Mods / Millwright
- Tags:
- Author:
- SpearAndFang
- Side:
- Both
- Created:
- Jun 23rd 2023 at 4:43 AM
- Last modified:
- Sep 20th at 4:49 AM
- Downloads:
- 528056
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
millwright_1.3.5.zip 1-click install
Overview
Millwright expands Vintage Story's mechanical power system with reinforced rotors, a variety of improved sails, and vertical axis windmills.
Build reinforced rotors with iron plates, then craft improved sails to attach to them in order to power your mechanical network more effectively. The new sails are more than twice as efficient as vanilla sails, and up to twice as many can be mounted to the proper reinforced rotor in order to achieve quadruple the output power or more.
Any sail (plus a knife) in the crafting grid will let you recover your linen in order to build different sail types more easily.
Pro-tip: search for rotor and sail in the handbook.
Windmill and Sail Types
Build Centered, Angled, or Wide sails to suit your preferred aesthetic, each providing the same improved performance.
Several windmill types can have more than 5 sets of sails:
- 8 blades = 5 sets of sails max
- 6 blades = 6 sets of sails max
- 4 blades = 7 sets of sails max
- 3 blades = 8 sets of sails max
Vertical Axis Windmills
But wait, there's more! You can build a Three Sail Vertical Axis Windmill Rotor and then attach 1-8 Sail Assemblies (for vertical axis windmills).
There's an example in the screenshot section above, and many more sail assembly types via Nanotect's add-on mod (see below).
Mechanical Components
Improved passthrough axles transfer power through walls and ceilings while maintaining room integrity.
They're not perfect yet, but should function without power loss and take up much less space.
Reinforced brakes can actually (possibly) stop these high-octane windmills!
Mod Configuration
If you want to customize this mod, see %appdata%/VintagestoryData/ModConfig/millwright.json
AllowSailDeconstruction - set it to false to prevent recovering linen from sails in the crafting grid - default = true
BrakeResistanceModifier - the braking modifier for reinforced brakes - default = 2.0
SailCenteredModifier - the output power modifier for the improved "centered" sails
SailAngledModifier - the output power modifier for the improved "angled" sails
SailWideModifier - the output power modifier for the improved "wide" sails
SailRotationModifier - the rotation speed of the new rotors/sails. 1.0 = 100%, 0.5 = 50%, etc. Cosmetic only
Optional Configuration Methods
- Integrated Mod Manager (IMM)
- Config Kit
- The Config That Shall Not Be Named (1)(2)
Add-Ons
Need more vertical windmill types? Be sure to check out Nanotect's very cool add-on!
Credits
Thanks to Chumber, DaymanSenpai, Mercatto, OutcastZeroOne, and Eliandir for the screenshots!
Thanks to YangWenLi for the Integrated Mod Manager (IMM) configuration file!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.5 | millwright | 10432 | Sep 20th at 4:49 AM | millwright_1.3.5.zip | 1-click install | ||
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New: Integrated Mod Manager integration - Thanks YangWenLi | |||||||
| 1.3.4 | millwright | 36294 | Jul 23rd at 4:20 PM | millwright_1.3.4.zip | 1-click install | ||
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tweak: removed all logging | |||||||
| 1.3.3 | millwright | 69724 | Mar 24th at 5:17 AM | millwright_1.3.3.zip | 1-click install | ||
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Changed fat in all recipes to rendered fat - thanks KahvozeinsFang | |||||||
| 1.3.2 | millwright | 1016 | Mar 8th at 10:09 PM | millwright_1.3.2.zip | 1-click install | ||
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Updated "HasMechPowerConnectorAt" in various places as per 1.22 vanilla changes Recompiled using Visual Studio 2026 and targeting .NET 10 and Vintage Story 1.22.0-rc.1. Tested aok | |||||||
| 1.3.1 | millwright | 83016 | Nov 29th 2025 at 4:39 PM | millwright_1.3.1.zip | 1-click install | ||
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New: Korean translation - thanks Orsy! | |||||||
| 1.3.0 | millwright | 29619 | Oct 26th 2025 at 4:22 PM | millwright_1.3.0.zip | 1-click install | ||
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New: recipe patches to allow making windmill parts from Floral Zones logs and with buckets of oil from Oils if these mods are installed. | |||||||
| 1.2.9 | millwright | 26370 | Oct 11th 2025 at 3:02 PM | millwright_1.2.9.zip | 1-click install | ||
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updated Ukrainian translation - thanks Gabriel Flame | |||||||
| 1.2.8 | millwright | 30447 | Sep 13th 2025 at 3:58 PM | millwright_1.2.8.zip | 1-click install | ||
|
Fix: Prevent crash when attempting to place a sail assembly (vertical) onto a regular rotor (horizontal) | |||||||
| 1.2.7 | millwright | 48009 | Jun 30th 2025 at 4:42 AM | millwright_1.2.7.zip | 1-click install | ||
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Millwright 1.2.7 - Last Release before move to 1.21 (hopefully) Update: Spanish translation (es-es) thanks C4BR3R4 | |||||||
| 1.2.6 | millwright | 12149 | Jun 15th 2025 at 7:49 PM | millwright_1.2.6.zip | 1-click install | ||
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hotfix: aw hell I made the tooltip for the improved passthough axle a less than perfect on that last release. sorry. | |||||||
| 1.2.5 | millwright | 453 | Jun 15th 2025 at 6:19 PM | millwright_1.2.5.zip | 1-click install | ||
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new: Chinese translation courtesy of Aimli_! | |||||||
| 1.2.4 | millwright | 7658 | Jun 7th 2025 at 3:11 PM | millwright_1.2.4.zip | 1-click install | ||
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Bugfixes and tidying up compatibility between this mod and Nanotect's "Millwright VAWT Addon". More specifically:
| |||||||
| 1.2.3 | millwright | 4401 | Jun 1st 2025 at 6:45 PM | millwright_1.2.3.zip | 1-click install | ||
|
Updated: A few code changes to the vertical axis rotor to make them more modding friendly - thanks Nanotect! | |||||||
| 1.2.2 | millwright | 3281 | May 30th 2025 at 5:10 AM | millwright_1.2.2.zip | 1-click install | ||
|
HOTFIX: Vertical axis rotor would crash under some conditions when placing it - oops - thanks Marlim! | |||||||
| 1.2.1 | millwright | 2114 | May 27th 2025 at 4:03 AM | millwright_1.2.1.zip | 1-click install | ||
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NEW: Vertical axis windmills - There's an example in the screenshot section.
| |||||||
| 1.2.0 | millwright | 19476 | Apr 15th 2025 at 3:26 PM | millwright_1.2.0.zip | 1-click install | ||
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HOTFIX: Prevent sail duping and stacksize issues - thanks Devit! | |||||||
| 1.1.9 | millwright | 12670 | Mar 29th 2025 at 5:17 PM | millwright_1.1.9.zip | 1-click install | ||
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UPDATED: Polish translation courtesy of Pawelot | |||||||
| 1.1.8 | millwright | 51799 | Nov 11th 2024 at 6:17 PM | millwright_1.1.8.zip | 1-click install | ||
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NEW: French translation courtesy of Raathur! | |||||||
| 1.1.7 | millwright | 12508 | Sep 10th 2024 at 4:59 PM | millwright_1.1.7.zip | 1-click install | ||
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- Added more rotor recipes to allow for cedar and other "logsection" type logs - thanks impyre | |||||||
| 1.1.6 | millwright | 9242 | Jul 26th 2024 at 11:42 PM | millwright_1.1.6.zip | 1-click install | ||
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NEW: Several of the windmill types can now have more than 5 sets of sails: - 8 blades = 5 sets of sails max | |||||||
| 1.1.5 | millwright | 13125 | Apr 17th 2024 at 6:58 AM | millwright_1.1.5.zip | 1-click install | ||
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OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]). Thanks Maltiez! UPDATED: japanese language file - thanks Macoto_Hino | |||||||
| 1.1.4 | millwright | 11754 | Jan 26th 2024 at 5:51 AM | millwright_1.1.4.zip | 1-click install | ||
|
Added modconfig option | |||||||
| 1.1.3 | millwright | 3953 | Dec 3rd 2023 at 8:19 PM | millwright_1.1.3.zip | 1-click install | ||
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1.19 ONLY - All the same bugs as the previous release.
UPDATED: Japanese translation courtesy of Macoto Hino! | |||||||
| 1.1.1 | millwright | 10483 | Oct 8th 2023 at 5:18 PM | millwright1.1.1.zip | 1-click install | ||
|
NEW: Wide Sail! Looks like vanilla, but twice the width and twice the power. Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option | |||||||
| 1.1.0 | millwright | 1273 | Oct 8th 2023 at 12:49 AM | millwright1.1.0.zip | 1-click install | ||
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NEW: Build two passthough axles and place one on either side of a solid block to transfer power through walls and ceilings while still maintaining room integrity | |||||||
| 1.0.9 | millwright | 2639 | Sep 20th 2023 at 4:30 AM | millwright1.0.9.zip | 1-click install | ||
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Modconfig option: BrakeResistanceModifier (the default is 2.0) - increase this for even more braking power Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option | |||||||
| 1.0.8 | millwright | 1773 | Sep 6th 2023 at 1:53 AM | millwright1.0.8.zip | 1-click install | ||
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NEW: modconfig option "SailRotationModifier". The default (1.0) is full speed. Reduce the number (i.e. 0.5 for 50%) to reduce the rotation speed of the sails/rotor. This is a cosmetic only CLIENT side setting Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option | |||||||
| 1.0.7 | millwright | 4619 | Jul 31st 2023 at 3:00 PM | millwright1.0.7.zip | 1-click install | ||
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Tweak: Reworked angled sail and 6 blade rotor recipes to eliminate overlap - thanks Nebux | |||||||
| 1.0.6 | millwright | 1885 | Jul 18th 2023 at 3:30 PM | millwright1.0.6.zip | 1-click install | ||
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New: Ukrainian translation courtesy of CakesTwix! | |||||||
| 1.0.5 | millwright | 1511 | Jul 9th 2023 at 4:47 PM | millwright1.0.5.zip | 1-click install | ||
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NEW: Polish translation courtesy of NanobotZ! | |||||||
| 1.0.4 | millwright | 697 | Jul 8th 2023 at 5:39 PM | millwright1.0.4.zip | 1-click install | ||
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FIXED: Incorrect power calculations and inverted sails - thanks Alatyr
| |||||||
| 1.0.3 | millwright | 1051 | Jul 2nd 2023 at 6:01 PM | millwright1.0.3.zip | 1-click install | ||
|
New "Angled" sail type | |||||||
| 1.0.2 | millwright | 1080 | Jun 25th 2023 at 10:51 PM | millwright1.0.2.zip | 1-click install | ||
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NEW: Japanese translation courtesy of Macoto Hino! | |||||||
| 1.0.1 | millwright | 747 | Jun 24th 2023 at 5:51 AM | millwright1.0.1.zip | 1-click install | ||
|
Added grid recipe to recover linen from vanilla sails ( knife + sail) in order to reuse it when making improved sails. | |||||||
| 1.0.0 | millwright | 774 | Jun 23rd 2023 at 6:47 AM | millwright1.0.0.zip | 1-click install | ||
|
Initial Release | |||||||









Hey! Question, is there any point now to the improved passthrough axles? It appears that just using a wrench with a block on a regular axle does the exact same function and still preserves the room integrity the exact same which would otherwise make the improved passthrough axles redundant unless there is something else I am missing? Do let me know, and thanks!
