
Mods / One-Roof
Author: tui_smuggler
Side: Both
Created: Jan 6th 2024 at 12:49 AM
Last modified: May 3rd at 4:54 AM
Downloads: 48259
Follow Unfollow 835
Latest release (for outdated Vintage Story v1.20.9):
oneroof_1.10.0.zip
1-click install
One roof is a 'single block' multi-roof mod, implementing up to four additional slopes including corners, ridges and eaves. This mod uses an intuitive system based on placement direction to infer the correct roof piece when placing. For ridge and eave block hold sprint key while placing. You can also override automaitc building behaviour using a hammer on a placed piece (press and hold to lock a slope+placement and single click to toggle corners). The hammer allows even more complex configurations.
The dynamic variants are crafted to and from the oneroof blocks. These variants will use the block below as the texture for the 'fill'. A roof placed above air or blocks with no solid sides will have no fill.
I suggest playing with the system in a creative world before adding it to survival, it will save you frustration and time if you have had some experience with it before placing in a survival world.
Thumbnail screenshot courtesy of Eidola on VS discord.
Any support is very appreciated. That said if any of you want to give back I'd love you to direct it to https://buymeacoffee.com/awmedicalvideos - Hes the real deal and does much more important work than me!
- Fixed conquest texture compatibility
- Added bricklayers compatibility (Also has new mod config option to disable if desired)
- Wooden variants
- Can be disabled in mod settings - Though I haven't noticed a significant affect on loading times
- Inner corners don't have the ridge - this is a limitation in the build system and won't be patched unfortunately
- There are some rough edges (I think some z-fighting might have slipped through and some of the ridges are missing in certain cofigurations).
- Fixed boards from mods crashing the game - now fully supported
- Fixed crash with TentBag mod
- Patched missing 'base/fill' on thatch variant
Special thanks to Svend (On vintagestory discord server) for doing most of the work on the wooden variant models.
- Improved dynamic roof - now gets the correct texture more often (note that blocks with rotations applied will unfortunately not be correct).
- Added a stone hammer - only for configuring roofs in the early game
- Added ability to set the dynamic fill. Use a hammer in the left hand slot and any block in the active hotbar slot. Interact with a dynamic block to add it. You can still toggle it the same way as before with a hammer which will return the block.
- Added a bunch of recipes to convert from normal roofing to oneroof.
- Removed bricklayers compatibility (they have released a 1.20 pre and it will cause issues).
- Trim now added using boards not planks (item not blocks)
- Blocks used for dynamic fill will now be dropped when block is destroyed
- Blocks/items no longer removed when playing in creative mode
- Add compatibility for Conquest texture pack
- Added ability to toggle dynamic block override.
- Holding shift while using a hammer on the dynamic blocks will toggle the fill override.
- This will allow you to force it to act as if nothing is below it - removing the base/fill.
- Added 2x1 (high) slope for thatch
- Added ability to add trim to all variants (experimental)
- 'As is' - the trim was designed for clay roofing. Some roofing may not line up correctly.
- Fixed clay fill shape protruding from corners on high slopes
- Added support for World Edit (Rotation/flipping).
Note I did very limited testing, but I think it should all just work. let me know if you run into any strange behaviour.
- VS 1.20-rc.6 release (Should be fine with future 1.20 releases).
- Maps blueclay to grayclay and adds all the new clay options.
- Reworked clay trim variants
- Clay trim variants have been removed
- Trim is now added to a normal clay roof block using a hammer in the offhand slot.
- Planks are dropped along with the roof when destroyed
- Updating handles existing blocks but any trim blocks in inventory WILL BE LOST
- Removed hatchet
- Hammer tool is now used to apply overrides.
v1.3.0
Snow update
- Also inlcudes small tweaks to building logic
v1.2.0
Content Update
- Added slate/copper
- Added Bamboo
- Added sod
Fixes
- Roofing on chiseled blocks will use the first texture of the chiseled block now
- Fixed a few bugs introduced by the networking change
- Fixed hatchet
- Block info
- some visual tweaks.
v1.1.0
- Added a new tool: 'Hatchet'. A small one handed axe used for configuring one roof blocks (no you can't cut a tree down with it).
- Hold right click to toggle through the roof options.
- Single right click to toggle between corner orientations.
- Left click is unused.. for now.
- 'Auto' blocks are compatible with the 'Fixed' blocks, meaning sometimes you only need to make a single block fixed and the rest can be auto (depending on your use case).
- Added info text to each block describing whether it is auto/fixed, slope, placement and corner orientation.
v1.0.0
- Improved building algorithm
- Fixed eaves (these actually work as intended now)
- Fixed a few minor edge cases for ridges and eaves
- Fixed some visual problems with roof combinations
- Added two new variants (Visual)
- Wodden plank trim (shingle only)
- Dynamic base texture (shingle only)
- Fixed block breaking particles
- This will likely fix colors on modded maps (old style) but I haven't tested this
- Reworked client/server code slightly - should be more stable now.
Note this is the first major version update and is NOT backwards compatible. Blocks will have to be remapped. After joining a game you will be asked to remap the blocks. Create a save copy in case anything goes wrong. After the blocks are remapped ensure the game is saved before restarting the game/server. For dedicated servers you can use '/autosavenow' command. After restarting all the old blocks should be remapped. I have tested this with bricklayers mod.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.10.0 | 3124 | May 3rd at 4:54 AM | Show | oneroof_1.10.0.zip | 1-click install | |
v1.9.3 | 3688 | Apr 22nd at 9:28 AM | Show | oneroof_1.9.3.zip | 1-click install | |
v1.9.2 | 1097 | Apr 20th at 7:02 AM | Show | oneroof_1.9.2.zip | 1-click install | |
v1.8.2 | 12160 | Feb 22nd at 11:10 PM | Show | oneroof_1.8.2.zip | 1-click install | |
v1.8.0 | 1277 | Feb 22nd at 1:15 AM | Show | oneroof_1.8.0.zip | 1-click install | |
v1.7.2 | 1927 | Feb 18th at 1:47 AM | Show | oneroof_1.7.2.zip | 1-click install | |
v1.7.1 | 1626 | Feb 16th at 12:18 AM | Show | oneroof_1.7.1.zip | 1-click install | |
v1.7.0 | 3880 | Jan 31st at 8:03 PM | Show | oneroof_1.7.0.zip | 1-click install | |
v1.6.0 | 3603 | Jan 13th at 1:58 AM | Show | oneroof_1.6.0.zip | 1-click install | |
v1.5.0 | 588 | Jan 6th at 11:47 PM | Show | oneroof_1.5.0.zip | 1-click install | |
v1.4.3 | 637 | Jan 2nd at 8:10 PM | Show | oneroof_1.4.3.zip | 1-click install | |
v1.4.2 | 559 | Dec 29th 2024 at 7:02 PM | Show | oneroof_1.4.2.zip | 1-click install | |
v1.4.1 | 358 | Dec 29th 2024 at 7:42 AM | Show | oneroof_1.4.1.zip | 1-click install | |
v1.4.0 | 193 | Dec 28th 2024 at 8:06 PM | Show | oneroof_1.4.0.zip | 1-click install | |
v1.3.0 | 1153 | Dec 20th 2024 at 3:36 AM | Show | oneroof_1.3.0.zip | 1-click install | |
v1.2.4 | 483 | Dec 13th 2024 at 8:41 AM | Show | oneroof_1.2.4.zip | 1-click install | |
v1.2.3 | 788 | Nov 25th 2024 at 1:53 AM | Show | oneroof_1.2.3.zip | 1-click install | |
v1.2.2 | 546 | Nov 16th 2024 at 6:32 AM | Show | oneroof_1.2.2.zip | 1-click install | |
v1.2.1 | 106 | Nov 16th 2024 at 12:00 AM | Show | oneroof_1.2.1.zip | 1-click install | |
v1.2.0 | 75 | Nov 15th 2024 at 11:37 PM | Show | oneroof_1.2.0.zip | 1-click install | |
v1.1.3 | 462 | Nov 12th 2024 at 11:05 PM | Show | oneroof_1.1.3.zip | 1-click install | |
v1.1.2 | 739 | Nov 3rd 2024 at 10:47 PM | Show | oneroof_1.1.2.zip | 1-click install | |
v1.1.1 | 464 | Oct 28th 2024 at 12:19 AM | Show | oneroof_1.1.1.zip | 1-click install | |
v1.1.0 | 976 | Oct 12th 2024 at 8:26 AM | Show | oneroof_1.1.0.zip | 1-click install | |
v1.0.2 | 552 | Oct 5th 2024 at 1:59 AM | Show | oneroof_1.0.2.zip | 1-click install | |
v1.0.1 | 98 | Oct 5th 2024 at 12:25 AM | Show | oneroof_1.0.1.zip | 1-click install | |
v1.0.0 | 296 | Oct 3rd 2024 at 2:42 AM | Show | oneroof_1.0.0.zip | 1-click install |
There should be a way to remove the automatic 'fill', if undesired by the player. Maybe with the right click of a tool? Either way, great mod thus far.
