
v1.3.50 1241 Feb 22nd at 2:41 AM Show Install now
v1.3.43 95 Feb 21st at 6:25 AM Show Install now
v1.3.40 139 Feb 18th at 7:46 PM Show Install now
v1.3.3 105 Feb 18th at 5:12 PM Show Install now
v1.3.1 69 Feb 17th at 6:36 PM Show Install now
v1.3.0 67 Feb 17th at 10:05 AM Show Install now
v1.2.99 43 Feb 17th at 2:24 AM Show Install now
v1.2.98 84 Feb 16th at 8:01 PM Show Install now
v1.2.96 70 Feb 15th at 5:35 PM Show Install now
v1.2.95 36 Feb 15th at 3:50 PM Show Install now
v1.2.93 46 Feb 15th at 9:44 AM Show Install now
v1.2.92 82 Feb 14th at 6:21 AM Show Install now
v1.2.91 28 Feb 14th at 5:51 AM Show Install now
v1.2.9 42 Feb 14th at 3:31 AM Show Install now
v1.2.8 31 Feb 14th at 3:03 AM Show Install now
v1.2.7 40 Feb 14th at 12:59 AM Show Install now
v1.2.6 93 Feb 13th at 3:26 AM Show Install now
v1.2.5 152 Feb 11th at 5:29 PM Show Install now
v1.2.1 75 Feb 11th at 5:24 AM Show Install now
v1.1.9 67 Feb 11th at 2:53 AM Show Install now
v1.1.7 37 Feb 11th at 12:45 AM Show Install now
v1.1.4 115 Feb 9th at 6:35 PM Show Install now
v1.1.3 64 Feb 9th at 2:46 PM Show Install now

200 Comments (oldest first | newest first)

💬 Annie68, 1 day ago


Absolutely love this mod. I have been using the half roof blocks and have run into a small problem in that you don't have any ridge roofing or half peaks to go with the timber roofing. I hope this is something that can be addressed. 

Thanks heaps for a great mod and for all your hard work. P.S. my apologies . i found the ridge roofing. :)


💬 Sarn, 4 days ago
Yo siento lo mismo jajaja. ¿Alguien sabe si hay una manera de modificar el mod para usar las texturas de pino predeterminadas? Simplemente eliminar las texturas no parecía funcionar, decía que no podía cargar el mod.
💬 ArtiKs, 4 days ago

¿Disculpa, pero qué le has hecho a la madera de pino? Me gustaba el tono algo amarillento/anaranjado que tenía...
Además, ¿por qué este nuevo tono oscuro se ve tan elegante? Me encanta.
El problema es que ahora no sé qué hacer, todas mis construcciones jugaban con el color saturado de la madera de pino, aunque supongo que la madera de Kapok es un tanto similar... pero es que le fanta ese tono extra. 
¿Podrías considerar añadir una variante de pino oscuro o un nuevo árbol para que asi se puedan mantener ambos tipos de madera? yo que sé... no me gustaría tener que renunciar a ninguno de los 2 colores 😫. Vaya dilema en el que me ha metido este mod. Tose* El color oscuro es superior.

Sigh~ Todos esos nuevos bloques valen la pena el sacrificio (se repite en la mente una y otra vez*).

💬 Ruddi, May 20th at 3:39 PM


if you are confused by seeing the log, just don't look at it!
YES! I need the 0 there!
if it violates or not violates, I really don't care, the mod works!
like I said: it's a warning/suggestion 😉

💬 Ruddi, May 20th at 3:37 PM

Khallie 😉

💬 DArkHekRoMaNT, May 20th at 11:30 AM

It's a bit confusing to see this in the log. Do you really need a leading zero? This violates the version convention that the game uses Ruddi

💬 Khallie, May 20th at 3:25 AM

@Ruddi Oh wow didnt know you could make salt, and flaxfibers etc, will look into that next time I am playing.

💬 Ruddi, May 19th at 10:34 PM


thank you!

Gnomp please read what Adi18k says!

💬 Ruddi, May 19th at 10:31 PM


that's a warning/suggestion that doesn't affect my mod or how it works.

💬 Ruddi, May 19th at 10:25 PM


thank you!
there are many recipes in my mod that are not visible, for example you can make salt in the barrel and also flaxfibers, you can also make "rock" by placing stones in the oven.
look for new recipes!

💬 Ruddi, May 19th at 10:14 PM


No hay ningun problema con la traduccion al Español Latino, simplemente no habia traduccion al Español Latino, pero ya la hay! Te recomiendo que utilices la traduccion a Español de España, esta traduccion esta casi al 100%, en cambio la traduccion al Español Latino no llega al 50%. la traduccion al Español de España es una muy buena traduccion y puedes entender perfectamente, no tiene modismos como "ostia", "jolines", etc. asi que tu puedes entender muy bien.

💬 DArkHekRoMaNT, May 19th at 6:05 PM

[Warning] [medieval] Failed parsing version string '2.01.13' at index 3: MINOR version contains leading zero (best guess: 2.1.13) Ruddi

💬 Adi18k, May 19th at 12:44 PM

Hi Ruddi Remember someone reported about Deluxe Medieval Bow crash by shooting with it? I think i found the mod RangedWeapons@0.6.2 which cause the crash by using it. Maybe the other mod need to fix it, I have no idea.

💬 Khallie, May 19th at 2:10 AM

Just want to say what a fantastic mod this is. We have had in on server for awhile and there is so much stuff, we keep finding new stuff all the time. The stairs are my favourite tho. To have proper staircase with railings is just awesome. I am addicted to Lobster lights to. I know the translation got lost between spanish and english but these lights will always be lobster lights. They are unique and deserve the unique name. I carry a lot around with me just in case I need to place one. I have used over 100 on my build so far and still need to get more! They work so much better then lanterns. 

💬 RickDevil, May 18th at 10:37 PM

Hay un problema con la traducción al Español, está configurado para Español de España y si se pone en Español Latino hay errores, ¿hay forma de corregir eso?

💬 Ruddi, May 13th at 7:13 PM



💬 Sableye, May 13th at 3:22 PM

Hi Ruddi No worries, thanks for considering it!


I do want to report that the bald cypress hielera's are not working correctly still though. 

💬 Ruddi, May 13th at 6:44 AM


unfortunately that needs code, and I don't know how to do it. 😟

💬 Sableye, May 9th at 11:46 PM

Hi Ruddi


Thanks for the quick update!

re: Single weapon displays - I seek a way to display 1 item at a time to show importance instead of using tool racks which hold four items.

I've attached two photos with their wiki entries for their items to help explain below. Thanks for hearing my suggestion! :) 


wiki link to item entry from Conan Exiles

wiki link to item entry from Valheim

💬 Ruddi, May 8th at 12:11 AM


not all metals have bars

"molybdochalkos", "silver" , "gold", "copper", "brass" only!

💬 Sylanna, May 7th at 10:58 PM

So how do you make a metal bar? I put the saw over the ingot and it doesn't give the output shown in the recipe book. 

💬 Ruddi, May 7th at 9:33 PM


There was an error in the "hielera" of baldcypress, it is corrected.
My English is not very good, can you explain more about the weapons, I don't understand it.

💬 Ruddi, May 7th at 9:12 PM


I have explained this many times, I am not going to do any configuration.
You can modify my mod for your personal use or on your server, just remove the things that you think break vanilla and put my modified mod on your server. people who play on your server will have the full version, but the stuff you removed won't be able to use it since you modified my mod.

💬 Ruddi, May 7th at 9:03 PM


please send me the files from the LOGS folder by private message on the Vintage Story Discord.
I am completely sure that my mod is not the one that causes the problem since we use my mod on the server where I play and nobody has crashed the game.