You are correct. Passthrough axles are no longer needed and will eventually be removed from the mod.
Wait, I'm confused. I played with this mod prior to the additon of metal-hubbed rotors. Now that we have metal-hubbed rotors, we need to make those in order to make the rotors that this mod adds, so presumably the modded ones are even better than the new vanilla meta-hubbed rotors with large sails?
Do the modded ones also need large sails, or do they require regular sails, or a third type? I guess they take the same old angled or centered sails?
This mod has only ever had metal hubbed rotors, and they will only accept any of the mods three sail types. They do not accept vanilla sails, nor do I know how they compare to the new vanilla stuff
Millwright's rotors are way more powerful. Flax input seems similar enough at a glance, but the sails take sticks instead of wood rods. The rotors are bonkers however. They gain 10 kn of max power per sail, and the cheapest one costs 2 iron ingots(3 winged mill), and it yields 30 kn per 3 sails. Vanilla's metal rotor takes 12 ingots, and only gains 25kn per 4 sails.
Standard 4-winged rotor is 4 plates with 40kn per 4 sails.
I suppose you're taking the vanilla small sail value and multiplying it by the default cost
Hello! If you want IMM (https://mods.vintagestory.at/imm) support for your mod, I'll gladly make the config file for you!
Will do and much appreciated!
So I'm not sure if its just me not knowing how to get those new rotos working or theres a (probably) compatibilitiy issue with one of my mods although none of them has anything to do with windmills or mechanical Power.
I can't put sails on my rotor? I built a reinforced 6 sail rotor and reinforced sails (tried all three), put them at the exact place where my vanilla rotor usually sits and then nothing happens. I right-clicked the rotor, I shift-rightclicked the rotor, I Cntrl-rightclicked the rotor, I tried with shift and cntrl combined, but it just won't put the sails on there. I tried making more room in all 3 directions, I tried using old sails, I replaced the vanilla axle its connected to with a reinforced one, I tried with a tool connected, with tools unconnected.
I'd really love to use this mod as it a) looks great and b) would possibly allow me to keep my old mechanical network :( So do I miss something? I'm hoping to avoid spending hours turning mods on and off
edit: okay, the reinforced 4-sail-rotor actually does work. So I assume its just me missing a step of the construction?
For a 6 sail rotor, put 6 (or more) reinforced sails in a single stack in your inventory. then click on the rotor.
It would seem that sail stacks cap out at four, so this seems physically impossible besides when they are crafted. I'm having the same issue with an 8 sail reinforced rotor, I had 10 large sails in one stack and they simply would not go on the reinforced rotor but normal sails on a normal rotor was just fine. Have not tested four sail reinforced rotor and am too sleep deprived to do it tonight. It could be a compatability issue, but as OP said none of my mods change this mechanic.
vanilla sails have a cap of four, and cannot be used with millwright rotors anyways.
All of the millwright sails have this
I have seen and used every type of rotor/sail combination used over the years many a time, and have never had any issue. Don't know what to tell you.
hello doesn't corect with Electrical Progressive modes. fix it pls
I've used it myself with electrical progressive and have seen other people use it as well. seemed fine to me.
"Belarusian language file - thanks K1llo"
Найти беларуса, говорящего на белорусском языке - это открытие!
Найти беларуса, говорящего на белорусском языке и играющего в Vintage Story - это аномалия! =D
This messes with the water wheel and helve hammer.
Helve hammer is connected to 4 source water wheel and the hammer wont run. Starts quickly for like .5 of a second then stops.
Removed Millwright and the helve hammer works perfectly fine now.
unlikely, everything in this mod is 100% independent of the vanilla mechanical network. Unless you're saying you had a millwright component attached to your water wheel network.
What's more likely is that restarting the game fixed a vanilla/desync issue.
This mod is absolutely brilliant. I really want to thank the author for finding the perfect balance here. So many mods bloat the game and alter the core experience too much, but this one introduces new items that feel like they genuinely belong in the vanilla game. It makes building windmills incredibly fun, offering a rewarding progression from the weakest tiers to the most ridiculous versions. If you are on the fence about downloading this, do yourself a favor and get it right now. It improves upon the vanilla experience in every single aspect.
The mod author also recommended to get the Accessibility Tweaks mod, so you can turn down the sound of the wood creaking if its too much. I tried it and it worked beautifully
gosh thanks!
I am begging for a mod that makes large, realistically sized water wheels like this mod did with windmills. 🥺🙏
The Improved Passthrough Axle appears to let light through the block still.
fixed in the latest release. thanks!
Does it still work for the 1.22.3?
sure
The only problem with that mod, is that after installing 8 sail rotor, the whole system produces and ungodly creaking sound
this mod does not produce any creaking sounds. I guess the vanilla drivetrain isn't expecting such increased speeds
is there any way to fix this? I am having the same issue
this mod can do it I bet
Accessibility Tweaks - Vintage Story Mod DB
"Change the volume (0% - 200%), and pitch of every sound in the game, individually."
As a bonus, you can turn down the anvil hit sound at the same time
Thank you
Do you know if there are any plans to add compatibility with Large Windmill Sails to be refunded for Vintage Story 1.22.0?
I have no plans
Any chance of a millwright equivalent for water wheels?
sorry, no
Running the mod on 1.22.2 Anyone else having issues with cutting up vanilla sails?
Any chance colored sails (even just a black option) could eventually be a thing? For some builds the white sails just don't really work right.
I attempted such a thing a couple years ago and discovered at that time that it was indeed a lot of work. Of course anything is possible, but I'm not sure I can muster up the energy to make such a cosmetic only change.
Ahh I see. That's a shame. Thanks for the reply! Love your mod. Vanilla windmills suck lol.
I am almost certainly must be having a mod interaction issue or similar. The sail was working then abruptly stops in MP. It fixes on restart but that seems to be my only solution at the moment.
It's an 8 sail rotar with full upgrade, that even at 90%+ wind speed will not move even with nothing else attached to it's system. I have done as far as to cut out the axle just behind the rotar and it still won't rotate. I have no other windmill, energy or mechanical related mods tho.
hmm. the rotors in this mod rely quite heavily on vanilla code, so I'm not all that sure if it's an issue with this mod. Maybe breaking and placing the rotor helps, maybe it's right on a chunk border and moving it forward or back one block makes it magically start working. Maybe this mod helps Mechanical Fix - Vintage Story Mod DB
So when looking at any part of the system with extra info it shows
"Speed: 1E-06"
"Available Torque: 5.605E-45"
"Total Torque: NaN"
"Resistance: 0.01959"
it seems to over flow and just go into the negatives?
I just tried various setups - latest game version, latest mod version, latest extra info, and a handfull of other mods. I tried all kinds of things - killing the wind, leaving the area and returning, restarting the world, some different (but relatively simple setups), and much much more, and couldn't NOT make things work. When the network wasn't running I got similar numbers to you, except Total Torque was 0, not NaN (not a number).
I've got nothing else sorry. Maybe it is a mod conflict idk. You could try experimenting a bit with a new world with just this mod enabled. Based on the comment to download ratio, I think it's safe to say that the mod is working for most people.
Oh you're absolutely good, I didn't expect you to try testing things. I was just giving info incase anyone else had reported a similar situation and there was an identified issue or conflict in the past. Thank you for that regardless! I believe the mod works fine and it's unlikely I've hit an edge case, just wanted to throw that info out there incase it comes up again as well.
Did you ever figure out waht might've been causing it? Happens maybe once every 1-4 hours on our server and Im tired of replacing them every time
Im not sure whats hapening but the vertical sail goes either at 100 or 0. it either doesnt turn or go full spastic and try to set my stuff on fire. I only have 4 of them.
hmm. sounds like the mechanical network acting up. maybe this helps.
Mechanical Fix - Vintage Story Mod DB
Ill try it thank you.
At what wind speed is each type of sail with number of sails supposed to work? Cuz my stuff start spinning only when the wind is fast enough no matter how many sail i add, and the wind needs to be fast like atleast 30 for it to start spinning and since i added many sails it spins to some ungodly speed and yet it doesnt catch fire, something aint right, i havent downloaded the mod you suggested in the end. would that fix it?
I cannot answer that. The mechanical network has always been kinda finicky and it depends on what you've got attached to it. My testing in creative and my vanilla playthrough haven't revealed anything particularily out of the ordinary with this mod compared to earlier game versions. These windmills will spin at ungodly speeds - always have. And they wont catch fire because I haven't implemented any 1.22 specific changes like that yet.
In my vanilla playthrough I'm using my fairly standard setup - large gear at the top, large gear at the bottom. Axle connecting the center of the two large gears. It's been working fine for me.
Couldnt we have an average? at gale it goes so fast it would irl create a blackhole, and at low wind it just doesnt work, this setup would be unusable if it could catch fire cuz for it to not catch fire i would have to have less sails and in exchange it wouldnt work at all.
You can try decreasing the numbers in the modconfig file, but like I said, the mechanical network is finicky and seems to not be fond of adjusting the numbers
All of the mechanical changes related to catching fire and such were cut from 1.22
So I have absolutely no idea if I want more or less sails, why I would want the centered or angled sails.
At what point is it just visual versus mechanically different? There isn't a guide in the handbook and the current page here is a bit minimal the handbook entries for the parts also don't give any extra info. As someone just coming into the mod, I am a bit lost honestly, sorry if it comes off a bit whiney.
the different sails are cosmetic only
the most umph is 8 blades x 5 sails =40
the least is 3 blades x 8 sails = 24
vertical being the exception - it is always 8 sail assemblies x 4 = 32 max
Is there any config for windmill strength? the vertical one is 1/3 stronger than other windmills for same amount of sails for no reason?