v1.10.0 is referring to a few bricklayers roof textures which do not seem to exist, namingly the dark grey clay, light clay, pink clay and yellow clay variants. Also the working bricklayers roofs don't have crafting recipes associated with them.
how do i add trimming to roofs?
nevermind found out how lmao
Not sure how I ever lived without this mod. Thank you so much!
Hello there :D
I love the concept of the mod, but I just cant get it to work right.
When I place the dynamic sod roofing block, I just cant get it to be the half block variant. When I hover over the block, I can see a tag with "Auto (1:1 middle)" and I can change it to "Auto (1:1 middle left)" and "Auto (1:1 middle right)" with the hammer, but visually it doesnt change at all.
I played around with it in creative and I also didnt manage to create the ridge.
Is there a more in depth tutorial for me to look into? This way I would know if I am just doing something wrong.
I would also like to add that I am on Mac, so could that be a compatibility issue?
Tels If think I understand what you are saying. The issue here is that until the block is 'overridden' (in slope) it doesn't do the corner switching. So you need to first override it to be 1:1 (not auto) and then convert it to a corner block. I'm aware the overriding isn't ideal and could be improved for sure. I also agree toolmodes would be much better suited for the job. I am very limited on time now (and for the foreseeable future) so won't be improving this anytime soon.
As for the pale map colors - this has been eluding me for ages now. I have no idea why its happening. As far as I'm aware the map color is just a random color from the roofing material texture - but for some reason it shows up pale.
The mod looks, but I've had a few troubles:
* the auto-1:1-left and auto:1-1-right blocks don't seem to be "half a roof block", they appear like a normal 100%-wide-roof block. We've used the vanilla "left half" and "left right" instead.
Thank you for your work! <3
Thanks for brining it to attention. I totally forgot about the conquest compat. Will have fix out in next release. I aim to also add bricklayers compat so it might take a few days
Having a bit (ie hundreds of MB) of error spam with this right now; it's trying to find textures for a bunch of wood types while using Conquest Overhaul texture pack. Going to change the configuration of wood variants to 'off' so I can get the game to start without freaking out, but I think given the sheer number of things it's trying to find textures for, the latest update has made it hard-incompatible with that texture pack. It was running 'okay' prior to that update.
EDIT: Oh I'm also using the tree module of Wildcraft, which is adding a fair amount of the things it's looking for textures for.
tui_smuggler
Had to go via patreon due to the payment method, but am supporting him now :3
Soory
I appreciate that, I'd love any support to be directed to this guy: https://buymeacoffee.com/awmedicalvideos He runs a free medical clinic for people who need it most, along with community support and a bunch of other things!
Do you have a patreon or kofi? I absolutely love this mod, it makes building so much more fun, I want to support you.
I am a bit confused. Does it replaces the vanilla roofs or it adds a new multiblock roof?
tui_smuggler Works for me - one thing less I need to worry about :)
Tels
Don't worry I'll take care of that - had been waiting for the 1.20 release (man those clay changes really were a pain!!)
I think it makes more sense anyway as bricklayers provides additional resources that oneroof would use. Also by the time I explain all of it I may aswell have done it!
I also intend to make it have an opt-out option, so you can have both mods and not have to have extra blocks (which can slow things down).
tui_smuggler Could you pls give me some hints what to do to add Bricklayer's clay shingles (malachite, green, blurple (deep blue) and purple) to be compatible with your mod?
just started to use the mod and i love it, there does seem to be some issuses with block that connect at corners tho, i know you most likely know this but if not then im just pointing that out. im using this mod in 1.20.9 so that may be the problem. no need to rush to fix or update the mod, i know keeping up with updates can be hard for mod developers and i know everyone has a life as well. overall i love the mod and keep up the good work.
Nice thumbnail!
Sorry for all the small updates.
I have fixed the conversion recipe for slate. The only way I could figure out how to make it work is to have be 2 x slate roof -> 2 x oneroof slate. It requires 2 slate roofing blocks, one above the other.
Hello, I really liked your mechanics with roofs. There is a problem with the Axpid Slate Roofing, which does not allow crafting the roof from your mod.
When the blocks show with the question marks it means the mod hasn't loaded.
This causes all the config to be lost which is why when you got the mod to load it shows the 'all configuration' blocks.
DuncanTheBard unfortunately you will have to replace all these blocks - or load from a backup as there is no way to get the lost data back.
There are two main reasons this could happen (excluding a bug that causes it not to load).
Once I checked if I have only one One-roof ZIP in the folder, I had the same issue with the roof blocks.
Looks like all variants are being rendered in one block, and there's a lot of em causing heavy load on GPU.
Had to replace them all again. Luckily I had only two simple roofs so far, so it wasn't a big chore.
So I had the same issue as Shion after the update, except I was definitely only running the most recent version of the mod and no others.

After double checking that there was only the one mod version and reloading, I had every single tile spawn in with what appeared to be every possible iteration of geometry simultaneously, which absolutely destroyed my fps. It seemed like none of the metadata, e.g., being a 1-2 slope piece, was carried into the questionmark tiles and then it tried to over compensate by visually assuming every state upon reload.
Since it was winter at the time I tried skipping ahead a few months using the console (to try and hopefully fix some of the lag by removing the snow layers that also needed to render) but when I did, 95% of the snow covered blocks just dissapeared completely (a few did remain with the snow texture but I'm uncertain why), while any that didnt have snow due to being under cover at the time rendered as previously stated.
Removing then replacing the effected blocks didnt fix or update any of the bugging tiles that they were placed next to, but worked normally by themselves
So here this entire space was covered with roof looking like the snow-pieces, but all except those shown vanished after changing the season to summer. After closing then reloading again the issue persisted.
@tui_smuggler
Thank you for the speedy update!
Shion
I suspect you may have accidentally added two copies of the mod - causing niether to load.
Atsumachi
Thank you!! - I totally forgot to add the recipes.