💬 Sableye, May 7th at 6:19 PM

Hi, just wanted to report that the hielera in baldcypress is not outputting the same perish settings as the rest, it's only functioning with the 'other' value.



I also wanted to suggest single slot weapon display options. :) Thanks for all your work!

💬 andresgr12, May 7th at 4:46 PM

Hi is there a posibility to add a configuration were the user can dicede if they wamt some features disable, because i like the mod but some featyres are game breaking and they make some features from other games unusefull, so i whould like to disable some things for example the medievalbackpit is just to big that makes a lot of other mods and the game feel like they really hard, any way and also visual features like the barrels and moon i still not get used to and the people who play on my server too so thats the reason why itook it out from my server, but i know if your gave us the ability to disable the fautures that we want it whould be nicer to fit your mod in a lot of other type of servers o gameplays that they think that some thinngs breakes the fautres of the game or any other mod that tries to be a more dificult, thanks I I love the choltes, the weapons and the construccion blocks!! 

💬 Gnomp, May 3rd at 10:14 PM


The Deluxe Medieval Bow crashes instead of firing, here is the log file.
Running on 64 bit Windows with 16 GB RAM Game Version: v1.18.1 (Stable) 5/3/2023 12:13:05 PM: Critical error occurred Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.4, metalrecoverydon@1.0.1, betterbalance@2.1.3, betterruins@0.1.0, Ceramos@0.3.1, chiseltools@1.8.4, cropsconfig@1.0.0, furniturelibrary@1.0.8, icemagic@0.1.0, instruments@1.2.0, leopardgeckos@1.0.1, medieval@2.01.11, meteoricexpansion@1.2.4, moreclay@1.0.1, leadroof@1.3.2, unochre@1.1.0, pondfrogsi@1.0.2, potontheshelf@1.0.0, primitivesurvival@3.1.9, qptech@1.13.02, rainfrogs@1.0.2, RangedWeapons@0.6.2, reducedwolfaggro@1.0.2, translocatorengineeringredux@1.4.1, viesblocks@2.1.2, game@1.18.1, wildcrafttrees@1.1.5, wildcraft@1.6.5, linenbackpack@1.0.0, animalcages@2.1.5, betterbloomeriesreborn@1.0.4, betterfirepit@1.1.0, butterfly@1.0.0, carryon@1.0.0, commonlib@2.0.4, fieldsofsalt@1.1.2, fromgoldencombs@1.4.16-rc.2, glidervar@1.1.0, hudclock@2.9.1, sailboat@1.1.0, kreaturesandkritters@1.0.3, lavoisier@1.2.7, medievalexpansion@3.9.1, mcrate@1.0.4, petai@1.7.2, claywheel@1.0.1, prospectorinfo@4.2.0, simplestep@1.0.2, stillnecessaries@1.0.0, stonerailings@1.0.4, tablet@0.1.4, useplanksinpitkiln@1.0.0, creative@1.18.1, vsquest@0.4.1, survival@1.18.1, vsvillage@0.7.2, onebedsleeping@2.2.0, cats@1.7.0, chemistrylib@1.1.1, cavebeacons@1.0.6, em@2.0.0, foxtaming@1.2.0, helvehammerext@1.5.0, playercorpse@1.7.1, simplewinddirection@1.0.2, wolftaming@1.7.2, bricklayers@2.0.0, kosfire@1.1.2, kosphotography@1.2.0 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.ItemBow.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VSSurvivalMod\Item\ItemBow.cs:line 184 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 237 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 163 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 84 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 807 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 709 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 681 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93


💬 Ryan_Thomas, May 2nd at 12:21 PM

Thank you for your continued hard work, Ruddi, this is by far my favorite mod. Every time I play, I discover something new. I'm also learning a few Spanish words. I had no clue that hielera meant cooler; thank you for that :)

💬 Ruddi, May 2nd at 7:18 AM



💬 Ruddi, May 2nd at 7:13 AM


I really appreciate that.
Indeed, my mod allows me to eat raw meat and the purpose of this is that I need to activate this function so that my refrigerators keep raw meat longer.
you too have a nice day!

💬 Ruddi, May 2nd at 7:08 AM


💬 DrYakOttoman, Apr 30th at 7:19 PM

Hey there! Just wanted to let you know about a mod conflict and possible bug. I have "Cats" (which requires Pet AI) and I cannot tame a cat with that mod with raw meat or raw bushmeat, because your mod allows a player to eat raw bushmeat and raw meat, and also allows a player to eat when their bar is full. I tested the other mods I have and it seems like yours is the one doing this. Not sure if that's a feature or bug but I thought I should let you know. Have a great day!

💬 IgnorGTO, Apr 30th at 3:11 PM

💬 Snare, Apr 29th at 3:54 PM

Is there going to be any work done on a fork that just adds cosmetics and doesn't change the balance of progression?

💬 Wandour, Apr 28th at 12:50 AM

very well 🤦 
It's your mod after all
keep up the... good work I guess?

💬 Ruddi, Apr 27th at 10:49 PM


number one: my mod does not have anything unnecessary, that you or others do not like some things in my mod does not mean that they are unnecessary.

number two: I'm not going to do what you want and I'm not going to label my mod as you want.

number three: if you keep bothering me I will report you again for harassment.

I don't want to cause you any trouble. I have tried to be tolerant and polite with you, but I see that you don't understand. I will not make any changes.

I hope I was clear!


💬 Wandour, Apr 27th at 4:06 PM

Yes we know it's "YOUR MOD" You've said that repeatedly and the site already has your name as an author so we know it's your mod by default
but what I'm saying it's best to be labeled as "PERSONAL MOD" that is all I'm saying because everyone has "their" mod but some label them as "server exclusive mod" and such

nobody is demanding you change anything in your mod it's just suggestions for server owners or some players for an easier way to configure parts of it for balancing purposes or disable unneeded parts of it
but at this rate there is no point to bring up anything since you will read only the parts you want

all I'm gonna say is this 
It's best to label a mod "exclusive server mod" / "personal mod" etc just to make it clear to any community that catches an interest

💬 IgnorGTO, Apr 27th at 11:01 AM

Something strange happens if I add your mod to the server the client freezes for users with strict computer control

💬 Ruddi, Apr 27th at 10:16 AM


what version of my mod do you use?
The saw error has been fixed for a long time thanks to my Compadre Vinter_Nacht, possibly you should clean the cache.
the toolrack error doesn't matter, it doesn't affect the game, i just removed the patch content but i didn't remove the patch because i'm going to modify it in the future. what the toolrack patch did was change a texture.