I made them equivalent to a 4 blade horizontal, rather arbitrarily, because the take a few more resources to assemble. Also they use the share the "sailWideModifier", but I don't recommend adjusting the config because the mechanical network can be kinda finicky.
a bit more metals vs much less flax seems very weird, especially with already kinda broken recipes compared to vanilla... recipes i fixed on my server with just .jsons, but fixing horizontal one would require code changes and github seems to not even be up to date?
If it's any consolation, I just now updated the github repo
will you possibly add re-inforced axles since the new update made higher speeds catch fire? Even with a half build 4 sail and no gear reductions my axles start smoking in medium speed winds
I will probably do something here eventually. Weirdly enough I am having trouble making my axles smoke, even though I know this was added to vanilla.
Out of curiosity, are the functionality or recipes of the parts in this mod going to change because of the new vanilla large windmills? Because the vanilla Metal windmill rotor costs an absurd 12 iron ingots to make and produces only half as much power as Millwright's 8-sail rotor.
idk what will change or when. I pissed away most of my holidays updating my mods and now I am not terribly motivated to do much beyond crush bugs.
Edit: Putting this up top, I'm actually having problems loading any content from any mods at all. I.E. recipes and items, handbook guides show up but nothing else. This is not a problem specifically with this mod, mb
Edit 2: Solved, kinda. I had to ENTIRELY delete the game (vintagestory and vintagestorydata folder in roaming) and reinstall... but mods work now yaaay...
Is anyone else having trouble running the mod in 1.21.6? I've tried with my usual mods, with no additional mods, in creative mode, in survival mode, older mod versions, newer versions(1.22, I was desperate) and still no dice. The items just don't exist in the game when I enter a world. Tried redownloading and reinstalling the mod, I've tried with and without certain patches and dependencies (mod config mods mainly). I cannot get this to work. Any insight or help at all would be greatly appreciated. Thanks.
To clarify, I am using mod version 1.3.1 with game version 1.21.6 I am using the required dependencies and nothing more.
If it was me I'd look in your logs folder. server-main.log and client-main.log specifically. Look for entries that begin with [warning] or [error] or [fatal] in particular. They may provide some clue as to what is happening.
Sounds like it might be an issue with one of your dependencies. This mod has no required dependencies...food for thought.
ItsAvalon
pretty unlikely but it sounds interesting
What are the chances of us one day seeing axels that can be placed at angle compared to the grid. So I can have a windmill that's 45* offset from my build?
Vedrit
"Is there a patch to allow using Wool & More wool to make Millwright sails?"
I was wondering the same thing.
Edit: Turns out there is!
https://mods.vintagestory.at/show/mod/35035
Madalovin
I'm still working on getting all of my mods running under 1.22. After the game is considered stable I will revisit them and try to sort out some of the details. So no turbulence debuff no.
So now that we have a new iron-bracket reinforced windmill in vanilla as of 1.22, what is the plans with this mod? Will things be rebalanced, the windmills in Millwright receive some buffs to make them abit better or somethin' else?
Does Millwright windmills also have the new turbulence debuff when placed closely together?
KahvozeinsFang
Fixed. New release up. Thanks for the heads up!
Uxion
This is not enough info.Maybe use the issue tracker link at the top if you would like me to try and recreate the issue.
Any plans to change the raw fat in the recipe to match up with the rest of the components that use rendered fat?
Hi I am running an issue where a passthrough axle block has become invisible and no longer transmit power.
Every time I break it, all it does is spawn an axle without disappearing, even in GM mode.
I can't wait for the update. I dream of having huge blades on the mills. So that I can build large-scale structures. I hope that will be possible.To add on to FNXR's comment. Vertical clutches and transmissions would be also great!
@skoon With 1.22.0-pre.3 it causes crashing on my server. So I would suspect that upgrading to the unstable version of the game is not possible at the moment with this mod.
How compatible is this currently with 1.22? Will it cause any issues using it?
I presume this is gonna need some work with the new items coming in 1.22 huh?
Could you make vertical brakes? (Reinforced and normal).
Its a pita trying to attach a brake to the vertical windmills lol.
I play with Wear and Tear so i roll up sails when not in use, so having the vertical brakes would help a ton.
@DeterminedBun ? It just entered testing, its unstable. Why would they bother updating till it releases?
How soon can we expect an update to 1.22?
Miysbi
Passthrough blocks work in any direction, but they are a little buggy about placement. Place the passthrough axle first before attaching an axle to either side of it.
so is it just me or do the passthrough blocks not work vertial yet? it will only let me put it on sides not vertial
could you please allow us to use flax oil in place of animal fat in recipes? (I'm pretty sure flax oil is from expanded foods)
Haltingpoint
No. The sail types all perform the same way, so the choice of which one to use is purely cosmetic.
Are there any differences between the different cell types? And if so, when should I use each of them?
Samaya
More sails = more power. But more blades also = more power. In a sense they are cosmetic since no rotor out-produces an 8 blade x 5 sail rotor
WeaverFables
The most relevant bit of code is here
millwright/ModSystem/bebehavior/bebehaviorwindmillrotorud.cs at main · SpearAndFang/millwright
all of the code is posted
SpearAndFang/millwright: Millwright mod for Vintage Story
for comparision, the vanilla rotor
Code search results
SpearAndFang
Are the rotors with different amount of sails (3-4-6-8) just cosmetic or are they able to produce more power because you can attach more sails to them?
SpearAndFang
Sorry, I clearly did not properly explain the issue. At 320 kn, each of the rotors produces a different power output, even though the output is the same (320 kn). IE: An 8 sail rotor has more torque/energy than others at the same rated output as reported by the tooltip. What I first thought was that the assembly does not benefit from the SailWideModifier, or any of the other ones, which might still be true, but that it appears that the power output is inconsistent, depending on the number of sails used.
I don't have a good understanding of the code related to mechanical power, but I don't think there is a variable related to how many sails a rotor has, so I was wondering if you could release the information related to how much the rotors actually output in terms of power, as the tooltip is clearly wrong, as I imagine it is something you specified in the mod yourself.
A waterwheel would be lovely!
WeaverFables
I rather arbitrarily gave the vertical windmill the same specs as a four blade horizontal windmill to encourage people to consider using it.
DankyWeedy
Waterwheels are coming to vanilla (in the next release it seems).
please please please please can you add a waterwheel, i know its not really windmill related but i feel like youd be able to make a really good one and im desperate for one that works without having to add a whole bunch of code just to get a one you can make with bronze or something
When I build two rotors, one horizontal and one vertical, with the same amount of output (320 kn), I notice that the vertical sail has half the power of the horizontal sail. I do not believe the sail assembly receives the same kind of bonus as the horizontal sail. Coincidentally, vertical sails, even though they use 3 sails each, give 40 kn, instead of 30.
Edit: I am observing this issue across all rotors. It appears I am simply misunderstanding how this works and I cannot make sense of it.
Toxic364
Not sure what you mean. Maybe try breaking and placing the rotor again. All vertical axis windmills can hold as many as 8 sail assemblies (like in the screenshot above)
So I am having a problem where the three axis vertical windmill is not wokring, it keeps saying to add one more sail to it no matter how many sails i add
TheGrunge
Not only have I considered it, but I took a shot at implementing it long ago. But once it was mostly working it had some quirks and I started to lose interest so I rolled those changes back.
I know its silly and makes an expensive thing even more expensive, but have you ever considered dyed windmill sails? I think dyed blades would add an extra beauty to some builds, considering the mod is already rather supporting aesthetics and not JUST more power options- also, on the note of options of power level, stick frame dutch windmills for an early game low power option? Traditional dutch mills often didn't have actual textile sail materials on them, but rather plank slats, which while lower capture power and heavier in total, are also very cheap in comparison and have a unique beauty to them as well
vosechu
Thanks for the info. Yeah, the improved passthrough axle has some outstanding issues with placement. Once successfully placed it does work much better than the previous passthrough axle though.
Thankfully, a similar thing is coming to vanilla in the next major release, so if I procrastinate long enough it will no longer be a problem.
Appreciate the kind words!
In case others run into this, if the improved passthrough axel disappears immediately after being placed, make sure that there isn't a powered axel right next to it. As soon as I did that, it worked.
Also, don't place passthrough axels in rock, if you have to remove the rock, the axel disappears. :)
Thank you so much SpearAndFang! This is an incredible mod!
SpearAndFang I see! I figured that might be the case... Thank you anyway, I've thoroughly enjoyed playing with all the extra options available in this mod 😁You do great work!
TheEmpyrean
That is much more work than simply a config option. Fortunately, bigger windmills are coming to vanilla and I can retire.
Hello! I love this mod, and the variety of windmills it allows for! I'm currently trying to construct something similar to a Dutch windmill, but I find the length of the 4-bladed sails lacking even with the increase to 7 sails. Would it be possible to have a config option that increases the amount of sails for each of the blades?
SpearAndFang That surprises me that nobody ever tried or asked for the windmills to be stronger, once I saw the config file that was the very first thing I tried. Do you think it increasing the power will ever be possible? I know you said it relies too much on the vanilla code to mess with the speed but maybe just a power increase? I'm not a mod author nor do I know the first thing about making mods so I have no idea if that is how that works but it would be interesting to mess with.
TheFancyCrow
Yes I can easily recreate that. Most people have been asking for me to slow down the windmills, so I didn't even think to try and make them go faster.
Now I doubt that I can fix that because they rely heavily on vanilla code, but I can easily cap them at 2.0.
Thanks again for the info!
SpearAndFang After some further testing I have found a way to replicate the windmill power issue described earlier. If you set the output power modifier config for the sails to be greater than 2.0 it will cause the issue. At 2 they behave normally, below 2 it works as expected as far as I can tell. Above 2 they will spin faster and appear to work normally until you attach them to a load, once attached the windmill will start to slow down despite the block overlay showing that they have more force. I tested this using an 8 blade windmill with as many wide sails as I could put on it, when the config was set at 2 it powered a quern no problem and the block overlay said it had 400N of force. When the config was set at 4 it could barley move the quern despite the block overlay saying it had 800N of force. I'm not sure if this is what was causing it yesterday, it might be considering I don't know if I ever properly restarted the game after using the in game GUI to change configs but the result seems to be consistent. I have once again provided the log files below in a link. If you need anything more let me know.