Sorry if this is stated somewhere else and I haven't been able to find the info, but I can't find the survival recipe in-game to make the dynamic versions of the wooden roofing (slanted oak roofing -> OneRoof Oak). Do I make it using other means compared to the other roofing options?
1.9.1 update broke already existing roofs.
Endurance
Thanks for bringing this to attention. It should be "fixed in" 1.9.0. 1.9.0 changed the block fill override to only work with a subset of blocks (instead of all of them including chiseled ones).
Hello I have found an issue that corrupts your playerdata related to one roof
World corrupting issue reproduction steps:
Relogging will have your cursor still over the broken item and crash your game again. - a couple of workarounds to get out of the crash loop:
I found two bugs. One is just for thatch roof, the corner piece has a weird glitch section when seen from top. It actually blinks and shifts constanty, so its very noticable



Another one, when viewing corner block from inside the building, it is duplicated with a normal roof tile:
I tried hitting it with a hammer, but none of the options make it look correct as a normal vanilla corner.
Here for comparison:
Back from a bit of a break. I will get update out soon™
Phiragon
Have added a fix for this - will be in next release, should fix the crashing others observed.
Could you please add compability with the wood types from wildcraft:Trees&Schrubs and Floralzones?
Also get a pretty significant crash when trying to put modded woodtype boards onto OneRoof blocks. Mine in particular happened with the Floral Zones regions mods.
Crash to Desktop trying to add boards to a roof
seems to only happend when using modded boards (from Wildcraft: Fruits and Nuts)
Running on 64 bit Windows 10.0.19045.0 with 16265 MB RAM
Game Version: v1.20.6 (Stable)
07/04/2025 12:29:43: Critical error occurred in the following mod: oneroof@1.8.2
Loaded Mods: aculinaryartillery@1.2.5, chiseltools@1.14.12, fancysky@1.1.6, bovinae@0.1.4, millwright@1.1.8, overhaullib@0.1.0, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.6, terraprety@6.0.2, game@1.20.6, vsimgui@1.1.7, wforests@1.0.0-dev.1, betterfirepit@1.1.5, betterruins@0.4.9, carryon@1.8.0-pre.1, combatoverhaul@0.3.4, commonlib@2.6.1, configlib@1.5.1, expandedfoods@1.7.4, extrainfo@1.9.7, farseer@1.0.2, fromgoldencombs@1.8.11-rc.7, herbarium@1.4.0, moreanimals@1.4.1, oneroof@1.8.2, smithingplus@1.2.5, stonebakeoven@1.1.6, th3dungeon@0.4.1, vhfp@1.1.0, creative@1.20.6, vsquest@2.0.0, survival@1.20.6, wildfarmingrevival@1.3.6, xlib@0.8.16, armory@0.2.3, captureanimals@2.8.1, helvehammerext@1.7.0, moreblueclay@1.0.1, playercorpse@1.11.0, stonequarry@3.4.3, th3dungeontopentrance@0.4.1, wildcraftfruit@1.3.2, wildcrafttree@1.3.0, xskills@0.8.17
System.NullReferenceException: Object reference not set to an instance of an object.
at oneroof.src.OneRoofEntity.OnAddTrim(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 1954
at oneroof.src.OneRoofBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofblock.cs:line 384
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 877
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 992
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 88
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
Hey, does someone know if there is a way to properly fill these gaps? Or am I out of luck?
Can you make half blocks?
I am trying to add a wood trim with planks and mods hammer and getting the following. I used to do it without any problem, now it's impossible. By the way, great thanks for this simple, powerful and beautiful mod!
Running on 64 bit Windows 10.0.19045.0 with 16204 MB RAM
Game Version: v1.20.5 (Stable)
22.03.2025 13:12:31: Critical error occurred in the following mod: oneroof@1.8.2
Loaded Mods: aculinaryartillery@1.2.3, barkbeetle@1.0.3, bettertraders@0.0.9, buildingplus@1.1.2, buzzwords@1.7.0, chargedjump@1.0.4, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.1, decor@1.2.1, fernslikegrass@1.2.1, immersiveorecrush@2.2.1, instantpickup@1.0.3, manualquenching@1.0.4, manualscraping@1.2.1, millwright@1.1.8, primitivesurvival@3.7.6, prospecttogether@2.0.1, theremnants@1.0.3, stoneharvesting@1.0.5, swifttime@1.0.4, usefultraders@2.1.0, game@1.20.5, vsimgui@1.1.7, AgeOfConfession@2.1.4, animalcages@3.2.2, apegrapes@1.2.5, apelanterns@1.1.1, betterfirepit@1.1.5, betterruins@0.4.9, butterflycases@1.0.2, commonlib@2.6.1, configlib@1.5.1, danatweaks@3.4.1, expandedfoods@1.7.3, foodshelves@1.5.2, greenhousebuff@1.2.0, heatretention@1.0.2, herbarium@1.4.0, hydrateordiedrate@2.0.14, kevinsfurniture@1.6.4, morepiles@2.1.2, spearexpantion@0.3.1, oneroof@1.8.2, petai@3.1.2, rivers@4.1.0, scarecrow@1.6.4, statushudcont@3.2.6, stepupadvanced@1.0.4, creative@1.20.5, vsquest@2.0.0, survival@1.20.5, vsvillage@2.0.0, wildfarmingrevival@1.3.5, woodenfortifications@2.0.5, xlib@0.8.15, cats@3.1.1, em@3.0.0, wildcraftfruit@1.3.0, wildcraftherb@0.0.1, wildcrafttree@1.3.0, xskills@0.8.16
System.NullReferenceException: Object reference not set to an instance of an object.
at oneroof.src.OneRoofEntity.OnAddTrim(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 1954
at oneroof.src.OneRoofBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofblock.cs:line 384
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 875
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 992
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 88
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
FourEyedMutt
Shouldn't be a problem. It just adds a bunch of blocks. If for whatever reason you wanted to remove the mod afterwards, the roofblocks will become cubes with red ? on them. Shouldn't break anything. That said always a good habbit to create backups before making changes!
HolyFuture
Thanks for bringing that up, will add to the list for next release.
Stufenbohrer
Interesting find, It could be something out of my control - I'll take a look.
Bloodwood
I'll keep that in mind, I think you could maybe get away with using hay blocks? No idea if u can chisel a hay block
I apologize if it says somewhere, I looked through the whole description so if its there I'm just blind--I was wondering if this mod is safe to add to an existing safe file? Looks handy and I'd love to use it in my current playthough. Thanks!
tui_smuggler
Really love this mod but ran into one problem and it's that the slate roofing conversion recipe doesnt seem to work and only returns the stones
Yes ive been searching for something like this. Vanilla Roofs are such a pain to build with
tui_smuggler

Is it intended that light shines through sod roofs at night?
Left building: OneRoof black clay dynamic
Right building: OneRoof sod dynamic
There is a torch in each building.
I would love to see an equivalent to slabs to make flat roof tops with! My barn is driving me insane.
I don't understand how to apply or even make the trim. Would anyone be kind enough to explain it to me please?
EDIT: Figured it out. For trim, use regular boards, but you must have a hammer equipped in off hand for it to work. For ridges and eaves, use roof block and sprint key+click.
It's all in the description above. I'm just a bit blind, lol.
Not sure if this was asked already, but would it be possible to add glass roof types, that would function for greenhouses? I understand its going to be an entirely original design, considerng all the roofs are based off vanilla ones, but this would make building aesthetic looking greenhouses so much easier.
Taeo
Next release will include a way to remove trim.