💬 IgnorGTO, Apr 27th at 9:06 AM

27.4.2023 12:01:24 [Error] Patch 0 (target: game:blocktypes/wood/woodtyped/log.json) in indappledgroves:patches/wildcrafttrees/trees.json failed because supplied path /resistanceByType/ is invalid: The json path /resistanceByType/ was not found. No such element 'resistanceByType' at the root path
27.4.2023 12:01:25 [Error] Patch 4 (target: game:itemtypes/tool/saw.json) in medieval:patches/gametool/survival-itemtypes-tool-saw.json failed because supplied path /attributes/groundStorageTransform is invalid: The json path /attributes/groundStorageTransform was not found. Could traverse until /attributes, but then 'groundStorageTransform' does not exist. Full json at this path: {
"sawingProps": {
"sawingMod": 0.46
27.4.2023 12:01:25 [Error] Patch 0 in medieval:patches/survival-shapes-block-wood-toolrack.json failed because it is missing the target file property
27.4.2023 12:01:25 [Error] Patch 1 (target: game:blocktypes/cloth/rushmat.json) in medieval:patches/survival-blocktypes-cloth-rushmat.json failed because supplied path /vertexFlags/zOffset is invalid: The json path /vertexFlags/zOffset was not found. No such element 'vertexFlags' at the root path
27.4.2023 12:01:25 [Error] Patch 0 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /0/height is invalid: The json path /0/height was not found. No such element '0' at the root path
27.4.2023 12:01:25 [Error] Patch 1 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /0/shapeless is invalid: The json path /0/shapeless was not found. No such element '0' at the root path
27.4.2023 12:01:25 [Error] Patch 2 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /0/width is invalid: The json path /0/width was not found. No such element '0' at the root path
27.4.2023 12:01:25 [Error] Patch 3 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /1/height is invalid: The json path /1/height was not found. No such element '1' at the root path
27.4.2023 12:01:25 [Error] Patch 4 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /1/shapeless is invalid: The json path /1/shapeless was not found. No such element '1' at the root path
27.4.2023 12:01:25 [Error] Patch 5 (target: game:recipes/grid/plank.json) in game:patches/survival-recipes-grid-plank.json failed because supplied path /1/width is invalid: The json path /1/width was not found. No such element '1' at the root path
27.4.2023 12:01:27 [Error] Patch 0 (target: game:blocktypes/glass/slab-quartz.json) in chemistrylib:patches/lenspatch.json failed, following Exception was thrown: Index was outside the bounds of the array.
27.4.2023 12:01:27 [Error] Patch 1 (target: game:blocktypes/glass/slab-plain.json) in chemistrylib:patches/lenspatch.json failed, following Exception was thrown: Index was outside the bounds of the array.

Can you tell me why this might happen?

💬 Ruddi, Apr 27th at 2:27 AM


Well, I don't see all users complaining like you!
Your example showed that if 3 to 5 users complain and ask me for changes, I would have to affect more than 1000 users because those 3 to 5 users don't like something about MY MOD, is that correct?
As I told you, if I received more than 500 requests or suggestions to change, remove, add, divide MY MOD, I would think about it, but I still wouldn't do it because it's MY MOD!

Blackmare already gave a fabulous solution on how to configure MY MOD, either in Singleplayer or to install it on a Server.

I hope I was clear enough, IT'S MY MOD!

💬 Blackmare, Apr 26th at 3:24 PM

Credinus the only reason i think you may run into that is if you change something in the code OR added something completely new outside of recipes.

💬 Wandour, Apr 26th at 2:23 PM


strange example...?
a screen saver has no effect in anyone's quality of life, but feedback is always welcomed tbh, I could change it to something more suitable for all users
but if those people aren't users or have no connection to my computer then it wouldn't really matter to change now, would it?
your example kinda proved my point ;p

I have on the other hand had a TV screen that was a bit too small but in order for the whole family to enjoy a movie I had to get a slightly bigger more comfortable one for everyone to have a  nice time 

but listen... AS I stated before, you are not obligated to do any changes, I simply suggested that you might wanna put up a "personal mod" to clarify this mod direction and to not give too many expectations to its followers not knowing it's not a community-focused mod but a personal one


💬 Ruddi, Apr 26th at 1:59 PM


what language do you speak?

💬 Ruddi, Apr 26th at 11:15 AM


Possibly, you have not understood what I have tried to say to all the people who have asked me to modify, remove, add, divide, etc. my mod.
Imagine that I asked you to change your PC's screen saver because I don't like it, or that I asked you to make 4 partitions to your hard drive because I want you to have all your files divided, would you do it?
I'm sure you wouldn't because it's your PC.
That's exactly the same as my mod, it's mine.

💬 Ruddi, Apr 26th at 10:56 AM


I appreciate that you understand that the texture conflict of my mod with other mods is not my fault. My mod has many new textures and at the time I did it I didn't know the limitation of the atlas, my intention is to make a lot of new content and make it as personalized as possible, so that on a server no player is the same as another. but now that I know the limit of the atlas my hands are tied, because my intention was to take my mod to the limit!
I also have the mod size limitation, it can only be 48MB and my mod is already 30MB.

💬 Wandour, Apr 26th at 5:45 AM

well that's a shame, I really loved this mod

at least you should highlight it as a "personal mod" and not expect any change, That way anyone can understand not to invest too much interest

I noticed many hanged on small expectations not knowing the direction of the mod


💬 Credinus, Apr 26th at 5:07 AM

Blackmare Great call on the server file adjustments, I had no idea that this wouldn't cause a server/client mistmatch issue, so that's a great way to make non-coded adjustments for some mods.

Ruddi I see the texture issue is due to limitations with the hardcoded Atlas, seems other modmakers are running into problems with this as well. Hopefully Tyron expands that Atlas in a near-future updates so you modmakers can keep churning out work and not worry about having to limit the amount of textures added!

💬 Ruddi, Apr 25th at 11:35 PM


The idea that the grindstone repairs the weapons or tools has been in my mind since I made the grindstone, currently the grindstone has animation but for this to be animated it has to be an "entity-block" and I don't know how to program the game code. I have offered my models to several modders to make them work but I have not received a response from them. The smoker model that is used in the Primitive Survival mod is my creation, but only the model, all the functionality was made by SpearAndFang.

You can see in the Simple Pottery Wheel mod the last comment where I offered my model to be brought to life in a mod, but I have not received an answer.

💬 Runehawk, Apr 25th at 10:58 PM

I know you're getting bombarded with requests to break the mod up or change things, but I think I'm ok with it as it is. Your mod really saved my current playthrough. I was really missing wall candles and more lighting options that another mod had (which has not been updated) and then I saw your brilliant implementation of how candles and lanterns change depending on the block face they are placed on. Great work.

Instead, I would like to make another request. Would it be possible to make the tools and weapons from your mod repairable with the grindstone from the 'Still Necessaries" mod?

💬 Ruddi, Apr 25th at 7:48 PM



You are a genius!


You configure my mod, and you determine what works and what doesn't and how it works.

In short, you make a mod of my mod!

and having my modified mod on the server that makes the server ask the players to download my mod but only what you configured in my mod works, this is somewhat confusing for people who do not know, but it is very smart!

💬 Blackmare, Apr 25th at 1:49 PM

You can delete the files in the mod, put it on the server, and itll work fine with the complete version the client then downloads. You dont have to upload it as its own thing.

this allows you to remove the vanilla game changes but keep the items as the server is telling the client what is changed/available. Its what makes the mod work on my server as im going in the opposite direction of ruddi in terms of ease, but unlike ruddi i am crap at making things.

💬 Ruddi, Apr 25th at 12:39 AM


I reiterate, I don't want this to seem rude, I respect all people, but I do NOT consider people stupid, people are very intelligent and understand perfectly what it means: "THIS IS NOT VANILLA".
I have asked various modders for help and advice, but to make MY mod to my own liking.
I am okay with people modifying MY mod for their "PERSONAL" use, but I do not allow any person to take MY mod or part of it, modify it and publish it! That's called "PLAGIARISM"! and it is not ethical.

I ask you to RESPECT my decision.

gndrneutralnoun Wandour
I see that you have enough skill and intelligence, so why modify something that is already done? apply that skill and intelligence and make your own mod to your liking, ask modders for help and modify it as you see fit and make your mod as vanilla as possible.

My father told me:
Never try to make everyone happy, because no matter how hard you try to do it, there will always be someone who, having everything, you will not be able to make them happy. So forget everyone and make yourself happy, because the people who consider you important will be happy when they see you happy and that is true happiness.