Logs: https://drive.google.com/drive/folders/1XSv02dFWiPnu2b-zbGz-x4ZCNqNQ_2u5?usp=sharing
TheFancyCrow
"Please restart the game. The mod's .dll was already loaded and cannot be reloaded"
This is a vanilla bug. When you are playing a world and exit to the main menu, not all mods get unloaded properly. This also leads to what appears to be memory leaks. The easiest (and only) way to avoid all of this is to exit the game completely every time you are playing and return to the main menu.
I also see messages like this many times in the log files: "Multiple mods share the mod ID 'vsimgui' ('vsimgui_1.1.15.zip', 'vsimgui_1.1.16.zip'). Will only load the highest version one - v1.1.16."
Now this seems harmless enough, but in some cases can cause serious issues. I would highly recommend looking through all mod folders and ensuring that two versions of the same mod do not exist. i.e. delete the older zip files completely. And related to that, I would never rely on the mod manager for enabling/disabling mods, as it does not always work as intended. Always delete unused mod files.
Thanks for the log files! Reporting an issue without providing context and log files does not tell me much.
SpearAndFang I did now know the in game mod config worked that way but it does make sense. As for the windmill issue, something has happened between my first comment and this one and now the issue is gone when I load into a single player world. However, I also host a dedicated server for myself and some friends and the issue is still there on the dedicated server. This is probably because the server has not restarted today, I cannot restart it currently but I will try when I can and see if that fixes it. I have also noticed that my client will crash if I load into single player first, then try to load into my dedicated server, it says something about a mod switching versions. Both instances should have the same mod list. I can provide the mod list if needed but to my understanding it exists somewhere in the log files you have asked for. Below I have provided 4 files, the client, and server main files which you asked for, along with the server main file from my dedicated server, and the crash report I'm getting when trying to load into my dedicated server after loading singleplayer. As far as I can tell the issue is fixed but maybe this helps to determine the reason it broke earlier?
Logs: https://drive.google.com/drive/folders/1XSv02dFWiPnu2b-zbGz-x4ZCNqNQ_2u5?usp=sharing
TheFancyCrow
That mod file thing is typical. Not many mod config changes happen in real time, and if a mod has that functionality it is an exception to the rule.
GoGoShrimpDaddy
Considering that this mod is on 835 servers, I can still only assume that this is a mod conflict (or there's not enough blades on the windmill to drive things).
But until somebody takes the time to post log files (server-main.log and client-main.log at least), there's no way I can investigate this. There's like 5000 mods on the modDB.
Also, I have seen people playing with the mod on servers over on Twitch, and everything seems fine.
GoGoShrimpDaddy I'm also experiencing this issue, they work for just a moment and very rapidly lose all power. Changing the configs doesn't fix the issue but does seem to do something. I have also noticed that using the in-game GUI to change the configs does not seem to work, the file is effected but the changes don't happen in real time and require a restart to work.
Running into the same issue that Keys123 and multiple others are running into. Once again, vanilla rotors are unaffected however Millwright rotors only seem to work for a minute or two before completly losing all power. With high wind speeds, optimal power, etc. Hopefully this issue is identified and addressed at some point as this really is a fantastic mod but entirely unusable for my server currently.
Orsy
Good to hear, and thanks for the translation!
Hi! I’ve translated your mod into Korean.
I’m really enjoying it❤️ thank you so much for your wonderful work! :)
OK, I will remove millwright and check results.
Wahazar
Anything is possible I guess. I can't think of a single report like yours though
I noticed strange behaviour of our server, it was not very responsive, one of processors had almost 100% usage.
It happen shortly after adding millwritght to our server. Is it known issue?
Beedy
Correct. The improved passthrough axle is meant to replace the other one.
The other one was left in for legacy support
SpearAndFang Thanks. Cheers.
SpearAndFang Wooden Axle Passthrough is real bad, because it loses too much mechanical power. While the Improved wooden Axle Passthrough doesn’t. The Improved version is truly well made.
Zsuatem
Thanks, I will take a look
Keys123
Vanilla bug or desync issue probably. I personally have the occasional issue with the mechanical network, but nothing that serious.
Sourdough_Lover
Horizontal 8 blade (x5 sails) is the strongest.
Q_qTip
It's cosmetic only
Whats the difference between sail types ?
Keys123 Have you tried adding a clutch and transmission? Saw a Video some time ago where a guy had the same problem and solved it with that. Disconnecting the flow of energy and then connecting it again.
are vertical or horizontal windmills stronger?
Hey, I'm experiencing the same issue that SgtKama was having, and when I looked into it a little further, it seems that a few others have had a similar issue (though they were few and far between.) Vanilla rotors and windmills are unaffected, and I don't have any other mods that affect the wind patterns or the mechanical network. It could be a limitation of the base game, but it is rather frustrating to have to reload in order to get my windmills to keep working.
SpearAndFang
Something seems to be going wrong here
Wulff
Thanks for the follow up.
Ok so in your response you mentioned making sure your windows 11 was fully updated and i had been delaying my update. After doing so Im able to download it without the defender flag. thats so weird but any ways its 100% working now. my buddy is on windows 10 however so we will see what happens when we connect next time.
Wulff
Ok thanks. I don't know what to tell you. I've seen a few such reports over the years with mods here, but such reports are usually reproducable.
I have little doubt this is a false positive, but of course I am unable to confirm this 100%. I have ensured that my copy of Windows 11 is fully updated, downloaded this mod more than once, and scanned several times.
I also have another Windows 10 computer here so I tried to recreate this issue on that computer. Again I was unsuccessful. I simply cannot reproduce this.
no its three in a row trying to get the latest update SpearAndFang
https://imgur.com/a/phmN0jw
I honeslty dont understand it. i download hundreds of mods and this is the first time. I know its just something weird at this point. i can get the last release again fine but the new one keeps flagging. ill just wait for the next one and hopefully whatever is going on passes.
Wulff
Did you post your message in the wrong place? I just scanned the latest version of this mod with Microsoft Defender and VirusTotal and it came back clean both times.
microsoft defender detected Trojan:Script/Wacatac.B!ml
Marshy
Done
Tiny tiny request.
When you craft a reinforced four-sail rotor, you can do so from scratch with logs, resin, and fat (call it Method A) or by adding an iron plate to an existing vanilla rotor (call it Method B).
But if you're in the handbook, you might be waiting a long time for it to scroll through every combination of hammers, chisels, and logs (Method A) before it shows a recipe for Method B.
Could you add some recipeGroup properties to the windmillrotor.json recipes so these show as separate grids in the handbook?
falloutderg
Did you try changing the mod config settings?
"SailCenteredModifier": 1.0,
"SailAngledModifier": 1.0,
"SailWideModifier": 1.0,
these settings are server authoritive. And vertical windmills use the SailWideModifier.
Me and the server I play on are interested in this mod, but until the multiplier speeds are adjusted toward vanilla, or the recipe costs increased, or at the very least a configuration for the speed multiplier is available, we are hesitant to add this only to end up overpowered. Otherwise, this mod is quite awesome and we appreciate the artistic style and usage scenarios that it presents.
Edit 10/17/2025: We were not aware of the mentioned modifiers above as we focused solely on the issue reported here https://github.com/SpearAndFang/millwright/issues/3 and as such, have not given the mod a proper nor thorough attempt. Thank you for the reply, we will give it a try.
Voidren
No this mod doesn't change anything in the vanilla game. But it does push the speed of the mechanical network far beyond what's expected of course.
Have you tried changing SailRotationModifier down, to say 0.3? It's purely visual but may help in your case. Or not.
Does this mod change anything about wind? Cause everytime I've tried using this mod, over the past year, with multiple attempts, I get random lag spikes and freezes, that seem to occur when the wind speed changes.
They only happen when Millwright is installed, and dissipear as soon as I disable it, and has happened across multiple versions.
I'm just getting really frustated, cause I want to use the stronger willmills in combo with the electric progressions mod, since the vanilla as so weak, but I have no idea why these lag spikes happen, since not sure if Millwright does change the wind at all.
SgtKama
No idea what's going on there, can't say I've ever heard of anyone with that problem, and I have never seen that myself. Maybe a mod conflict of some sort.
Hey, i am playing with a bunch of mods, built two 8-blade wwindmill and connect them through a large gear. After few minutes of playing it stop spinning, no matter what is current wind. After save reload it works again for a few minutes. Is there something i can do?
NotKana
I searched the vanilla assets and it's pretty safe to say that no, you cannot purchase an iron plate.
You could just make a vanilla windmill though, and once you reach iron recycle your windmill blades.
Are iron plates available from traders? I'm nowhre near iron and I really want to build one of the vertical windmills to start setting up automation.
Would be interested to see the addition of different tooth and diametrical pitch/module gears to the mod as an additional rule set.
Does this change the wind speeds or any vanilla item value such as the axle,angle gear,transmission etc?or the only items that have an added bonus are the ones from the mod?
That has done the trick, cheers SpearAndFang. It didn't seem to like having an axle ready to connect
ConspicuousTable
I tried them both yesterday and they worked for me. Mind you they are both a little finicky in different ways. Maybe try removing everything from either side of the passthrough block so you are placing the passthrough axle first, then try connecting something to it.
G'day,
Just tried using an Improved Passthrough Axle and it didn't work (it wouldn't stay placed). Tested in creative and the old passthrough axles work fine
lol went to download this saw it had 1337 downloads
SerenityM16
Yes I have already confirmed this easily recreatable issue and will fix it soon.
EDIT: Fixed
I second the comment by WoolgatherinJake. I clicked with a vertical sail on a horizontal 3 sail piece and immediatly crashed to desktop.
WoolgatherinJake
Thank you for bringing this to my attention!
is anyone aware of compatibility issues with vintage engineering?
Found an interesting reason for crash, easily replicable - if you try to use the three vertical sail onto a different rotor (think the six asix one) it crashes the game real quick. it's not really a problem but figured i should share
Hello, could I suggest wooden windmills? The Wild West kind. They would obviously be a lot weaker for balance reasons, but could drive some early automation before you get stacks of flax.
This kind:
https://www.kcbx.org/agriculture/2018-05-11/how-the-windmill-won-the-american-west
Cant seem to post the image here
thelolimans, not something you can easily make a config option for considering windmill models aren't progressively generated but just have a seperate model for each blade length, meaning this would require making a massive amount of models or create custom rendering logic for the windmills...
please increase sails limit per blade as a config option or something. Ive been trying to do a huge windmill but theres no mods out there that fit the size. Can you please up the limit to 60 or 100 sets of sails PLEASE
Kaisei
You can recover the linen from your regular sails (in the crafting grid with a knife), then make some reinforced sails.
Really annoying that I found out you have to use reinforced sails with a reinforced windmill rotor. I just have regular ones and thought a reinforced windmill would help.