Tajikaroo
I won't attempt any compatibility until it is updated to work with 1.20
Takos_360
Fix will be in next release. I have a work around which seems to be working.
removing/replacing trim?
This mod is incredible! Any possibility of adding compatibility with Wildcraft: Tree boards for trim?
Love your work! I use this mod all the time, hence why i came upon a bug when using it with the TentBag mod (lets you pick up a 7x7x7 structure). Don't know if the real issue is TentBag, but the log says the critical error occurred in One-Roof. It has worked flawlessly so far but it seems it does not like chiseled blocks under dynamic roofs.
My steps were:
Sorry if this is irrelevant since it only happens in use with another mod.
tui_smuggler Ahhh that makes sense, sorry. And good to know! Exciting stuff.
CarlAnder
The clear write up is muchly appreciated. I will address this in next release (Hopefully not too far away).
BlitzBat313
In an older release there were more variants, one for each combination of trim + clay shingle. Now trim is added to any roof after placing. Wooden roofs are work in progress - will be in next release, thanks to the efforts of a fellow VS player! (not sure what his forum handle is, but I will be sure to credit him when its out).
Are there any requirements I'm not seeing here? I'm only getting a handful of the roofs appearing in creative, I'm watching a tutorial video and they've got tons more items. Are the wood roofs not included?
tui_smuggler
Ok my paranoia was confirmed. Setting fill with dynamic blocks is what caused my earlier crash and its not just non-block items. It crashes when you set the fill with a chiseled block. I found a minimal example that you should hopefully be able to reproduce.
Steps to reproduce:
CarlAnder
Thanks for bringing this up. I actually just ran into this while testing, I was trying to build and the roof blocks kept getting eaten. I think I will limit the block to only cube shape blocks in next release. Until then, remember to remove your hammer from the left hand slot when not in use!
This mod is amazing! However there is a small problem which is that you can seemingly set the dynamic fill with literally any item (including other oneroof tiles ironically). This led to me accidentally setting the fill of one of my roof tiles with my copper lantern. When I broke the roof block to get it back the lantern had the unknown block texture applied to it even though it otherwise acted like a regular copper lantern. Had to turn on creative mode temporarily to replace it so that I had a normal looking lantern again. This also makes me afraid that accidentally setting the fill with some items could lead to game crashes (I had some crashes a little later which required me to run /clearinv since I had some kind of null item though this could be unrelated)
Roofing Inner corners are somewhat broken, seems to look like an outer corner and an inner corner merged from the inside. Does this with both the dynamic and normal oneroof blocks, otherwise very awesome mod!
Are you running latest version? Possibly might help posting screenshot on disc https://discord.com/channels/302152934249070593/1291558226093146143
I tried to reproduce but couldn't.
Not sure if it's been fixed/reported yet but when a roof has snow on it the 'block part' is no longer there.
Placeing a roof next to a snow layer has the roof facing side of the snow to be transparent. In my case its a thatch 1:2 Upper
tui_smuggler The only mod we're using that does something with planks would be the tar mod, but it just adds a new set of planks and doesn't affect vanilla planks afaik. My roof was made of red clay roof with pine trims so it shouldn't be affected by any other mod. I'll try and get some logs and screenshots on the weekend and post them on your discord thread.
Marcamer
Any chance you can send me some more info (logs if you have any) on the discord. I have tried to reproduce but have been unable to so far.
As for the reason the clients are crashing when you reverted back - this is because 1.7.0 was broken in VS 1.20.4 (API changes). I have since fixed this. The new trim should upgrade correctly, that said if you are using mods that add different planks/boards that don't conform to the normal vanilla way it might cause issues.
Update: Seems to be related to the trims in general since you've changed it to place blocks as the dynamic wall type now instead of creating a trim when using planks + hammer in off-hand, all the trimmed roof blocks are messed up and crash the clients when trying to fix it.
Updated the mod from 1.7.0 to 1.8.2 on our server. That caused more than half of the roofs to turn invisible and also have no collission. Felt like the blocks didn't exist, but particles still collided with them. Upon breaking a block connected to those invisible roof blocks, the roof block became visible again, but upon breaking the roof block itself, the client crashed. Reverted back to 1.7.0 and all roof blocks were visible again, but the roofs are all messed up at some parts. Removing those blocks and placing new ones and then trying to add a trim to them causes the server to kick the client because of "unhandled exception". Is there a way to force the remapping? We never got that message to pop up after updating the mod.
tui_smuggler
Working through the modlist as I go and i think it was literally my game needed a restart to meet those requirements because it was enabled but might not have been 1.20.4 ... Apologies
Although it appears that for me some strange interaction between Wood Stain and Wild Cabbages and Pumpkins makes it so your mod's blocks dont show up for me.
Dunno if someone wants to investigate that but i do know I don't need wood stain in my modlist anymore.
EliteSlayer9649
If installed correctly you should see it in the game mods menu. Make sure its enabled, also lastest version requires VS 1.20.4. When in creative you can search Oneroof and all the blocks should come up.
Are there any known mods that mess with or interfere with this one? Or is there a special way you have to install it? I have it enabled in my game, but I see none of the recipes or anything oneroof when i go into Creative?
EDIT:
Disabled all my mods except this one and I still see nothing so i dont think it's a mod conflict issue.
Thanks for this essential mod, hope you'll do wood shingles too 🙏
DarkThoughts
I have removed the old bricklayers compatibility that was causing the issues in your case. 1.20 introduced a lot of the clay variants bricklayers had which would have caused havoc with duplicate block codes (using the old compatibility patches). The compat was also for a prior version of oneroof. When bricklayers is released properly for 1.20 I'll look at adding compat back in.
Actually seeing repeated error spam from this mod filling the entire client-main.log:
[Error] Missing mapping for texture code #trim during shape tesselation of block oneroof:oneroof-yellowclay-standard-none-snow using shape oneroof:block/roofing/main/shingles-clay-snow, or one of its alternates
But pretty much for all variants I think.
Edit: Yep. So the difference between the log file sizes is a few KB without the mod vs almost 90 MB with the mod. And the game's ram usage goes from 16 GB to at least 25 GB - but that's also where my 32 GB of ram tap out too, so it might memory leak even higher than that.
Appreciate the new dynamic fill option. It does conflict with wooden ridges however, you can't change the fill to wooden planks without first adding a ridge to it.
tui_smuggler
I guess my timing to finally play around with the mod for a bit is impecable. lol
The thatch roofing is definitely white on my map. Very obvious when placed next to regular thatch roofing.The dynamic log texture is even more messed up now - in pretty much all directions.
The new conversion recipes are not mathing out though. Normally it costs 3 hay blocks or 6 thatch to make 1 or 4 oneroof pieces respectively, a slanted roof piece however costs only 2 hay blocks or 4 thatch, but can be converted 1 to 1 to a oneroof variant. This means if you want to use the oneroof blocks, you should make regular slanted blocks first, and then convert them to save massively in ressources.
Would it be too much trouble to add wooden shingles to the mod 😞
porkbrick
Appreciate your kind words. For you and anyone else who can/wants to support me, send it to this fella instead. Hes the real deal.
This mod is absolutely amazing, and like I've said before, the speed and quality of your updates are incredible. Thank you so much. This mod has really kept my passion for building in this game from turning into frustration. I'm so much better able to realize my vision on a project due to this mod eliminating so many limitations with the vanilla roofing system. If you have a patreon, or some other instrument for collecting donations I would love to support your work. Thank you
DarkThoughts
Most of the problems shoulld be addressed in latest release. The roof colors should be working though. I'll have to take a look when I have time.