💬 Wandour, Apr 24th at 9:18 PM


I agree with gndrneutralnoun

If you would be kind enough to permit modders to make a modified version with config for server use that would be great

that way you wont have to stress about any change requests

💬 gndrneutralnoun, Apr 24th at 7:54 PM

Also, would you be okay with it if I or someone else modified the mod to remove the vanilla changes or the like, and uploaded the modified version? You wouldn't have to do anything, and it'd make it easier for people who don't have the abilty to edit it themselves.

💬 gndrneutralnoun, Apr 24th at 6:50 PM

So about the whole vanilla changes thing: in English, "This is not Vanilla" is not very clear. I would suggest replacing it with something like "This mod makes a lot of changes to vanilla content that you may not like." Hope that helps.
Edit: Also, I totally respect your desire to have the mod the way you want it, and I don't want to seem like I'm trying to convince you otherwise; I just want to inform you. If you don't have the skills to add configuration options, have you considered asking another modder for help implementing it? I want to be able to use this mod, but I don't think I like the many changes this makes to vanilla content, which is just my preference. I've also been trying to learn C#; if I get to the point where I could implement a configuration system, I would be happy to help.

💬 Vogi, Apr 24th at 6:27 PM

One of my favourite mods lately, keep it up, fantastic work! Im absolutely in love with decorative blocks

💬 Ruddi, Apr 24th at 5:16 PM


I don't want this to be taken as rude, I respect all people, I'm just realistic.
My invisible armor has the same duration and protection as iron plate armor, but doesn't share the attributes. it was made invisible to be able to wear medieval clothing without being covered by armor. This mod was made for decoration and to make life a bit easier in the game. this mod was made to my liking. I didn't plan to share this mod, I would only use it in my personal world, but a friend of mine convinced me to share it, most likely I will stop updating it, but I will continue updating it for my personal use and for the server where I game.
My tools work perfectly with all the vanilla blocks and items, unfortunately I can't make the recipes for all the mods, there are more than 300 and each one has its own recipes.
This mod has been downloaded by more than 1000 people and I am not going to change anything just because of 5 people who ask me to change some configuration, amount, shape, divide it or eliminate items or textures. I would probably do it if I received more than 500 requests or suggestions, and I would still think so, since it is MY mod and reflects the way I am.
probably in the not too distant future Tyron will make the texture atlas a bit bigger and so this mod won't have conflicts with other mods.
I want to receive suggestions to increase the number of blocks, containers, tools, items, etc. all with a medieval atmosphere, but not to remove, modify, divide, etc.
I respect the freedom of all people, but this mod is mine and it's for me, if someone likes it, great! if someone doesn't like it, just don't use it!

💬 Ruddi, Apr 24th at 4:10 PM


I don't know how to make codes to do some configuration in the backpacks. please just don't use them

💬 Danzio, Apr 24th at 1:47 PM

This kinda great mod in terms of how much content it have, especially all decoration things etc.

But unfortunately I have to agree with other players below about textures issues, some OP recipes or items... So, if you don't mind, I have some suggestions:

  • remove recipe of linen via soaked cattail (or, perhaps, make it much harder to craft/obtain? Maybe add functonality to spinning wheel for craft it with maybe 16:1 ratio of producing strings?);
  • re-check some OP bags and containers. I really love idea of mega-chest for 80 slots, but... simply crafting 2 double chests and getting 1 block - I dunno. Maybe adding some iron nails or something and making it like cabinet 2x2 will do a thing?
  • medieval tools from mod currently are not working with recipes form other mods. I'm not sure how it works in VS, perhaps you can add your tools to some kind of dictionary for other mods to share it?
  • invisible itron armor, despite a number of iron plates you spend on it, seems too much OP and it is not correspond with overall armor balance like vanilla armor. Maybe it is better to make it more like magiky-temporal thing, tweak stats or remove at all?

Nevertheless, it is great mod and I'm looking forward for its development in future!

💬 StewBag, Apr 24th at 1:07 PM

There is a lot about this mod that I like and some things that I feel are overpowered and need tuning. I second the opinion of needing to be split or having an extensive config file for tuning. Would love to have the clothes and furniture broken out so the mod wouldnt affect balance with other mods so severely.

💬 Yanazake, Apr 22nd at 10:37 PM

Can we get a config file to modify or disable the backpack items? They are... Even more overpowered than Backpack Pack Plus 😬 I'd love to get the knives turned off  or with an alternative animation too, but that's not even an issue compared to the  op backpacks.

💬 OBEDIA, Apr 22nd at 7:45 AM

@Credinus is right, I have started noticing these graphical issues too. It seems that more and more blocks seem to have an error (cooking pot being brown)

💬 Wandour, Apr 22nd at 5:21 AM


Agree with your point
Having the mod split features as add-ons can be a good option (clothes, sky box, weapons, items, etc) 

💬 Ruddi, Apr 21st at 10:17 PM


this mod will not split!
Possibly in the future Tyron expands the "atlas" of textures.

💬 Ruddi, Apr 21st at 10:13 PM


I saw the error in the skirts since I made the skirts. and I reported it when I saw it.

💬 Credinus, Apr 21st at 7:30 PM

This mod seems to introduce some texture mapping issues with other mods. An easily reproduced example of this is to have this mod and BrickLayers installed; this mod remaps the textures on a lot of the special glass blocks from BrickLayers to all sorts of weird block faces and essentially renders them unusable.

I really like the decor this mod adds to the game, but the way it impacts other mods unfortunately makes it a no-go for many of us at the moment. I hope to see this addressed in the future to start incorporating this mod. Have you considered possibly splitting this mod up into individual packs such as clothing, tools, blocks, and containers? This would allow players to install parts they want to add and parts they do not want included, and would also allow partial use of the mod when there are conflicts with certain elements of it.

💬 Azkaron, Apr 21st at 5:24 PM

Just to let you know - found a bit of a visual bug with the skirts in the mod, if you sit (cross-legged) while wearing a skirt it messes up the animation and your characters head goes behind their neck and into the torso.

💬 Ruddi, Apr 21st at 8:40 AM


thank you!

💬 Ruddi, Apr 21st at 8:39 AM


thank you! 😉

💬 Germugulgon, Apr 20th at 1:28 PM

Excellent mod, thanks for sharing it with us.

💬 Just_a_cat, Apr 20th at 5:33 AM

This problem (CTD after smelting iron ore in crucible) are known more then one year. You can check comments for Superfuels mod, as example.

Crucible code in VS are full of little dirty hax, so - no wonder it can crash.

Possible temporal solution for "Superfuel" modders:
Try to add propertie "requiresContainer: false" under SmeltablePropsByType section of nuggets.json for magnetite, limonite and hematite nuggets to disable crucible smelting for this ores. Bloomery smelting must not be affected.
The only "problem" - iron can be smelted directly in firepit, returning blooms.

💬 Wandour, Apr 19th at 3:16 PM


well If I don't contact Tyron I will be stuck out of VintageStory until "in hope" the bug gets fixed or the wiki gets updated for the inv clear command


💬 Ruddi, Apr 19th at 10:11 AM


This is weird, because I don't see the "cascade" of people telling me about this "bug".
In my creative test world, in my survival world and on the server where I play we haven't had any problems.

The iron, steel, chrome, nickel, stainless steel and titanium in my mod can be melted in the crucible using supercharcoal and you can pour them into the molds and it doesn't cause any crashes, and do you know why? because some of these metals have a patch, even the crucible.