_Major_Major_
Sorry I'm not doing much in the way of modding anymore, other than trying to keep them all working with the latest game versions.
If they sort this out in vanilla, I might consider doing the same in this mod.
Would it be possible to add flipped sails? It kind of irks me that if you have rotors on the opposing sides of a windmill, they spin as if the wind is blowing from 2 opposing sides as well.
Ptahil
Good to know, thanks!
Hello,
It's me again with a "mod conflict" and windmills stopping working. This is a game/wiki issue. Getting higher better? Nope. If someone makes a tower too high, it breaks the wind. Never go up past the clouds, or the windmill will stop working. So, it's not a mod conflict, but a game mechanic not described enough. I play on the standard game level (256). I built a tower to 256 and made four directional wind motors. It works sometimes and then stops. I stopped using the Rivers mod. It looks like the game doesn't render wind well after you get above the cloud level. Drop the tower to 200 blocks, and it works fine.
So sorry, my lesson learned: never build a wind tower up to the height like the wiki says...
ilm for the masuring of power, you could use the mod "Extra Info", it shows additional information like torque, speed, etc.
ilm
I would like that as well, so I can make these windmills perform much like I had originally intended. The C# source code is available (see the "Source" link above), as is the source code for the vanilla version of these machanical parts (Anego Studios on github). There are apparently some updates to the mechanical network coming in the next major game release - maybe that will help.
Sorry no, no plans for measuring devices.
I would like to ask if there is any available documentation on the power and torque generated by sails or other components. I notice that the rotor in the mod spins faster, but it’s not clear at what exact speed, or whether a speed-increasing or decreasing gear is needed. Currently, everything has to be determined empirically, which makes it difficult to design and accurately calculate constructions.
Are there any plans to add a device to the mod that would allow these parameters to be measured on any element—not just the rotor, but also the shaft?
Thank you.
SpearAndFang, thanks for that little bit of info, I must apologize for my ignorance, I see now that you've clearly noted that the rotation speed modifier is purely cosmetic, anyways, do as you think will be best moving forward, personaly i like the current recipes
racsumsar
nephaelindaura
Yes they have always been overpowered. There has been an ongoing discussion and I've experimented with solutions here (with the help of others)
https://github.com/SpearAndFang/millwright/issues/3
I'm struggling to settle on something, because bringing things in line with my original intention seems to cause other strange and unexplainable issues...but may do so for the 1.21 release.
Alternatively I may just make the recipes much more expensive.
Something like that.
I apologize for commenting again before an answer, but I found through in-game testing and simple calculations using GPT (sorry again, I'm certainly no expert in this field) that 1.2-1.3 on the sail modifier is a realistic increase in power for the double amount of crafting materials needed for the sails, note that I'm very unsure if the rotation speed scales properly with the power also again noting that the rotation modifier seems to be purely cosmetic (please correct me if I'm wrong on that point), I hope someone finds this information useful.
I have the same issue as @ nephaelindaura, is this a bug or intended? feels heavily overpowered and the modifiers provided in the config did't really work for me, tuning the sail modifier to achive a good and relistic speed resulted in a kinetic power less than that of the vanilla sails, and the rotation modifier only seems to be cosmetic of the sails themselves, any possible help, fix or explanation is aprichiated
I have only 8 sails attached to an 8 sail rotor (one right click of sails, 80kn) and my 1:1 gear ratio pulverizer sounds like a piece of 21st century industrial machinery..... at 5% wind speed. I think this mod is possibly vastly overtuned or something isn't working correctly
i went from 1.2.4 and updated to 1.2.6 when i encountered the problem, i cleared cache and its working fine now. Ty
Grimbeard
I thought I fixed that in mod version 1.2.5. What version are you using?
i found a bug. in creative if you middle mouse click to create a copy on a passthrough axle and then place that axle it creates a bugged version that if you try to break crashes your game
Pinaz993
I'm sure something like that is possible. I'm not planning on it though so you may have to try and make one yourself or ask around.
At the risk of exposing my ignorance, is there a possibility of adding a flywheel to the torque system? it would be very convienient to be able to keep hammering when the wind dies down, at least, for a little while.
Oh, nice one, thanks!
Apreciate your effort here, nice to have a windmill powerful enough without the ugly sailspamming on every side of a tower.
BlockBerryJam
Thanks! The only mods that have a waterwheel that I'm aware of are Medieval Expansion and Rivers. No plans on adding one here any time soon.
Love the mod but am I going mad? I could have sworn there used to be a waterwheel as well. Did I see that somewhere else because I can't find it anywhere. And if not, any plans or interest in adding one?
Sargash
Yeah sure I'm SpearAndFang#6757
Hi spear! I had a few questions and was curious if you had a discord I could get from you? If not here is fine too!
itsjusty0gurt
I really don't want to make another mod with the same thing in it to support, I already have enough on my plate. And to be honest, it feels a little predatory having someone want to rip and reuse code that I just wrote like two weeks ago.
If you're willing to make a mod, why not just write a mod to disable the assets in this mod that you don't want in your game? There's only a dozen assets in the mod and really you could get by with disabling the recipes with some json patches...for a fun little challenge you could disable them in c# instead with probably a dozen lines of code...
could you make a pass through only mod or do you mind if i disect this just for the pass throughs? i would still say it's made by you.
Aimli_
Thanks! I will add it to the next release.
Chinese translation:
EveydayOreh
You mean you can't place it in glass? I just tried every vanilla glass block and it worked for me with all of them.
But it will not work in like a slab, or a chiseled block, for example. These limitations are by design. It may or may not work in modded glass as well depending on the complexity of the block.
The improved axle wont work in glass
Leofarr
More blades, more power. More arms on an axle, more power. The style of blade used is purely cosmetic unless you change the mod config file. Maybe fire up a single player creative world and try them all out, then look at the rotors to see the difference.
Myrmitory
Thanks! Nanotect's got you covered. Check these out!
Millwright VAWT Addon
We need more blade options, vertical and horizontal. The mod is excellent!
Hello, I have a quick question: do each of the rotors achieve different speeds? If yes, can you tell us in order which from fastest to slowest? I am finding myself shifting up one more for the vertical windmills compared to the 8-blade one, hence I am losing a lot more power just to increase the speed, and using a lot more iron to make the vertical rotor.
Usedtea
You need the "Three sail vertical axis windmill rotor" and the "Sail Assembly (for vertical axis windmills)".
Exletalis
I'm sure it could be done, but I only updated the mod to tie up some loose ends that I had been meaning to get around to for many months now. I am not planning anything new.
How do you build the vertical sail? I tried making it like the picture, but every time I put down a rotor I can't make it vertical.
SpearAndFang
Question, what is the feasibility of a differential with just angled gears through modding? Essentially for the purpose of reversing direction without needing a big gear.
SpearAndFang
Appreciate the fix :D
Exletalis
Oh hah! That's embarassing. Thanks for the playtesting.
Also, the improved passthrough doesnt prevent water from going through
https://imgur.com/a/4cg1oQw
Exletalis
I could see that for sure, especially if you built it like the one I posted in the screenshot above. I really should have used one more axle.
I will test that snow colliding scenario to ensure it doesn't look too odd.
So weird interaction, snow building up on the ground I think breaks the sails on the vertical windmills if its too close.
ya thats what i basicly ment lol
jamescook
You can connect up to four windmills to a large gear - one in each cardinal direction - if that's what you mean.
question is there a way to set up a 2 sided windmill? as in having sails on the front and back of a tower powering my mechancal stuff?
Thanks :)
Oops I've released a hotfix to address that. thanks Marlim !
Guedez
I didn't have anything else planned but another modder already has a variant several variants in the works.
I had a problem trying to build the vertical mill
Running on 64 bit Windows 10.0.19045.0 with 16319 MB RAM
Game Version: v1.20.11 (Stable)
30/05/2025 00:20:12: Critical error occurred in the following mod: millwright@1.2.1
Loaded Mods: millwright@1.2.1, plainsandvalleys@1.0.11, game@1.20.11, genelib@1.0.3, joyofsailing@1.4.0, pelaguswinds@1.0.0, creative@1.20.11, survival@1.20.11, wildgrass@1.3.3, equus@1.0.6, equusbp@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Millwright.ModSystem.BlockWindmillRotorUD.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in C:\net7repos\millwright\millwright\ModSystem\block\blockwindmillrotorud.cs:line 51
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1695
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 695
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Is the looks for the vertical windmill final?
I feel like it should be V shaped instead of --- shaped so it looks like a savonius turbine
Auro
click on the top or bottom of a block while holding one?
How to use the passtrough axles vertically?
Yes!! Finally, omg been waiting on this ever since I saw your screenshot in the discord! Thank you!!!!
Sakya
I am working on a vertical axis windmill. But I don't think that a windmill that looks like a waterwheel would be well received.
Hello, silly question time!
Is there any chance that you could add "Waterwheel" sails? Purely visually different.
Ideally segments for 4, 6 and/or 8 wing rotors (since 3 would be bit too little)
Since water doesnt block windmills from working, this would be great pick for high-altitude "fluffy" builds.
@Tick
You can't put regular sails on a reinforced rotor. You can though recover your linen from regular sails (with a knife in the crafting grid), and then make some millwright sails
I might be missing something obvious, but I am not able to place regular sails on a 6 sail rotor. I'm not sure what I'm missing. I'm able to place them on a regular rotor, but I'm not getting any interaction at all when trying to place them on the 6.
Edit: pretty sure it's a stack size issue, I had no problem putting on the advanced sails. Is there any way in future versions you can make the base sail stack higher?
Scorives
Mod is working fine for me. Use the issue tracker and post your log files if you like, but I'm quite sure you've got some other issue.
Nevermind this was on my end during update the mod folder did not copy over all fixed and working thanks for the quick reply though great mod keep up the great work.
Love that you're still updating this mod, it's peak for making windmills actually produce as much power as needed. Is there any chance you could do any kind of gear that allows a, say, 3-way or 4-way split of rotational energy, in a more compact size than a wheel? Something that would just take axles connected to it instead of requiring angled gears to connect more than two axles together. Something like that would be extremely handy to avoid having do do a "power train" for two or more connected machines.
F0rged
Yes
Been trying it with no block underneath but idk maybe im just stupid or something 😥 I've circumvented it for now by placing a block opposite the direction I want, placing the rotor against it, then adding axles behind the rotor, but if anyone can give me a clue as to what I'm doing wrong I'd greatly appreciate it.
I understand that the latest update fixed the issue with windmill sail duplication, where more sails would drop when the windmill was broken by a block?