They look cool when they work.
What I find kinda annoying is that you need the metal age to go through the roof options / settings (some of which are very annoying to go through as well, if at all possible...). Also, I think a cool low tech looking trim could be just sticks, with the model & texture looking like the Layer of Sticks that is in vanilla but in a diagonal orientation, basically acting as rafters for the roof (preferably thatch) to lay on top of, while they're leaned against whatever one uses as a ridge.
Couple issues I found: Dynamic roof blocks don't really like sitting on grass or dirt blocks, creating some grey texture issues. When on top of a vertical log with bark they adapt the debarked variant instead of the barked one. The dynamic texture of the horizontal quarter logs is also kind of messy.
Edit: Another issue is that the grass blocks below a dynamic roof block still start to slowly die and turn into dirt, even when you shift right clicked on them with a hammer.
Edit: The map colors for the roof seem also just be white.
clear your mod cache in your vintage story data folder to fix the error, a few other mods have been having the missing texture/model issue like expanded foods too, having outdated mod files in cache is bad
Ahh it's alright, I've updated the mod now and replaced all the roofs. Thanks for the help!
SevenD
That sounds like the mod is no longer being loaded at all. Different problem than what Hazeron had.
Hazone Did you update the mod before upgrading to 1.20.4? The latest version was built against 1.20.4 which maybe caused issues. That or theres something else going on where the block data is being lost. If you still have any logs from when it happened chuck it on the discord if its not too much trouble. Sorry about that!
The missing sides eaves still makes me stick to vanilla roofting a lot of the time. But if that is added and and a method to forcably change the fill texture then the mod would be perfect imo. A-tier mod.
I have the same problem.
I was using 1.7.0 before.
All roofs are replaced with unknown blocks.
Also the oneroof blocks are not available in the game for crafting or in creative mode.
The handbook doesn't know them either.
1.7 I believe.
Hazeron
What version were you on before you upgraded?
Upgrading to the new version broke all of my existinjg roof blocks to become weird cuboids of every configuration at once-I had to break and replace all of them.
I second the suggestion to have recipes to convert normal roof blocks into one-roof blocks. Not only to keep costs in line, but also so that roofing blocks collected from ruins, or bought from traders, or acquired in other not-crafted ways, can be used with this system as well. This can become especially valuable with ruins from other mods, like the one I found yesterday which had nearly 100 roof blocks in a collapsed chest.
I ended up going to creative mode and trading them out because it feels weird that I couldn't convert them any other way.
Alright fix is out. Let me know if you have any problems. Proabbyl best to save a backup just in case.
OK yall aren't crazy. 1.20.4 broke trim :(
I'll have to come up with a solution. will post when i have something
gg
I'm also having the issue of trims not working. It consumes the planks and plays the sound, but doesn't apply them visually.
Is there a guide on how to properly intersect roofs at a perpindicular angle? I keep getting really bizzare protrusions that go into the internal space and weird block shifting whn i try to put the two together.
On the topic of the thatch roof recipe, it seems a lot more expensive than it should be. Unlike the other shingled roofs that just need a single extra shingle, the thatch needs an extra 2 thatch for one roof, that's 50% extra material cost for a single roof, same with the hay recipe. This might not seem like a lot until you actually start trying to craft this stuff to make an averagely sized roof- imagine a giant roof on a build, with this cost increase an entire third of that roof is now missing.
Rather than adding extra material to get around the vanilla recipes, all the recipes should just be changed to require 2 vanilla roofing blocks (of any shape, like corners, etc.) in a diagonal for 2 'one-roof blocks'. This way its a 1-1 material cost by just converting the vanilla roof blocks, which also allows you to add a recipe for turning the thatch roofs back into thatch with a knife the same way you can with the vanilla ones.
Thank you for the response, I will find an alternative construction solution in the meantime.
noodlepfp
Unfortunately I can't add this unless i change the existing recipe. At the moment 3 hay -> 4 blocks, and the minimum I could return in reverse is 1 block -> 1 hay. This would add a way to get infinite hay in the game. I could possibly reduce the main recipe only give 3 blocks out. Depends if people prefer less blocks at the benefit of being able to take them back apart. Alternatively I could make the recipe require 4 blocks + knife to give back 3 hay?
This should be the vanilla implementation of roofs
Crashing in new update (1.20.4) while attempting to add an oak plank trim to dynamic red clay roofing.
Is source code for this mod available to help contribute?
```
Djuradj
Currently this is not possible sorry. I'll keep it in mind. There have also been requests for placing various eaves aswell which is related.
I play with fire spread enabled, and after a bout of "I did something stupid," I discovered that the thatch roofing is not flammable. Could you adjust things so that roofing that should be flammable actually is?
yeah, I tried to add trim to some of the roof variants and the plank block is being consumed but nothing is happening, at least visually. It doesn't let me place more trim in the same spot, so it's gotta be there just invisible.
Hey man, great mod!
I have a question: is it possible to make a 1 block wide roof ridge, without having other roof blocks to the sides? I'm trying to build a one block thick wall,topped with a ridge.
Is anybody else having a problem getting trim to work? I get the sound and animation to play as well as lose a block of planks however the roof doesn't change
tui_smuggler
i really like that idea. build a frame work, add shingles, add fill, add trim etc. ive been playing with beams and one roof and it has got me excited. beams are still a bit buggy and frustraiting to use, but there is so much potential there.
It would be awesome if you could open a menu similar to chiseling that lets you choose between automatic placement or the specific roof piece you want.
Really wish it at least worked this way in the base game, no reason for so many roofing blocks clogging inventories.
porkbrick
My goal is to make the roof building have as little grid-crafting as possible. You would start by adding a frame and then add items (e.g. shingles, dry grass) to add roofing material. You would also be able to add blocks to it which would create the fill. That way everything will work without having to have a million recipes/variants.
tui_smuggler
it amazes me how fast you are with implimenting improvements! it just keeps getting better and beter.
reguarding the ability to set the fill for roof blocks above windows, objects, blank space etc, i love how simple just having the dynamic and standard base is. i wonder if there is a way to keep it simple like that, or if there just has to be a recipe for every material.
Might wanna change the phrasing in a few places - you say "hold ctrl" but for players like me who have swapped sneak and sprint, you gotta hold shift instead. Maybe just say "hold the sprint key" x)
porkbrick
Holding shift while using the hammer on a dynamic block will now toggle the fill.
To override the corners you just right click the block with the hammer - however you have to first override the slope first. So the process would be, press and hold until you have the desired slope+placement and then just right click to toggle between corners. Just realised you meant inner corners.
I like that idea and it is something i am hoping to achieve in a 2.0 version.
tui_smuggler Thranos
i wold love to be able to set the block fill as invisible as well. i have a build with overlapping eves and the only option right now is to hand chisel a block.
something else i wold love is some way to lock a block to whatever configuration its currently in, such that it no longer reacts to blocks placed next to it. for example, if i want an inside corner block without adjacent blocks on one side i cant get it. i can place three blocks to form the inside corner, but as soon as i break one of the end blocks that inside corner switches back to a simple slope. i can use vanilla inside corners but then i cant use the dynamic base material function, and for some reason cycling the shape with the hammer doesnt seem to offer inside corners.
last thing, i think it used to be that you could make roof pieces with varying base materials? i noticed that placing a dynamic block over a window results in an invisible base. it would be nice if there was a way to fill it with custom material somehow.
i really love this mod, thank you for all the work touve don on it!
would it be possible to add a cutting recipe for thatch roofs? like how regular thatch roofs can be cut by knife to give back thatch?
any maybe also any other roofs that have that ability normally? (idk if there are any, Im not in game atm)
Yes, that's exactly what I meant- having them visually act as though there's no block under them. Thanks for the reply!