Please don't bother Tyron, he has a lot of work making a stable version 1.18.
I just sent you this message on Discord, they are images of all the aforementioned metals inside the crucible.

💬 Wandour, Apr 18th at 10:48 PM


After a couple of testing, I figured out exactly the cause
So your mod has super fuel which has a super high temperature that exceeds the iron required smelting point

Only metal bits seem to work  (but picking up the crucible from the fire pit seems to cause crashes) 
if you use Natural materials that smelt into bloom well you cannot hover your mouse over it
and equipping the item in your hot bar will trigger a crash loop and you will no longer be able to join a world with the item in hand

the weirdest part is all the crashes have no log

the game Freezes and immediately shuts down
so I figured maybe the crucible with molten iron is probably null which causes the game to freeze and stop working
I have contacted Tyron with this issue but still waiting for the response, If you held the item in your hand you will no longer be able to play Vintage Story in a world with this bug
we tried removing medieval fashion but had no luck, which confirms that the cause is a missing string/code (idk I'm not much of a coder) in crucibles 

In conclusion to this bug, I wouldn't say it's your mod fault but rather the trigger OF the bug.
I get you said we aren't supposed to smelt Magnetite and Limonite do not directly give iron
But to be fair, when it comes to mods players can think they have new abilities to create shortcuts like super-smelt them into iron

I believe the game is missing strings for Cruicibles containing those materials
The fix is an inventory clear 

What I'm trying to say is there is a potential for others to make the same mistake not knowing it's not supposed to go that route
For now, I will wait for Tyron insight into this bug

EDIT : I believe this problem shouldn't even happen regardless of what mod was used, the base game should ether allow the items to be super smelted OR make Magnetite, Hematite, and Limonite unable to be placed inside a crucible
problem solved, I will create a report on GitHub for VS team to see this thru, Tho I'm glad we ran into this issue for the future of the players like me who try to be smartasses with the game xD


💬 Ruddi, Apr 18th at 1:14 PM


thank you!

It's not a bug, that's your mistake.
Don't try to blame me for something you did wrong.
I shouldn't configure anything, you should know that Hematite, Magnetite and Limonite do not directly give iron, they give iron blooms and iron blooms cannot be put into ingot molds.
you cannot shorten the process of making iron or steel.

💬 Balamutik, Apr 18th at 9:05 AM


I'm not suggesting we plagiarize his mod, but create something similar. Especially since such blocks are not enough in your mod. Unfortunately, the author of this mod has long disappeared and did not sign off on the forum. I'm not the only one who asked him to update the mod, starting in October 2021, but he does not respond.

💬 WickedSchnitzel, Apr 18th at 6:50 AM

well, it's still a bug xD. You have to prevent the use of the other materials then. my man, you're very good with modelling, no doubt. but for the coding you should get some help.

💬 Ruddi, Apr 18th at 5:35 AM


in the crucible you can melt "IRON", not Magnetite, Hematite and Limonite nuggets, these nuggets have to be put into the bloomery and not into the crucible.
the crucible supports iron metalbits.
to remove the crucible simply break it.

Magnetite, Hematite, and Limonite nuggets do not directly produce iron, they produce iron blooms, and iron blooms cannot be put into a mold. you made the bug yourself.

💬 Wandour, Apr 18th at 4:49 AM

I found a bug
I used super charcoal to smelt iron in a crucible 
but if you try to pick it up without protection your game freeze and crash
if you hover your mouse over it or select it in any other way
the game freeze and crash
basically, I'm stuck with the hot crucible in my inventory and bugged out the server

if you attempt to smelt iron you will be bugged out of your game 

💬 Wandour, Apr 18th at 4:05 AM


💬 Ruddi, Apr 18th at 2:00 AM


thank you!

💬 Ruddi, Apr 18th at 1:59 AM


thank you!


💬 Ruddi, Apr 18th at 1:55 AM


thank you!

💬 Ruddi, Apr 18th at 1:54 AM


unfortunately I can't do it. that's "plagiarism". You must look for the author of that mod and ask him to update his mod, or ask him to give you permission to modify it to update it to a more current version.

💬 Shion, Apr 17th at 11:53 PM

So this mod was the one who made spears and arrows shine, along with other small changes.

Would like to have these changes separated into another mod or at least optionable.

💬 Wandour, Apr 17th at 9:04 PM

My Excitement for this mod is Immeasurable 😭😭😭😭😭

💬 Balamutik, Apr 17th at 8:35 PM

Question to the author of this beautiful mod. I used to use one mod in the game, which also used the theme of the Middle Ages - BuildingPlus. But its author has not updated it for a long time. I have a request to Rhonen - can you insert in your mod some blocks, which were used in BuildingPlus. They are called tudor brick ---. That is, they are Tudor style plaster and wood blocks, white and orange.

💬 Mawg, Apr 17th at 6:48 AM

great mod, i would like to see the changelog each update though.

💬 Ruddi, Apr 17th at 12:33 AM


thank you!


💬 Ruddi, Apr 17th at 12:32 AM


thank you!


💬 Wandour, Apr 16th at 3:34 PM

I agree with WickedSchnitzel

this mod is truly amazing and I genuinely cannot wait for its fixes 
The sky box addition was odd

but the items and clothes are top-notch!! I would love to see more of this mod I'm genuinely excited for it's next updates 

💬 WickedSchnitzel, Apr 16th at 1:22 PM

What i don't understand is why you are calling this mod "Medieval fashion", if its changing half of the game, including the sky textures and so many other things. You should release two seperate mods, one with the items & blocks only and another with all the changes you have made to the game honestly.

💬 JunidO, Apr 16th at 9:16 AM

No changelog? - no changes?

💬 Wandour, Apr 16th at 5:53 AM

best mod in history

💬 Ruddi, Apr 16th at 4:12 AM


The mod is made in Spanish, and the translation into English is quite poor and most of the item/block do not have an English translation, that is why if your language is not Spanish, the names of the codes of each item/block will appear.
the "sit" and "craneo" block did not have a drop, it is already added in the next update, there may be more "warnings" but they are not bugs, and you can still play

💬 Shion, Apr 15th at 11:25 AM

Lots of item names are shown in the game as "medieval:something" instead of normal names. And logs have quite a few lines like this:
Failed resolving a blocks block drop or smeltedstack with code medieval:sit-acacia-north in Block medieval:sit-acacia

Is that meant to be this way?

💬 Ruddi, Apr 15th at 8:54 AM


thank you!
The recipe has already been corrected, I'm adding 2x2 paintings, lamps and some other things. I think tomorrow I will upload the update

💬 Ruddi, Apr 15th at 8:50 AM


thank you!
The "warnings" are already corrected.
"warnings" are not "errors".
I don't know how to configure the backpacks and sacks, please just don't use them.

💬 WickedSchnitzel, Apr 14th at 6:34 PM

lots of errors in the console as well, missing items and such

💬 WickedSchnitzel, Apr 14th at 5:09 PM

Would be nice if you would include a config file to disable things that change balancing, like these huge a** backpacks and sacks. Ruddi

💬 JunidO, Apr 13th at 7:53 PM

You can´t craft "Planks Fancy" the recipe don´t work, if you put the compunents into the crafting and is it possible to get more types of bottles / flasks in the future?