Players have just now noticed it and started messaging me about it.
Roidgy
If there's a block below the rotor then when you place the rotor it will orient based on which direction you are facing.
I can't seem to make the modded rotors face the right direction, they always face opposite the direction I'm trying to place them in, while the vanilla rotor has no problem.
So I just keep getting floating disembodied rotors, though I can still place sails on them.
Nymous
Sorry no. I am only (slightly) interested in addressing outstanding issues, and maybe one day adding some things that I already have on the backburner.
A bit of a long shot but any chance we can get the ability to connect the fruit press to mechanical power?
Razorray
You are right it does not place exactly the same way as a vanilla rotor. If there's a block underneath you can get it to cooperate though.
Nymous
No the smoke is cosmetic only, just like the vanilla brake.
When a brake is smoking is there a danger of it catching fire or something?
Love the mod. Using it again on my new playtrhough. However this time, for some reason when ever I try to place one of the reenforced rotors (tested with 4 and 6 blade) it always wants to place the block backwards.
Ive tested from different angles, but its always backwards.
Any suggestions? only other mech power-related mod I have is Helve Hammer Extended.
I can confirm @streetwind approx numbers.
I set up rows of axles w/ clutches at every 10 blocks length.
https://imgur.com/a/ngRWW8Q
All measurements made
The number of axles each windmill could turn worked as a linear measurement indicator of net resistance.
I think the base resistance of the gearing setup in the beginning is ~26 axles.
The vanilla windmill with 5 sets of vanilla sails could turn the base and 220 more axles. (Net 246)
The 4 axle windmill with 5 sets could turn the base and 960 (Net ~986) more axles. (Expected: ~470). ~Double cloth efficiency.
The 8 axle windmill with 1 set of sails could turn the base and 760 (Net ~786) more axles. (Expected: ~170-180). ~8x the cloth efficiency.
Problem is the uneven scaling means I can't through the config balance w/o nuking at least one of the windmills. 1/4 modifier is fair for the 8 axle windmill, but makes every other size much weaker.
Hi! thx for this wonderful mod, I translated it into Russian for myself and my friends. So, i hope you enjoy it/ https://drive.google.com/drive/folders/12gcklGgHvqQfE3-Yg_21GOBebWzGsfpv?usp=drive_link
Could this come from the vanilla mechanical power code? Since there's only a single rotor in the base game, such a thing would never be noticed. Not until a mod comes along and tries to add different rotors...
...yeah, I got no idea either, I'm afraid. I can do more tests if you like, though.
Streetwind
Yeah I've heard grumblings that the math is off here. Not sure how I got it so wrong since there's not a lot of it. iirc, the sails are x2, and then the rotors are # of blades/4.
Adding to my previous comment, further testing with the following setup: imgur.com/a/WKvwWsO
I set the sail strength multipliers in the config to 1.0, to remove that factor. Wind strength was set to "storm" via command.
Using a three-blade reinforced rotor, with four sets of sails (60 kN): the mechanism baaaarely moves. The slowest I have ever seen a windmill turn, but it moves.
A four-blade rotor, reinforced or vanilla, with three sets of sails (also 60 kN): the mechanism is able to move noticeably faster.
A four-blade rotor with just two sets of sails (40 kN), however, is not able to move.
A six-blade reinforced rotor with one set of sails (30 kN): the mechanism performs identical to the three-blade rotor at 60 kN, with that barely perceptible movement.
Upgrading the six-blade rotor to two sets of sails (60 kN) makes it spin quite comfortably.
An eight-blade reinforced rotor with one set of blades (40 kN) also spins decently, despite the same torque not being enough for movement on the four-blade rotor.
It really feels like the number of blades is acting as an additional multiplier on top of the torque that the sails add. Check the comparison between the three-blade and six-blade rotors; it's like each sail is being counted twice.
Or in other words, the "true performance" of a rotor seems to be its reported torque times the number of blades. The vanilla rotor reports 100 torque at maximum sails, but has 400 "true performance"; a three-blade rotor reports 120 (with the config set to 1.0 anyway) but performs like 360, while a four-blade reinforced rotor reports 140 but performs like 560; the six-blade rotor reports 180 but performs like 1080; and the eight-blade one finally reports 200 but performs like 1600.
Multiply the numbers for the reinforced rotors by 2 again for the default settings of the mod. No wonder people report their windmills going BRRRRR, when the eight-blade reinforced rotor performs like eight vanilla rotors =P
Hello SpearAndFang, I'm just trying this mod out for the first time. Loving the visuals, especially with the three- and six-blade rotors :)
But I wanted to ask, is there some hidden internal multiplier in the reinforced rotors, in addition to the better sails? Because I'm getting weird results in my creative test world.
I've built a setup that just stalls out a vanilla windmill rotor with maximum sails. The mouseover of that rotor shows that the sails add 100 kN of torque.
If I switch to a three-blade reinforced rotor and give it three sets of sails (90 kN on mouseover), the mechanism will slowly begin spinning.
If I switch to a four-blade reinforced rotor and give it two sets of sails (80 kN on mouseover), the mechanism will spin, a little faster than the three-blade one even.
If I switch to a six-blade rotor and give it a single set of sails (60 kN on mouseover), the mechanism spins even faster than the four-blade one.
All of this is at the same wind strength, fixed via console command.
Basically, the reinforced rotors seem to be able to spin faster with less torque, scaling up further with the number of blades. Is that intended?
Or is this a bug / unintended side effect? I know the mechanical power math can be a bit arcane at the best of times...
Xinimer
Sorry nothing yet. I bit of a bit more than I could chew on with some other major changes to this mod so it's in a bit of a funky state right now.
A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead
I was curious if you made any progress on this regard? I love the way the axle passthroughs look in my base but hate how much power is lost using them.
Is there a patch to allow using Wool & More wool to make Millwright sails?
Can you please make a compatibility patch for Extended Food? Every vanilla mechanism can use oil or lard from that mod and only new rotors are locked to fat only (my friend converted all our fat to lard lol).
Since theres more available sails on rotors with more spokes, can there be a hard version of recipies with more plates required. Maybe have it be an iron plate per spoke. This would feel more balanced for me.
Pawelot
Thank you! I have added it for the next release.
SpearAndFang Hi I made Polish translation of yours mod https://pastebin.com/faXtxqxH
Ladyhawke LoneWolfREM
❤️
Thank you very much LoneWolfREM for testing, installing it now.
And a big thanks for Spear and Fang - gosh you are making so good mods, unbelievable. Can't think of a playthrough where most of you're mods are not installed. Thank you!
This seems to be working with version 1.20.4-rc.4. Tested it today by making an 8 sail rotor. My existing windmill tower is all 8 sail rotors and it looks right and funtions. An FYI
Larz151
I'm not sure what you mean. It's compatible with all the vanilla mechanical stuff, so I suppose that it's Steam Power mod friendly?
Would it be possible to make this compatible with the Steam Power mod?
I was tinkering with the issue RuneScholar had with paired pass-through axles turning opposite directions. It seems to happen consistently when the rotor is facing north. It also occurs if you remove a rotor that has been turning, and then place it on the opposite end of the pass-throughs, though this is probably a rare scenario in normal gameplay. Hope that helps!
SteAStro88
Hell yeah. Although there is mod config option "SailRotationModifier" you can use if you are uncomfortable with that.
Wide sails spin faster than tesla turbines 😆
SpearAndFang
Thank you, I'll give that a try for now.
Perturbee
A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead
https://mods.vintagestory.at/show/mod/1809
I noticed that the passthrough axles somehow add a lot of resistance or lower throughput by a significant amount, so much so that it stops my helve hammer at 110% wind, whereas before with just regular axles it worked fine.
(The axles were my reason for installing this mod, I haven't done anything else with it)
Phelan21
Not intended, no. I'll see what I can do.
Is it intended that the windmills keep speeding up and slowing down all the time, while the wind stays the same? It feels more like the interia/resistance/friction/... of the connected stuff takes some time to take effect, and then for some reason (overcorrection/"memory" issues/...), the rotor speeds up again...
Hasitan
Definitely possible.
Will it happen? Probably not - I've been working on this exact thing of late but there's a few weird things going on that I can't seem to sort out.
Would it be possible to add Wool & More materials for sail crafting?
TheInsanityGod
Thanks for the heads up. I've added to my laundry list!
@SpearAndFang, it's not that big of deal but the sailwide shapes are missing faces on the beams
propaneko
Oops you are right that there is an issue - the angled and centered sails are both using the centered modifier.
I will fix this for the next release.
The wide one and centered ones seem to be working correctly.
fyi #1: be sure to use a decimal in your settings i.e. 1.0, not 1
fyi #2: if there is a single invalid number format (like in fyi #1) the entire mod config fails over to the defaults
fyi #3: after you change the mod config you need to exit the world and reload it.
SpearAndFang Hi there it seems like the configuration for your mod isn't fully working? It seems like the float values are not applying they are always a whole number, also it doesn't matter if values are different it always takes the same value for all 3 types of Sails.
SalazarWindriver
You can of course attach a large wooden gear to a passthrough axle. I'm assuming that you mean without the gap caused by the length of the passthrough axle.
When I get to rewriting the passthrough axle so it's less quirky I plan on also making it shorter (only a single block and completely contained in the block you are passing through).
One day....
Would it be possible to combine the passthrough axel with the large wooden gear? It would be cool to put the gear against the ceiling
DanekJovax
oof. you are right. It was a very small change and I did not expect it to break under 1.19.8 but it did.
I have made changes here to reflect that. so sorry!
@SpearAndFang
Hi! I just updated to 1.1.8 while playing 1.19.8, and I lost the pass-through axels and my 8-sail windmill sails and rotor that I had installed in the previous version (1.1.7).
EDIT: I noticed that 1.1.8 is listed for 1.20.0pre on this page, though in the Files page it is listed for both 1.19.8 and 1.20.0pre. Was support for 1.19.8 deprecated with this latest update?
Please advise. Thanks!
--- DanekJovax :2)
Merci Raathur !
Hi, here is a french translation for the mod https://pastebin.com/xgWBg2yn
I would also like to report another issue with the pass through axle. It rotates in the opposite direction of its source power. I’d love to use it; I think it’s a better solution for me than the Axle in Block mod. That mod is great, but all I really need from it is the pass through functionality, and it adds a bunch of other blocks I probably won’t use.
Edit: I did some testing, and this doesn’t always happen. If you attach the pass through axle to the opposite end of the block away from the source of rotation first, and then attach it to the power source side, it seems to rotate the right way. If you connect it to the power source side first, though, and then connect the opposite side, that side sometimes rotates opposite.