Thranos
It sounds like you mean the roof 'base' or 'fill' ? I.e. you want it to remain like the ones that have transparent fill even with a solid block below it?
I should be able to add an override similar to the slope/placement override with the hammer. Im thinking if you hold shift or maybe control while interacting with it (with a hammer) you could toggle between the normal dynamic mode and overriding it to have no fill.
Is there a way to make 1:1 slopes (dynamic or otherwise) not connect to the block under them? I'm trying to make a slope come down flush with the ground, but it keeps filling in the little gap.
same, also looking forward to the wooden variants, it's my only gripe at the moment :)
i have to say, this mod makes my life so much easier and makes me actually want to make pretty builds even when playing solo in a way most survival games fail to. The addition of snow is also such a huge deal because of how impactful snow is to the feel of the world in VS <3
Really looking forward to the wooden varients when they eventually come :)
I am absolutely blown away at how good this mod is. It feels so natural and polished. I sincerely hope that this system in some form makes it into the vanilla release of the game because it is so bloody good 🎉
Would it be possible to add half block variants? Like the vanilla slanted right half, slanted left half, ridge end. Like, in the same way as the eaves, but for left and right and ends. Love the mod btw, it finally allows me to have high vertical incline on my thatch huts.
Fantastic mod. I especially like the feeling of openness the dynamic pieces gives to interiors, no more constantly hitting your head on the ceiling. But as someone that almost always tries to build historically inspired buildings with thatch roofs it's a bit disappointing that they're limited to 45° or lower. Thatch was/is commonly built quite steep (Often above 60° in northern Europe) to make rain and snow fall off more efficiently preventing dampness and mildew. If more pitches and adding wooden rafters like the clay roofs could be added to thatch that'd be wonderful.
I just noticed the most recent update added worldedit compatibility. I haven't tested it yet, or whether it'll retroactively apply to stuff made pre-update, but thank you so much regardless. <3
i will post a Pic of it in the discord channel, its 1.19.8
tui_smuggler
The_Red_God
I can't seem to reproduce it. I remember seeing it in the past though. Possibly 1.20 changed something. Otherwise if you dont mind sharing more detail or a screenshot. Discord may be easier, up to you.
Hi again, with the most recent update of the mod I do see the dynamic thatched roofs now, but there isn't a recipe to craft them like there are for the other dynamic roofs. You can still grab them in creative mode, and they seem to work correctly there, but can't craft them in survival mode.
The_Red_God
By that do you mean that the beam shouldn't be used when creating a 'fill' for the base? I think I have seen this happen myself. Hopefully will be a simple check to exclude them! Will update if possible.
one suggestion if i may: could you make it so that the dynamic roof blocks don't connect to beams?
Awesome, thanks! Glad you are so responsive :D Excited for the dynamic thatch ones too you mentioned to another commenter.
Saves me a lot of time and headache :)
Fialova
OK so I accidentally broke the overrides for non-clay types (as part of the trim changes). Will have update out shortly!
tui_smuggler And then right click and hold, right? I have tried with no luck so far, sadly. I have held for up to 10 seconds with no changes. Not sure if there is a bug or if it is related to the game version or another mod, or what.
How do you do the thin version of the roof? I can't seem to find any info on it and it doesn't seem to be in the variants when I cycle through them.
Fialova
Make sure the hammer is selected in the hotbar (not on the offhand). Also as previous comenter mentioned, it actually takes a decent while (I think 2 seconds) before it starts overriding states.
I am not sure if I am dumb or what, but I cannot figure out how to alter roofs with the hammer. I am on build 1.20.0 rc6 and the auto build works fine at different angles, but when I right click and hold with the hammer it does not seem to override the angle like I am seeing it should.
That one slipped through the cracks, I'll get that added in next update.
Why Isn't there a dynamic thatch roof?
Hexwitch
Thanks for the feedback, I'll look at decreasing it a bit. I must have changed the numbers on accident!
Excellent work with the variant change, it's a good system and I really noticed the increase in load speed. Same for removing the hatchet in lieu of using the hammer.
That said, I do think the speed that the overrides are applied at now is a bit too slow.
Cordax
Ahh yes. So when u break a snow block it drops the snow variant instead of the standard one that works with recpies. I can fix that. You'll justhave to place it again and then break it after I fix it.
After this recent update it seems like all of the snow-covered roofs are a seperate block now, won't change into the craftable or dynamic versions in crafting
Latest update removed the trim variants. There are two main reasons.
Sorry for the inconvenience, there no way for VS to handle this upgrade smoothly (not possible to map multiple blocks to a single one). Fortunately I was able to get placed blocks to upgrade correctly through code. However any blocks held in inventory will become unknown.
Edit:
I also removed the hatchet, figuring it would be better to just reuse an existing item (Hammer). Note that it won't use up the hammer durability. If there is a desire for a block config tool before the copper age - I'll look at adding a stone hammer or something.
I'd love to see an update to this to add all the wooden roofing in. One of my players wants to build their roof out of Purpleheart, but we've been spoiled by OneRoof.
Playing on v1.3.0, with 1.20rc-5 multiplayer, I'm getting a pretty good hit to my FPS/load times while in any area with these roofs, seeming to be coming from a memory leak.
Also it seems that the OneRoof blue clay shingled roof blocks are just a blank texture at the moment.
Ardail
Yeah I think the two high block version might still be reasonable. I'll keep it in mind.
IMO the thatch should at least have a little more pitch avaliable to it, there's plenty of historical northern cities that had steeper thatch roofs then what you're able to do in the base game and I kinda wish I could make some of those peasant buildings for my town lol
tui_smuggler
oh man im stupid, thank you
The_Red_God
You should be able to just place the block while holding ctrl. If you get a small hovering square its because it hasn't been placed in the correct location. Eaves should be placed one block below the normal roof (offset backwards of course).
Can someone tell me how i get the eaves? or is this only in the 1.20 version?
tui_smuggler
Sounds good! Thanks for looking into it so quickly. I hope the benchmarking yields tolerable results.
Inflectus
I have had a chance to inspect the WorlEdit stuff. I'll have to add a rotation code to the blocks. Which will increase the total block count of the mod by a factor of 4.
If I have some spare time I'll try it out and see how much loading performance is affected. The whole point of this mod originally was to create better roofing that didn't take ages to load. The mods at the time were really nice looking but would take so long to load I didn't bother even playing with them. With the addition of the shingle trim variant I have already added way more blocks than I had hoped. Ill do some bench marking and let you know.
I think it will probably be worth adding, but again depends on performance.
tui_smuggler
If they don't have rotation, that might explain it! I'm grateful this mod exists in the first place, so if it can't be patched I'll cope and use it anyway, but if you did someday find the time to patch that, it would be super-much-appreciated! It's the only thing that makes me apprehensive about using this mod for builds that are on a larger or replicable scale.
Inflectus
I'm not familiar with how world edit works but its likely not setting the values the blocks need correctly. I think most blocks have everything encoded in the block code which is why things like rotation work. The oneroof blocks technically have no rotation.
It might be possible to patch WorldEdit to handle them correctly. If I find some time I'll take a look
I'm sure there's nothing that can be done about this, but I have an issue with WorldEdit and how it handles oneroof blocks.