💬 WickedSchnitzel, Apr 13th at 12:31 PM
[Server Warning] Collectible behavior Unplaceable for item medieval:big-backpack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:big-backpack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior Unplaceable for item medieval:big-sack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:big-sack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior Unplaceable for item medieval:huge-medieval-belt-bag not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:huge-medieval-belt-bag not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior Unplaceable for item medieval:huge-sack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:huge-sack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior Unplaceable for item medieval:medieval-belt-bag not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:medieval-belt-bag not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior Unplaceable for item medieval:medievalbackpack not found
13.4.2023 14:28:27 [Server Warning] Collectible behavior RightClickPickup for item medieval:medievalbackpack not found


[Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-acacia-north in Block medieval:sit-acacia
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-aged-north in Block medieval:sit-aged
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-baldcypress-north in Block medieval:sit-baldcypress
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-birch-north in Block medieval:sit-birch
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-ebony-north in Block medieval:sit-ebony
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-kapok-north in Block medieval:sit-kapok
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-larch-north in Block medieval:sit-larch
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-maple-north in Block medieval:sit-maple
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-oak-north in Block medieval:sit-oak
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-pine-north in Block medieval:sit-pine
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-purpleheart-north in Block medieval:sit-purpleheart
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-redwood-north in Block medieval:sit-redwood
13.4.2023 14:29:15 [Server Warning] Failed resolving a blocks block drop or smeltedstack with code medieval:sit-walnut-north in Block medieval:sit-walnut


[Server Warning] Failed resolving a blocks blockdrop or smeltedstack with code medieval:craneo in panningdrop
13.4.2023 14:29:23 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code medieval:tuningcylinder-666 in panningdrop

better create a forum page to so that the comment section does not get spammed with bug reports. but i did not know where else to report this

💬 znatik, Apr 12th at 5:54 PM

I sent you on discord all screenshots with blocks without textures. Removed all mods except this one. But nothing has changed.




💬 Ruddi, Apr 12th at 12:14 PM


please contact me via private message on VS discord and send me some screenshots of the non-textured blocks.


💬 znatik, Apr 11th at 11:00 AM

The new blocks are very nice. We builders really need such blocks. The spinning wheel and the potter's loom are like real ones. It gets better with every new version. I'm really looking forward to updates. Can i ask you . In the latest version, I have a lot of blocks without textures in the game. Auxiliary mod installed. What could be the problem . Thanks for your hard work .


💬 JunidO, Apr 10th at 4:37 PM

Overwrites skills when cooking the mod xSkills, so they no longer work. - But otherwise a damn cool mod. - Thanks.

💬 Ruddi, Apr 10th at 4:11 PM


thanks for that, but currently they are already helping me ;)


💬 Ruddi, Apr 10th at 4:08 PM


this is only possible only in the crucible, it requires steel, chrome or chromite and nickel or pentlandite and uses super charcoal

💬 macoto_hino, Apr 10th at 3:23 PM


I took the liberty of thinking that en.json was the main language file.
I see that es-es.json is the complete language file for the mod.
If so, I would like to create a Japanese file from the Spanish language file.
Thanks a lot for letting me know!(I had heard before that the files were mainly in Spanish, but I had forgotten.)


💬 Swoerve, Apr 10th at 3:05 PM

Do you want help with translating some of the things Ruddi?

💬 Blackmare, Apr 10th at 2:16 PM

Hey Ruddi! Great job on the release! Liking a lot of the new things we see. Had one quick question, is stainless steel made in a crucible or in a bloomery?

💬 Ruddi, Apr 10th at 1:40 PM


My language is Spanish, and the mod is made in Spanish, and I haven't done the full translation into English.

💬 macoto_hino, Apr 10th at 5:58 AM


Thanks for the update on Medieval Fashion!
Now I will be able to play with the architecture in v1.18.
By the way, there are many items without language files, are they simply not implemented?
I tried /expclang with the server command, but it didn't output anything.

💬 Ruddi, Apr 10th at 3:41 AM

You have to update Furniture Overhaul mod!!!

💬 Ruddi, Apr 10th at 3:35 AM


can you tell me the bugs?


💬 Ruyeex, Apr 9th at 10:44 PM

There's a lot of errors

💬 WickedSchnitzel, Apr 9th at 10:02 PM
 [Server Warning] [medieval] Failed parsing version string '2.00.00' at index 3: MINOR version contains leading zero (best guess: 2.0.0)
💬 Ruddi, Apr 9th at 9:53 PM

I've been told that sometimes my mod conflicts with the Xkills mod.

💬 Ruddi, Apr 9th at 9:28 PM


it's a bug in my mod.

💬 Ruddi, Apr 9th at 9:25 PM


the crucible only accepts metalbit-iron, limonite, magnetite and hematite nuggets produce ironbloom and ironbloom cannot be cast into an ingot mold, therefore they are not accepted in the crucible, that's why the game is broken.

💬 Ruddi, Apr 9th at 9:14 PM


They have only reported conflicts with Xkills mod, but I have not noticed anything strange

💬 Shady_Megane, Apr 8th at 6:45 PM

I am playing with v1.1.9 of the mod and i noticed that the artisan and building traders have messed up trades and they are not refreshing properly.  is that a bug in the code in this version or is that a bug with the Furniture Overhaul Library?

Vintage Story 1.17.9

💬 Yanazake, Apr 7th at 2:50 PM

Will this be updated for 1.18? Man... so many mods...

💬 Wortel, Mar 22nd at 11:58 AM

Hey Ruddi, love your mod! We've found one game breaking bug though, if you put iron and super charcoal in a crucible it breaks the game.


💬 KawZarri, Mar 22nd at 3:47 AM

Hello. We have tried your mod recently on our server but have experienced plenty of crashes with specific items, or some items disappear once placed or taken to the inventory. I am trying to figure out if there is a conflict with other mods but these crashes do not generate a crash report nor show up on the server CMD window. Are you aware of any instances of mod conflicts?

💬 Da_Raging_Idiot, Mar 21st at 6:58 PM

So I am loving the ancient gold coins and such, how do I get the traders to accept them for trade?

💬 LOVEINJECTION, Mar 18th at 9:45 PM

preview girl a cute

💬 TheKhopesh, Mar 15th at 5:37 AM

Any chance I could get a copy of the file that needs replacing to make armor repair work (or instructions on which files to edit and how to fix it myself), before 1.18's stable release?
IDK how far out that is, and it's the ONLY thing that's wrong for me.
(I don't want to have to make multiple armor sets, Iron's kinda limited for us and it could be a month or more IRL.)

💬 Plumeria, Mar 15th at 4:36 AM

This is a great mod! Nice work :) 

💬 TheKhopesh, Mar 15th at 2:11 AM

Ah, I was wondering why it was Lobster Heart.
I've actually gotten used to it.
(Now I wish there were actually lobster traps and lobsters as a food item in VS.)

💬 Blackmare, Mar 12th at 2:14 AM

Hey Ruddi,

There was a translation error for the Lobster Heart. It should be Locust Heart. Locust and Lobster are both Langosta in spanish.

💬 ChickenRikmah, Mar 10th at 4:38 PM

please make it so I can disable the new sand texture pls

💬 Ruddi, Mar 9th at 3:32 AM


I'm sorry, it's a bad configuration in the armor, I'll make an update soon, I'm adding more changes

💬 TheKhopesh, Mar 7th at 12:58 AM

I'm playing on a public server with this mod on it, and it's a ton of fun.
My only gripe is that repairing the armor adds +0 durability to the "invisible Iron Armor" and consumes the mod's round-shaped iron plate in the process without actually "repairing" the armor.

Is this configurable and the value's just set to 0 by accident or something?
I asked the server admin/host and he said it's just set to the default for everything, so idk why it's not repairing.