Also, I know other users have reported the issue that the pass-through does not preserve rotation power, but for whatever reason, I am not having that problem.
RuneScholar
No one block only,
Also, it's pretty quirky so you might want to just not use it until I get a chance to rewrite it.
Can the pass through axle go through multiple blocks? For example, if your wall is 2 blocks thick, instead of one.
impyre
I've fixed it in the latest release. Thanks for the heads up and the kind words!
SpearAndFang
hey, still relatively new to the game and already loving this mod. Just wanted to give you a heads-up, you missed at least one log type in the reinforced rotor recipe. I was unable to craft the 8-way reinforced rotor or reinforced 4-way rotor with the redwood quarterlog (which is most of the logs you get from the big ones). Not a huge deal, I had some maple logs on hand so I was able to get by without it, but it seemed unintentional since those logs work just fine for the vanilla rotors.
FrostyTunaDance
Not sure what you're saying but you need 2 of them and they do only orientate in three directions - NS, EW, UD
pass-through axle won't orientate in any direction other than the same three
xXx_Ape_xXx
yeah that's a known issue. I need to rewrite those passthrough axles using an entirely different approach. Plan A didn't produce the results I had expected.
SpearAndFang
The passtrough axles don't seem to retain the speed trough the blocks, is this a known issue or intended?
Ptahil
I tried again to recreate this issue but I cannot.
The millwright windmills are very much the same as the vanilla windmills, so my best guess is that some other mod is causing a problem with this mod.
Your log files - logs\server-main.txt and logs\client-main.txt may provide a clue as to what is happening.
Could you find me on the official VS Discord (I have the same name as here) and let me look at them?
Or put them on pastebin or some other hosting site and post the link to them here?
@SpearAndFang well its hapen when I go for exploracion Mining, hunting etc. came back and they stop work
Ptahil
Can you tell me how I might create this issue? I have game version 1.19.8 and the latest version of all three mods
https://mods.vintagestory.at/joyofsailing
https://mods.vintagestory.at/pelagussimplewinddirection
https://mods.vintagestory.at/millwright
and am testing, but I cannot seem to make the rotors stop working.
@SpearAndFang I have Issue that your Motors stop work, its a mod conflict with "Joy of Sailing", I stop Use it and they work, "SimpleWindDirecionPelagus" Work too
@l33tmaan
well now the issue isn't a one off. Sounds like a mod conflict.
Can you break an axle really close to the rotor to see if the rotor starts turning? - it's possible that something in the "network" is bunging up the system.
Also maybe look at the rotor itself and see what its readings are in the hud?
Got any wind mods like "Pelagus" or "Simple Wind Direction"? Or "Fishing 2"?
It looks like my 8 sail rotor stopped rotating too, even after breaking it and replacing it and the sails, and restarting my world. It was working before, so I'm not 100% sure what happened here.
@SoulReaperz
Sorry no. That will not be possible.
any planned support for Vanilla Variants?
https://mods.vintagestory.at/vanvar
it adds all kinds of different wood creations and the axles and rotors are changed from default thus making several items in this mod impossible without spawning them in or adding them to a shop to sell the originals so people can continue to craft the new windmills
zackadiax24
Maybe this mod is more to your liking: https://mods.vintagestory.at/biggerwindmills
Any chance you could make the sails larger? Or make a version with larger sails?
Salieri
Exit and reload the world? Not enough wind? SailRotationModifier set to 0.0?
Why could a windmill not have animation?
It works, don't get me wrong, it's just not the same without the SPEEEEEEEN.
ManaWei
I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.
I seem to have an issue with the Passthrough axle..
While very usefull in general, it seems to boost the speed and remove all the torque on my axle..
Only running 4x4 center sails, but the pulverizer is going so fast the game can't keep up, and i literally have items vanish because of it..
Varius
Medieval Expansion might be related to your issue, idk. Looking at that mod I don't see anything suspicious, but it does add things to the mechanical network so it is possible that there is some kind of conflict.
SpearAndFang
Would Medieval Expansion be interacting with it? Nah, right?
During my troubleshooting I removed any pass-throughs that were in between the power intakes and it persisted. I don't think there's anything I've added in terms of mods that would adjust windspeed either, quite puzzling.
Thanks for replying however, greatly appreciate it! I'll do some more troubleshooting!
Varius
Thanks! I haven't had any reports of this (and there appears to be a lot of people using this mod), nor has this ever happened to me in single player (and I play a lot). Furthermore, all of these parts are very similar to their vanilla counterparts with the exception of the passthrough axles. So if anything is causing this issue it would be the passthrough axles - they are rather quirky at times.
If you are also using a mod that mucks with wind or rotors specifically it could be related to the issue you are experiencing...
SpearAndFan
I absolutely love the work you've done with the mod, really outstanding!
Quiiiiick little question - is it a common/known thing that the rotors cease spinning and fail to provide kinetic power after leaving the area/reloading the game? I tested with the Vanilla rotors and normal sails and they seem to continue spinning after the area is unloaded and reloaded or I load into the game, the one's from the mod not so much.
I can fly up to them and they report that there is indeed windspeed, however, once you attempt to engage a clutch to maybe jump-start the process, nothing happens besides the drive-train twitches and remains still. The only fix is by breaking the rotor and placing the sails all over again, making it really bothersome to implement.
Are there any tips or forms of guidance? Lemme know!
DejFidOFF
this mod is pretty light touch and nobody else has reported such an issue, so I'm doubtful that it's causing that crash.
This crash report looks very similar and does not use this mod...maybe there's a clue here?
https://github.com/anegostudios/VintageStory-Issues/issues/3663
SpearAndFang
Hello o/ Looks like some part of this mod causing error at the server and chunk did not load. Can you check that please?
15.5.2024 09:54:14 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 233
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 289
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 894
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 696
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
16.5.2024 16:05:25 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 204
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.OnNodeRemoved(IMechanicalPowerDevice device) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 198
at Vintagestory.GameContent.Mechanics.BEBehaviorMPBase.OnBlockRemoved() in VSSurvivalMod\Systems\MechanicalPower\BlockEntityBehavior\BEBehaviorMPBase.cs:line 273
at Vintagestory.API.Common.BlockEntity.OnBlockRemoved() in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 161
at Vintagestory.Server.ServerWorldMap.RemoveBlockEntity(BlockPos pos) in VintagestoryLib\Server\ServerWorldMap.cs:line 538
at Vintagestory.API.Common.Block.OnBlockRemoved(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1283
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 163
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 76
at Vintagestory.API.Common.Block.OnBlockBroken_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith_Patch1(ItemAxe this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 575
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Plz can we have a gearbox type block, that can turn the high speed into torque on the whole system. ie slower aesthetic "windmill speed" with these high speed sails, but plently of torque to run lots of machines.
You've done it again. The passthrough axles are great! Thank you!
Hi SpearAndFang, thank you, we updated configlib and it works like a charm.
Unum
Oof. I think you will need to either try updating configlib to the latest version, and failing that roll back this mod to 1.1.4
Hi, does this work in multiplayer? I can't connect to the server.
We have few more mods but they work together in singleplayer.
I keep getting this error:
Game Version: v1.19.7 (Stable)
19.04.2024 17:59:54: Critical error occurred in the following mod: configlib@1.3.2
Loaded Mods: millwright@1.1.5, moremolds@1.4.2, qptech@1.15.1, viescraftmachines@2.3.1, game@1.19.7, animationmanagerlib@0.7.14, beehivekiln@1.5.1, butchering@1.5.5, prospecttogether@1.3.0, stonebakeoven@1.1.3, creative@1.19.7, vsimgui@1.1.3, survival@1.19.7, configlib@1.3.2, fsmlib@0.4.4, maltiezcrossbows@0.3.4, maltiezfirearms@0.5.1
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\var\vintagestory\data\ModConfig\millwright.json'.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path)
at ConfigLib.Config.ReadConfigFile(String defaultConfig) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 321
at ConfigLib.Config.ParseJson(JsonObject json, Dictionary`2& settings, SortedDictionary`2& configBlocks, String& defaultConfig, String domain) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 286
at ConfigLib.Config..ctor(ICoreAPI api, String domain, JsonObject json, String file, Dictionary`2 serverSideSettings) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 101
at ConfigLib.ConfigRegistry.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data) in D:\Projects\VintageStory\configlib\configlib\source\ConfigLibModSystem.cs:line 299
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 850
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
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
Event Log entries for Vintagestory.exe, the latest 3
Aki_II
If you are using passthrough axles in that setup try removing them - they're pretty quirky. Other than that I don't know what to tell you because this mods rotors and sails are pretty much identical to their vanilla counterparts.
I have 4 helve hammers set up on third gear ratio and the whole setup is stopping even though i know there is enough power to run the hammers, it runs extremely quickly for short bursts then completely stops
@Jessterr
Thanks yeah, I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.
Wooden Axle (passthrough) has a SIGNIFICANT power loss when using 8-beam rotor and the vanilla lookalike sails (at max sail count). Wind Speed 33%, Sails Power Output 400kN. I have a passthrough letting the axle come through the wall between rotor and large wooden gear with no power loss, and a 2nd set of passthrough axles after stepping down from large to small gear and all the speed gained from the small rotor is lost. Measuring with just my eyes it looks like the speed is exactly the same as it was before it was stepped down from large gear to small gear. I imagine that most people won't use them inside their windmill but I wanted to report it anyway.
@DasPrinzip
I replied to you via your message on Discord
Bulwyz
noted - I'll check it out
I downloaded this mod only for the passthrough axles initially, and they seem to work.... more or less, but I'm getting a huge increase in power on the output, using it in conjunction with vanilla rotors and sails.
- deleted -
@Kwegar
Yeah thanks - I noticed the issue almost immediately when rc.5 dropped and submitted a bug report. I'm surprised it didn't generate more comments here and elsewhere on the modDB. Thankfully rc.6 has now arrived!
Note many edits, its not an issue anymore.
As of 1.19 rc 5 if i hit H on the angled sail.. or type it in.. crashes to desktop. I am running a number of mods on the server, but since i updated its not liking it. If you need more info, please let me know 1.19 rc 4 it worked fine. Edit 1 Even normal sails crash it.. so no likely your mod, but something in the main game. Will do some testing on Single player. Edit 2, all mods removed, base game crashes on sails. so not your mod.. but figured i should included the info, incase anyone else as an issue. I will try and report it on the main site. Love this mod!! Edit 3, 1.19 rc 6 mentions linen recipies as an issue, thats fixed. so ignore this? I will update and test it Last Edit 4. 1.19 rc 6 no longer crashes.