Let's say I make a single 3x1 line of oneroof blocks, sloping upwards to the north.
Now, let's say I use WorldEdit to copy/paste that same 3x1 line, this time sloping upwards to the west.
Instead of pasting as a 3x1 group, each individual block will be rotated to the north.
Is this possible to fix, somehow? If not it's not a huge deal, though it does mean that if I wanted to copy/paste a build that uses oneroof blocks, the entire roof needs to be remade (by hand, too, since copy-pasting with WorldEdit sort of breaks the automatic connection between roof blocks, even if you don't change their orientation.)
Other than that, this mod works and looks amazing. It should be vanilla, honestly.
I have added basic snow shapes in 1.3.0 Let me know if you come accross any weird texture problems or anything of that sort. For now I have decided to keep things simple, adding snow to every surface (even if it doesn't quite make sense like on sod edge).
I'll possibly adjust the shapes in future, for now I just want to have something working for people to play with.
Note that the snow depth is shallower for steeper slopes.
Also some of the snow looks a bit janky, but I'm not super keen to go do it all manually by hand.
lastly, shadows are super weird on snow (I think they are janky on the roofing in general but the white textures make it super obvious)... I'll look into that at some point.
how do i make the eaves? i tried crouching right click with and without hatchet, nothing happens :(
This should be base game, the roofs seriously need some love after all this time (especially with some outstanding model bugs) and this is exactly what they need
Think you'll make a patch for the 1.20 unstable? :) I don't blame you if you wait for the stable lol
Enjoying this mod, but I am having a problem where the oneroof muilti block is not sealing a room, is there a way to fix this?
https://discord.com/channels/302152934249070593/1032942111437373441/threads/1291558226093146143
Also you should add a mod thread to the vintage story discord because it is easier to bring things there.
I would send an image but I just don't know how oof. Also the roofs don't insulate.
Danny2703
If I understnad you correctly, this is not a bug but how the inner corners work. Typically not an issue, though I there are issues where it would be visible (e.g. dynamic block over air).
Fixing this would require way to much extra work for minimal improvement.
psilosabina
This has come up before, apparently its gravity damage. I will have to experiment myself and see if I can find a fix.
I am having a weird bug. The meshes for the inner corner roofs are intersecting.
Hi, love this mod, makes roofing so much easier and more enjoyable. When roofing in survival, however, the shingles tend to "bite" me when I'm standing on my roof. If i have to remove a block, they bite extra hard and its killed me a couple times. Even when I'm just standing and not moving theyll damage me. I'm playing with about 100 mods so i hope its not some weird interaction, but the regular vanilla roof blocks do not deal damage.
That one slipped through. I can definetely add it for thatch. Wasn't sure if there was a desire for it, because they dont look too terrible as is. I'll add a dynamic one in next release.
Quick question. Do you plan to add a dynamic texture of the thatch roofs? They look out of place when I have all the cool roofs around my area.
Thanks for the kind words.
1. I will most likely add the new roof type (not the half block versions though), just to be vanila complete. Imo the new wooden shingle variants are very uninspired.
2. I can probably add something for that - maybe with the hatchet or something along those lines.
3. They are supposed to, I had fixed it in the past and must have broken in since then. I'll look at fixing that
This is the best thing to come to VS in a long time. I've been vocal on the forums about this exact way of making roofs, It's like you've been in my head (or played TFC+). Great work, I hope they add this to the game or you keep updating it because I won't play VS without this mod ever again! If you have a donation link PM me because I want to buy you a coffee sir! The dynamic roof blocks are chefs kiss.
Ps. Few short questions: 1.20 bring a bunch of new wooden shingle roof varients, will you be making these into one-roof parts as well? 2: Is there a way to make half awnings on the faces of buildings? I know you can shift/CTRL click the edge of a building and the roof sticks out half a block but cant seem to do this for the faces, it just turns the roof block into a small hovering square. 3. The roofs dont appear to offer insulation, is this a design thing or will this be added in the future?
Thank you :)
The dynamic one does replace the block below, but not the frame. it can still be copy-paste the textures.
Ruyeex
At this stage I don't think it will be worth adding the sod variants. That said have you used the dynamic variants yet? It will get you most of the way there with the sod block.
They're more of reskins of wood, but there's a lot of them since modded wood exists.
More roofing should be straight forward. The sod variants will require a little more investigation. I'll keep it in mind, might also be relatively trivial to add. No promises but if its just reskins then should be doable.
Any plans to make compatibility of more roofing (Metal roofings) and vanilla variants (The sod variants) on your mod
Sorry, forgot the recipe for slate in 1.2.0, fastest patch release ever.
1.1.2 broke hatchet - working on fix. Will probably release with the roof content.
RadHom
Good idea, I'll add a recipe that lets you turn a vanila roof block into the corresponding oneroof block.
Hey there! Loving the mod.
Would you consider putting in a way to uncraft the old roof blocks into their constituent parts (like shingles) to make it easier to convert buildings over to use your roofing system?
Hexwitch
Are you using a mod for the minimap? if so which mod? It should match the same as normal roof blocks. See my screenshot in previous comments.
I see mini map and normal map are actually different. Are you on the latest version? My minimap is showing the correct colours.
Any way to make the mod blocks like the same as the regular roof blocks on the minimap?
Raathur
Hold ctrl while placing the block. In most situations you shouldn't need to use the hatchet.
How do you place the top central part of a roof (for a 3x3 tower for exemple) ? I can't manage to place it, it only changes from sides and corners using the hatchet.
That makes sense about the solid sides. I'd be interested in seeing how you fix it and of course very hopeful that you can make these chiselable, I have everything crossed for that!
Bram
Interesting interaction with the chiselled blocks. The dynamic roofing checks if the block has any 'solid' sides (whatever that means) below when deciding to fill the base. I suspect a block loses that attribute when chiseled. I'll see what I can do about it, I might at the very least be able to do a check for chiseled blocks and apply the 'fill' in that case. TBH I would have expected the base to immediately dissapear when the block below is chiseled, the fact it doesn't is a bug.
Making a variant with the base chiselable would be very cool, I like the idea. Who knows, maybe its doable.
Speaking as somebody who has a lot of build ideas but has very little time to chisel out roofing this mod is bordering on perfection, the designs integrate flawlessly and it's exactly what I've been looking for!
However my only issue is that the dynamic roof block doesn't seem to like being placed onto chiseled blocks. If a dynamic roof block is placed onto a block, the block is then chiseled and the dynamic roof block is interacted with (only tested by using the hatchet) then the inner portion of the roofing block becomes transparant.
I'm guessing that it's not possible to make the inner portion of these roofing blocks chiselable? If so, I think this mod will quickly become indispensable for builders.
This could be very useful for ramps and stuff
Dafri
Sod is on the list, just finished bamboo (probably will need some tweaks) and working on slate/copper at the moment. Will release extra roofing with the 1.20 release.
tui_smuggler
I noticed Sod Rooves were not implemented, are they causing an unforseen issues?
In any case, thank for making rooving in this game now much more tolerable!
VS 1.20 will be adding black clay among others. I'll wait for 1.20 and then add any compatibility with Natural Clay - assuming it is updated for 1.20. I think it might no longer be required with the new clay in 1.20
Could you please add compability with black clay from NaturalClay mod?
tui_smuggler
tui_smuggler
I see what you mean about the slate roofing, and personally I think it'd be better to keep it more consistent with the other roof blocks in this mod. This mod kinda makes the vanilla roof options obsolete anyway, plus the weird top shingle always messes up builds that are an even number of blocks in width anyway.