💬 HugoMuffintop, Mar 6th at 1:08 PM


very good news, after a game ready drivers update + full reinstall of the game i managed to get it working! (i was genuinecowboy until i got my name changed for the RP server opening up later today so i changed to my characters name for the server)

💬 HugoMuffintop, Mar 4th at 10:36 AM


its all alright. im still able to see 90% of the stuff in the mod so theres no issue at all. i really enjoy all the stuff you have in this mod. the armors and stuff look amazing.

besides that i do thank you for trying to help me out. maybe ill figure out the problem at somepoint but as long as im able to play on the server with my friends im alright with some of the textures not showing.

💬 Ruddi, Mar 4th at 6:50 AM


I am very sorry that I cannot help you and that you cannot enjoy my mod.
Possibly the problem is in your PC, especially in your graphics card.
try to see some tutorial on YT to configure your graphics card and your PC so that all the graphics load falls on the graphics card and thus try to solve the problem, some of the textures of the weapons are not 32x32 pixels.

💬 HugoMuffintop, Mar 3rd at 1:34 PM


oh thats already done this is what my modsbyserver one looks like.


 i just have my solo game like this since its off a fresh install (this ones just the mods folder)


maybe the server put a werid version on my game or something

i did a scan through of what exactly was missing it. all the tools, a handfull of the blouses and tunics, a set of the bark stripped lumber. the bags and all the weapons.


💬 Ruddi, Mar 3rd at 1:30 PM


Hahahaha, I know what the problem is.
the mods that you download for singleplayer should be in: AppData\Roaming\VintagestoryData\Mods, and for multiplayer they should be in: AppData\Roaming\VintagestoryData\ModsByServer

If the problems continue, I really don't know what is happening

💬 HugoMuffintop, Mar 3rd at 4:37 AM

your mod is the only mod i have enabled with the overhaul library as well for single player. Ive been fine with the errors since its an amazing mod and ive had no problem with it mechanicly. 
I mostly was just trying to figure out how to fix the textures on those handful of clothing and tools. everything else works wonderful. all the blocks look amazing the clothing im able to see looks really 10/10 too. so great job on that.

for mulitplayer ive been playing on the TLS modded server since that whole group got addicted to the game after i showed it to them 
but on singleplayer i made sure to only have these mods installed and selected

thats after a fresh install on Vintage story + directly downloading those mods from this page.


💬 Ruddi, Mar 3rd at 3:42 AM


possibly my mod is not compatible with one of the installed mods, try to create a creative world, and disable all mods except Furniture Overhaul Library and my mod.
if my mod works and all the textures are where they should be, enable mod by mod so you can tell which mod is causing the conflict

💬 HugoMuffintop, Mar 3rd at 2:05 AM

yeah i have no idea. I had an idea of like bumping up the amount of ram the game uses to allow it to load more stuff but besides that i have no idea
the crazy part is a bunch of the mod still works, like 50% of the outfits i can see and also all of the funriture.

i forgot to mention im on 1.17.11 as well the most stable verison.

and if it helps at all my cpu is a ryzen 5 2600 

and my gpu is a MSI 1660 nividia

and i have 16 gigs of ram

if you have any ideas let me know. ill keep messing around with it. im hoping i can get it fixed.


💬 Ruddi, Mar 3rd at 1:55 AM


This happens if you want to use my mod that is for version 1.17.11 in the game version 1.18.
In the game version 1.18 the configuration of all the planks changed and that is why the colored planks of my mod do not drop their block

💬 Ruddi, Mar 3rd at 1:51 AM


That is very strange, no one has complained about the situation that you have with my mod. I really do not understand.

💬 Blackmare, Mar 2nd at 5:37 AM

Hey Ruddi, my server noticed that dyed planks arent dropping when broken.

💬 HugoMuffintop, Mar 2nd at 2:29 AM

 i have no idea what could be causeing this but a number of items in this mod for me even after multible fresh installs are showing up a white texture with a ? on it, most notibly a handfull of clothing and all of the tools + all of the weapons on this mod and also the backpacks. i have no idea if its just some setting on my client but i even tested just this mod and the funirture library off a fresh install on singleplayer and it STILL doesnt show the textures. anyone else ive played with has had no problem with the textures and mod and at this point im just resorting to putting a post on here and seeing if its just something im missing. 

this is even after mutlible fresh installs of the game, letting the server i play on download all the mods its using, and even ontop of that downloading the mods from this page and the other library into my single player folder and booting that up and its still the white textures with the ? mark on it. i feel like tt this point im missing something obvious if its just me experinceing this problem. i grabbed a screen cap to show exactly what im seeing

💬 Ruddi, Feb 22nd at 6:35 PM


Pamela Pamela Pamela, why do you keep insisting that they are not compatible? I play on a server and we play with my mod and with XSkills and we don't have any problems.

💬 Pamela, Feb 13th at 2:55 PM

This mod does not play well with XSkills.  The interface is there, but the skills do not work.

💬 misterandydandy, Feb 13th at 8:54 AM

not sure what you mean by that because my mod doesn't do anything close to what you are saying. 

Furniture Overhaul Library

💬 Pamela, Feb 13th at 4:01 AM

This mod does not play well with XSkills.  The interface is there, but the skills do not work.

💬 Blackmare, Feb 11th at 5:47 PM

Awesome! ill test it out.

💬 Ruddi, Feb 11th at 5:00 AM



the error is already solved

thank you! ;)

💬 Blackmare, Feb 10th at 4:53 PM

I tried that but still the same issue. ill look into it though.

💬 Ruddi, Feb 9th at 6:42 PM


clear the cache and try again!

I just added some drops to the soil

💬 Blackmare, Feb 9th at 5:09 PM

@misterandydandy Yeah it works fine without the them.

💬 misterandydandy, Feb 9th at 4:44 PM

@Blackmare have you tried it without mods? Gravel and Soil

💬 Blackmare, Feb 9th at 4:28 PM

I just tried it with only your mod and the furniture libary in singleplayer and its still the same. Were there any changes to the soil and gravel?

💬 Ruddi, Feb 9th at 2:37 PM


the mold error is already solved in version 1.1.3, the other errors of the soil and the limestone gravel have not happened to me, neither in single player nor in server

💬 RayoRey, Feb 9th at 1:51 PM
💬 Blackmare, Feb 8th at 12:54 AM

Few more things we noticed:

The 12 ingot mold cant be poured into because you put "ingot-{metal}" instead of "game:ingot-{metal}" in the drops