@SourOne
One day perhaps. The models for those things are a bit of a pain.
@haro
No patreon sorry. I don't need the money or the pressure associated with that, I'm pretty on and off again with my modding effortsl Glad you enjoy the mod!
awesome mod! do you have a patreon page?
Would really love to see longer spans on the rotors. It is basically impossible to make a realistic windmill with a 10m span. I want both the axle through the block and 8 sails on a 4 blade windmill. Hate that these are two separate things because nobody wants to add the Bigger Windmills mod to a multiplayer server when you have the short rotors of Millwright that do the same thing.
@iodide
I just now added a 1.19 release.
Can anyone confirm if this works using v.1.19pre?
SpearAndFang
Thank you it doesn't look as nice as yours but I guess it'll have to do due to proportions lmao
I hope someday Millwright also support size adjustments, could make some beautifull buildings with it.
Ionite
Sorry this mod does not support that. But there IS this one: https://mods.vintagestory.at/biggerwindmills
SpearAndFang,
Is there a way to modify the amount of sail layers can be added to a rotor? I have a giant building for my mill but with only 5 layers it kinda looks pathetic lmao I even tried with the wide sails but not much difference.
don't get me wrong I love the mod but my mill kinda look redicilouse lmao
Jimzawy
The different sails are purely asthetic. That *could* be customized via the mod config file.
Hello again SpearAndFang, I appreciate the response, I solved the problem by placing all the axles in the intended design, then replace the normal ones with passthrough ones, that worked, I actually like the idea cause I have a big cellar with the kitchen in it, cause I am lazy to go through rooms ingame,
on more questions, do new sails vary in power or are they just for asthetic purposes?
and thank you
@Ven
Noted. And thanks!
Nice mod! For those geniuses that love to abuse rotor collisions building insane and ugly constructions out of 50-100 windmills on a stick😑 I've seen too much of those lately.. servers should put this restriction as a server rule genuinely imao.
Also there is a bug in recipe for 6 sail rotor craft, instead you can craft only 3 sail rotor because their difference is only the amount of logs (1 log for 3 sail vs 3 for 6 sail)
Jimzawy
That is not normal. Sadly, the passthrough axle has plenty of issues. Good idea, crappy execution on my part. sigh.
I will keep that in mind when I revisit it. Thanks!
Hey SpearAndFang, Great mod, I having trouble placing angled gear on the passthrough axle, I falls off, I have to place normal axles first than replace them with the pass through axle, is that normal ?
Zulthar
Thanks for the bug reports. I will add them to the to-do list and try to get it sorted out. And thanks for the kind words.
So, a quick glitch I found, when my windspeed was at 60% (though when I first noticed it, it was at 76%), the windmill wasn't actually rotating, but the axles were. Also, occasionally the passthrough axle will have to be destroyed and replaced for the axle on the other end of the power source to keep turning. I can't recreate it reliably though. Otherwise fantastic mod, very much enjoy it.
@Frepo,
thanks for the detailed report. That was the last thing I had thought I had fixed before release so I was a little surprised to see it happening again. sigh
Also loving the passthrough axles! But... I noticed that the axle on the opposite side of the solid block spins in the opposite direction. I don't know if this is intentional, or if it even matters. Thought I'd mention it anyway.
[EDIT]
Well... this doesn't happen in all cases. Case breakdown:
Power source coming from south (and going north through the block) = always correct rotation
Power source coming from north (and going south through the block) = always inverted rotation
Power source coming from east (and going west through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from west (and going east through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from abvove (and going down through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from below (and going up through the block) = correct if you connect power source to block first, otherwise inverted
@Lithos
Aww hell, no that was not intentional. I thought I had all the kinks worked out of that contraption. Thanks for the heads up.
Loving the passthrough axles. Slims down my mod load not having to use the other one that I rarely touch.
However, it seems like the passthroughs drop a significant amount of power. Is that intentional? The mechanics on the other side of the passthrough barely function now, even with mirrored 4-prong millwright sails that previously had no issue. I can see that the axle on the opposite side of the passthrough is spinning at a fraction of the speed of the input. If that is intentional, can there be a config option to change the passthrough multiplier?
Yanazake
Appreciate it my guy. Will be in the next release.
RikeiR
My pleasure. I have received a Japanese translation file from Macoto Hino yesterday, but thanks!
My man, here comes the sudden pt-br translation no one asked for:
{
"game:tabname-millwright": "Millwright",
"block-windmillrotor-three-*": "Tri-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-single-*": "Tetra-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-six-*": "Hexa-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-double-*": "Octa-Rotor de moinho de vento (reforçado)",
"item-sailcentered": "Vela (centralizada)",
"item-sailangled": "Vela (inclinada)",
"item-sailwide": "Vela (larga)",
"itemdesc-sail*": "Componente de moinho. Requer um rotor de moinho reforçado",
"block-brake-north": "Freio (reforçado)",
"block-woodenaxlepassthrough*": "Conduíte Eixo de madeira",
"blockdesc-woodenaxlepassthrough*": "Coloque em lados opostos de um bloco inteiro para transferir força enquanto mantém a integridade da sala",
"blockdesc-suitable-block-needed": "Você precisa de um bloco mais apropriado para suportar este eixo"
}
Thank you for making a great mod.
I have uploaded the Japanese translation file for v1.1.1.
ja.json
@SpearAndFang This would be a really weird reason to use an alt account xD
We're just both in Discord voice and on the same server a ton and had been discussing this whole thing before both of us floated over to comment x)
Reinforced brakes are now a thing. Thanks again for the suggestion Kara & Kirona (who may in fact be the same person using two different accounts 😉 ).
@Kara @Kirona
Sounds reasonable to me. I'll see what I can do.
I'd like to second Kara's request, it's surprisingly difficult to get one of these to stop rotating even at fairly low wind speeds x)
(And windmills, vanilla or yours, both seem tied to an issue with sounds cutting out after a while. It happens much faster around active windmills....)
hay.... might you be able to make a higher tier break maybe a iron tier one, to stop the mills from moving? atm we need to place like x5+ breaks just to stop the windmill from moving. <3
RogueRaiden
Alright, I've added a new version with a new modconfig option "SailRotationModifier" to slow down the sail rotation speed. I imagine the number you're looking for is 0.25 to 0.5. See the changelog for more info. Cheers!
i'll be more specific. the windmill speeds look good and "realistic" until about ~50-60% wind speed (as it says from the StatusHUD mod). As it goes above that threshold, is when it gets going wicked fast. like its trying to move the world with wind power. its really just the animation that people have a problem with, the produced power seems to be alright.
With great power comes great re...volutions. 🤷♂️
guess we're stuck with helicopter windmills lol
RogueRaiden
idk, I like them just the way they are. Maybe this mod is more to your liking...
https://mods.vintagestory.at/biggerwindmills
these windmills spin waaaaayy too fast... looks like its taking on hurricane force winds lol
i know they are supposed to be more visually appealing over having a tower of windmills but the spinning takes that away again :(
Perhaps now I can power my steel plant. As before even with 4 maxed rotors powering a single helve hammer it struggled to get any work done. Attaching a second stalled the entire system. They were facing the same direction so I know the power didn't become inverted or anything. I just find it weird because it can power the helve hammer, a pulverizer, and a quern, but not two helve hammers.
oops. Thanks @Nebux
6 blades rotor can't be made it has the recipe of 3 blades and that takes precedece
This also increases the target rotation speed in line with the output power. That is a very nice alternative to using a huge number of rotors with a large gear (large gear driving small gear is 5.5x speed).
Blessings upon you SpearAndFang
SpearAndFang im a bit confused im having issues attatching my new sails to your reinforced rotor? is there a min height limit i dont know about compared to regular windmills? i should be able to replace the windmill rotor and sails and it work normally i assume? sorry i was unaware when i made the 8x windmill i needed a stack of 8sails to make it work at starter level. never mind on my previous mention here. sorry.
Would you believe, Spang, that I didn't even notice who wrote this until after I wrote my comment? XD
Thanks Vinter. Yeah this mod is more cosmetic than anything, and my focus has always been on adding more variety to the base game - not changing how the base game functions.
And here I was hoping someone was adding wear and tear to the windmills, and perhaps a structural support requirement.
Good stuff though!
New version up! Power outputs - fixed. Corner sails - inverted. New 3 blade and 6 blade variants - added.
Thanks for keeping me honest @Alatyr
Alatyr
oof yeah you busted me, I've been a little distracted of late and was in a rush to get that release out...resulting in a couple of grave errors. The next release should be all sorted out, along with some new configurations (3 and 6 sails)...and probably a few new bugs. 🤪
SpearAndFang
HUD shows that the power of 4 blades and 8 blades is identical with a full upgrade. Both 200 kN.
It also seems to me that the corner sails are inverted and should rotate the other way. I mean that the mount of the sail is on the wrong side.
I have been wanting an 8-bladed medievel windmill for a while now, I don't normally do content mods to my game but I'm making an exception for this one.
❤️
Yet another great mod! Keep up the good work
@SpearAndFang
oh no sorry hope all is good
Oh man it's a dream come true; I was just thinking the other day that it would be nice if the windmill from ICO was in game. Lo and behold this shows up on the modDB. Excellent work! Now if only the design was just a liiiiittle closer to the ICO windmill hahah 😄
Another one to the translation bin!
I had no idea what the windmill would look like because I didn't have any pictures, but having pictures makes it look completely different.
However, there is no description of each item in the game, so please make one! I will also help with the Japanese language version!
wow, really nice looking windmills.
Edel_Recke thanks, that's pretty accurate.
Although my code is pretty similar to Bigger Windmills, let me assure everyone that I did not reference that mod at any point. All of my code originated from vanilla. And my original intention was more about creating windmills that were visually different, not competing with Bigger Windmills.
@Medall @SilverBird @SpeedRider
Sorry I got called away on a family emergency and couldn't finish the documentation. I've added one picture temporarily.
You can build a couple of different new rotors (iron reinforced) and attach the new blades to them for double and quadruple the power. As you might expect they are comparably expensive to make.
Any info as to what we can expect from this mod. Are the windmills bigger, are they more powerful, if so by how much.
Are they more expensive to make (not a bad thing), how do they look compared to vanilla, and bigger Windmills for example.
Some pics might answer half of these questions alone.
SilverBird I think, same size, more power
Bigger Windmills is not exactly the same, just resembles this one in some points
How does this compare to "Bigger Windmills"?
pictures?