Medium Fertility Soil handbook entry and Limestone gravel entry also seem to crash the client.

```Game Version: v1.17.11 (Stable)
2/7/2023 6:46:26 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.11, furniturelibrary@1.0.6, medieval@1.1.1, game@1.17.11, expandedfoods@1.6.4, petai@1.5.5, creative@1.17.11, survival@1.17.11, weightmod@0.1.10
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.GridRecipe.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\GridRecipe.cs:line 561
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 494
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 268
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 668
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 439
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2286
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 808
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93```

💬 Blackmare, Feb 4th at 3:18 AM

Hey there,

we ran into this exception a little while ago while opening a great basket

21:15:23 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at furniture.BlockEntityContainers.OnPlayerRightClick(IPlayer byPlayer, BlockSelection blockSel) in C:\Users\andy-\Documents\GitHub\Furniture-Library\mods-src\furniture\src\BlockEntity\BlockEntityContainer.cs:line 304
   at Vintagestory.API.Common.Block.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1329
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 396
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\Inventory.cs:line 258
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 110

on rejoining we were able to open the basket fine.

💬 0mni, Jan 29th at 6:19 AM

is there a way to just seperate the invisible armor and do it for all armor?

💬 Ruddi, Jan 14th at 5:51 PM


the mod adds a new barrel model and the woods from the game can be used, the recipes are the vanilla ones.

💬 Yanazake, Jan 13th at 11:52 AM

question: Are vanilla barrels still able to be made, or is it a good idea to use the "fix bad recipes" mod with this?

💬 Ryan_Thomas, Jan 11th at 4:41 PM

I absolutely love this mod, thank you.  I especially like the new wavy textures of the sand; totally awesome!

💬 Ruddi, Jan 11th at 2:29 AM


ok 👍

💬 Fuji, Jan 11th at 12:46 AM


A list of tags is not a description.

💬 Ruddi, Jan 11th at 12:41 AM



💬 Ruddi, Jan 11th at 12:39 AM


You need to read on this same page at the top the "categories" that this mod has, one of those categories are the textures.


💬 Ruddi, Jan 11th at 12:35 AM


Just update the Furniture Overhaul Library mod to its latest version and it will no longer cause problems

💬 Ruddi, Jan 11th at 12:33 AM


Because my mod adds new textures, it's a mod

💬 Ruddi, Jan 11th at 12:32 AM

💬 Ruddi, Jan 11th at 12:31 AM


Not yet

💬 Pijavica, Jan 10th at 11:36 PM

Hey! is there any chance of you making a seperate version of the mod with only the new content, and none of the retextured vanilla objects?

💬 Fuji, Jan 10th at 11:36 PM

This mod really needs a proper description.  Nowhere does it say it replaces vanilla objects, nowhere does it say it replaces textures, there is zero documentation or hints as to what it actually adds and the ingame guide doesn't even work.  The new stuff seems nice, but that's completely overshadowed by this being a nightmare of compatability and consistency and conflicts with several popular mods.

💬 Dumpmaster, Jan 10th at 5:45 AM

the required mod above is causing fatal crashes when placing unfired items into pit kilns however most of your mod still works without the required mod enabled. there are others with the same problem as well so i know it isnt just me.

💬 Lumber, Jan 10th at 1:01 AM

Why does the mod change vanilla textures?

💬 SalemRobin, Jan 9th at 2:47 PM

Support for wildcraft trees wood variants, by any chance?

💬 Mendall, Jan 8th at 10:54 PM

I am running so many mods at present that adding any new large mods is a bit sketchy.

My poor potato in smoking trying to keep up as is.

So I haven't tried your mod.

There are two many things in it I don’t need for me to strain my poor computer any more.

But that said if the swords in your last pic are accurate to how they look in game. Then I am crying inside.

Those are beautiful and I would kill to have them in my world. If you ever make a mod of just those swords ill dump someone else’s mod to have them.. but who's? Such hard decisions……..

💬 Ruddi, Jan 8th at 10:27 PM

znatik Vronizos

the new version (1.0.9) fixes the problem with the handrails and the "cajita", thanks for reporting the bugs! 😬

💬 Vronizos, Jan 8th at 9:10 PM

Nice mod!
few things:
1. putting up handrails crash the game (not every time, but very often)

2. i have a lot of errors on my logs
for example:
- [Error] Block with code medieval:cajitawall-carrot-south has defined a block class cajita, no such class registered. Will ignore.
- Failed registering block medieval:medievalfencefancy-acacia-empty-free: System.Exception: Block must have a unique code ('medieval:medievalfencefancy-acacia-empty-free' is already in use)
in Vintagestory.Server.ServerMain.RegisterBlock(Block block)

3. some wearable items like King's Robe has wrong item slot type (in Kings Robe case is a Emblem type, but should be Upper Body I think)

💬 macoto_hino, Jan 8th at 4:51 PM


I sent the client's crash log and the server's main log file to DM.
I have many mods installed, so I feel it is very likely that there is some kind of conflict.

💬 znatik, Jan 8th at 4:46 PM

I have 38 mods. Everything works perfectly . One mistake blocks of birch planks are confused. I think it's because of the texture pack mod.

💬 Ruddi, Jan 8th at 3:52 PM


please send me the client report by MD.
I think my mod is "hitting" with another mod, since it doesn't give me any errors and I don't get any warnings.

💬 PastaNipples, Jan 8th at 3:46 PM

Thank you for the update!

💬 Ruddi, Jan 8th at 3:44 PM

The textures of the rocks and the "cross" have been removed in version 1.0.7

💬 macoto_hino, Jan 8th at 2:43 PM


Thank you for the quick update.
And we had a current situation where the client was crashing when gazing at the installed wooden handrail after replacing the existing staircase with a mod wooden staircase and installing the wooden handrail.
Once the mod was unplugged and the installed wooden handrail was removed, it has now been restored.
If you would like a crash log, I can provide one.
And the amount of errors and warnings on the server is crazy.

💬 Akiyusa, Jan 8th at 1:47 PM

Ruddi Unfortunate but understandable. I think the lack of option to use vanilla textures and crosshair might turn a lot of people away, but I suppose the solution will just be learning to edit the mod files to remove them ourselves. 
Thank you for the response regardless!

💬 macoto_hino, Jan 8th at 12:56 PM


Medieval Fashion is a mod of about 3000 lines, so I hope to have it translated into Japanese within the next week.

And I've installed the mod as soon as possible, and there is no doubt that it is very wonderful.
However, it seems to be replacing existing textures, and other mods that load existing textures reflected it.
Some of the textures reflected without any problems, while others are strange.
I would prefer the option to change the rock textures on the terrain and the cross in the middle of the screen.

And I feel that the backpacks and storages systems need to be adjusted, as they are far beyond the vanilla ones and even the mod BackpackPack.

The wooden stairs and railings are really great. The round barrels too.
I expect round buckets next.

You can watch the village I am building at the URL below.
It's in Japanese, though, so I don't think you'll understand what it's about.

💬 Ruddi, Jan 8th at 12:05 PM

I think the best thing is to take a chair and sit down to wait for the Japanese translation, because if you wait standing up you may get very tired. 🤣

Where can I see your work in the villages?

💬 Ruddi, Jan 8th at 11:01 AM


unfortunately I can't make an "individual" mod for each person, and you can read in "category" that my mod is also a "Texture Pack", therefore it changes and adds various textures to the game.

💬 znatik, Jan 8th at 10:40 AM

That's great. Such a choice of everything. Fantasy forward. Tell me, is it possible to return the sight with an atom cross with a skull, somehow creepy. thanks in advance .

💬 znatik, Jan 8th at 9:58 AM

The mod is just amazing. How we missed it. Thank you so much. You brightened my day.

💬 macoto_hino, Jan 8th at 7:18 AM

I am a village builder and this is a great mod for me.
The hanging foodstuffs that can be displayed and the wooden stairs with handrails that can be used indoors are great.
Haven't seen the whole thing yet, but I'll be entertained while you make a Japanese translation!😆

💬 PastaNipples, Jan 8th at 7:07 AM


Ah! I should have better worded myself, it's the textures and broader sweeps that get me, as Akiyusa mentioned. Thank you for the reply all the same :)

💬 Akiyusa, Jan 8th at 5:42 AM

There's no mention of it, but either this mod or Furniture overhaul changes the stone textures, the crosshair- Is there any chance at a version without these changes? 


💬 Ruddi, Jan 8th at 4:32 AM

just don't use my weapons or tools or vice versa. just use what you like.

💬 PastaNipples, Jan 8th at 4:26 AM

Very cool mod! Love the theme, aesthetics, so much to play with. If I may make a request, any possible way to split the mod into segments? For example if I like the building parts but prefer to use another mod for weapons, or vice versa?

💬 AnIronicTree, Jan 8th at 3:00 AM

Thank you for making this, this is awesome! :)

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