On another note, remember when I said that a moose phased through my roof? I did some testing in a creative world, and it turns out mobs just straight up ignore the roof blocks altogether. Drifters and animals will just walk through it like it isn't even there, and this is the case with all roof types that I tested.
I had planned to have left click have other uses, however I think I can probably sort something out with holding ctrl for slope/corner and normal right click for the other.
I am conflicted with the slate roofing. The vanila shape is super weird in that the top 'shingle' extends far beyond the actual block, and when stacked together it just dissapears into the bottom shingle of the next roofing block.
On the one hand I want the roofing to match vanila as much as possible, on the other the current standard slate block almost seems like it was made wrong. Especially when u create a ridge with two roof blocks opposite each other (compared to the actual ridge block).
I might take some liberties on the shape of the slate one...
I think for a left click functionality, it would be better personally to seperate the right-click and HOLD-right-click features to seperate buttons to avoid confusion and accidentally changing the steepness of a roof block when you want to change the angle, and vice versa.
Love the added hatchet, makes my stuffs look sooo much better.
If you don't already have a plan for left-click, {break moreroofs block} increased speed would be cool. Would be nice to remove them faster if changing roofs after getting the higher up materials.
Thanks, Appreciate it.
tui_smuggler just tested this in a creative world with the latest version of the mod and nothing else. The issue appears to be with the mod itself, unfortunately.
So I had a look around and I think its probably something similar to this happening:
https://www.vintagestory.at/forums/topic/12741-gravity-damage/
https://www.vintagestory.at/forums/topic/3001-damage-by-an-unknown-force/
I am not sure I can actually fix this. Possibly modifying the collision shapes. But I would be guessing.
Actually, I'm getting the same issue. I'm taking gravity damage just by standing on my thatch roof. I also had a funny thing a little big ago where a Moose somehow phased through the roof of my house.
Dedalous Zeigwolf Can you guys possibly test it isn't caused by another mod? I can't seem to reproduce it. Not saying it isn't this mod, but would be amazing if you could check that for me!
Can't wait for the Slate roof type to be added. That's the one thing I've been waiting for.
Having the same issue as Zeigwolf, however, I've noticed it only happens on unsupported roof blocks (IE any OneRoof block with no solid block underneath it), eaves or no. Fall damage seems to be roughly proportional to height over ground as if you just jumped off the roof.
By popular demand - I give you the hatchet. Let me know how it feels to use. Currently it will switch between roof options every 2 seconds (while holding right click). If you guys think this is too fast/slow let me know. I found 1 sec ticks were too fast and at 2 seconds it takes 24 seconds to loop through which can be a pain if u miss the one you wanted.
Somewhat related: Right clicking on an auto roof with the hatchet will force it to do a rebuild (which in most cases will do absolutely nothing). In some very specific cases I have found this can fix visual glitches where a wooden beam is not where it is supposed to be. I intend to fix the actual root cause but thought I'd mention this as it could be helpful.
Is there a way to lock a block in one configuration? Let's say I want a single block with 22.5 degree slope, it seems the only way to get that is to place two blocks. I'd love to do that then "lock" one at that slope angle so that adding another block would not change the slope/shape of the locked block. I'm not sure if there is another way to create a single row of a different slope at a roof edge/peak/or middle. I love everything else!
I'm taking gravity damage while standing on roof tiles, it happens after placing an eave block.
And this may be a keybindings thing, but it's Shift + Click, not Ctrl + Click as it says in your image.
I had a feeling this might come up. For anyone wanting to upgrade to roofing with the new wooden trimming:
Note this will only work from a version before 1.0
1. Download the new v1 version (Don't start game yet) and manually install it (extracting the files into the Mods)
2. Navigate to one-roof_1.0.x/assets/patches/
3. Open remaps.json and edit the line(s) 'oneroof:oneroof-blueclay-standard-none-free' changing 'none' to a wood code. E.g: 'oneroof:oneroof-blueclay-standard-pine-free'.
4. Run the game and follow the remapping instructions, restarting.
This can only be done once. The available wood codes are: 'aged' and the codes in vintagestory/assets/survival/worldproperties/block/wood.json
Also you could just switch to creative mode, change the roof and back to survival.
[edit] Ok, nevermind, I've found it's another recipe, nice. If I may emit a suggestion: being able to upgrade placed tiles with wooden planks, to avoid having to rebuild the whole roof
Hello, is there a way to "upgrade" existing roof from before 1.0? I say that because my current house has a very nice brown clay tiles roof, but despite the update, still no wood eaves, or did I missed something ?
Note I have also found a specific setup where the server (and client but u can just remove the block on client) gets stuck in a loop. Working on this now.
Xenoprophet_Nail
Thanks for bringing to attention. Have pushed what I hope to be a fix
Found an issue when placing roofing on Multiplayer. When someone places roofing it crashes everyone around in an area, leaving others that are far away. I'll hop back in and get booted to pass the error code along here in a second.
Running on 64 bit Windows 10.0.19041.0 with 32693 MB RAM
Game Version: v1.19.8 (Stable)
10/4/2024 6:42:40 PM: Critical error occurred in the following mod: oneroof@1.0.0
Loaded Mods: aculinaryartillery@1.2.1, ancientarmory@1.0.5, axleinblocks@1.19.8-rc.1, bannerdoria@1.0.7, bettercrates@1.7.1, irregularguybetterjam@1.0.0, cellardoor@1.4.0, chiseltools@1.12.8, decor@1.1.5, driftershaveloot@1.0.0, driedfirefuels@1.1.1, DrystoneParity@1.0.0, dye_recipes_fix@1.1.0, flourbags@1.0.4, gorilla-gum@1.0.0, HangingOilLamps@1.0.1, liberatedbeds@1.0.0, longtermfood@0.0.5, lumbersling@1.2.2, mastodontrunk@1.0.1, meltingpp@1.0.3, millwright@1.1.7, molds@0.0.9, morebanners@1.1.0, moreclay@1.0.2, nailsmold@1.0.2, natshumanskin@1.0.0, nightwatcher@2.1.0, oils@1.2.2, pickuplootvessel@1.0.0, pipeleaf@1.8.0, primitivesurvival@3.6.5, proximityprospectingpick@1.0.1, sortablestorage@2.2.6, thatchexpanded@1.1.1, traderballoonsmod@1.0.0, viesblocks@2.4.12, vintageengineering@0.2.8, game@1.19.8, wallpaperblocks@2.0.0, wallpaper@1.0.0, alchemy@1.6.35, ancienttools@1.5.18, animationmanagerlib@0.8.7, apewindows@1.1.0, flags@0.33.1, barreldough@2.0.0, bedspawnv2@1.2.0, beehivekiln@1.6.1, betterfirepit@1.1.4, biggercellars@1.0.0, brutalstory@1.0.0, carryon@1.7.4, charcoalpitdoor@1.0.0, chickenfeed@1.1.3, plaindyeing@1.1.0, Clumps@1.0.1, commonlib@2.5.0-rc.2, cuniculture@1.0.2, danacancook@0.2.3, danatweaks@3.2.2, earlychiseling@1.0.1, expandedfoods@1.7.1, foodshelves@1.3.1, fromgoldencombs@1.6.3, fruitpressmashfix@1.0.0, hangingbaskets@1.1.0, heatretention@1.0.2, immersivewoodchopping@0.7.4, immersivewoodsawing@0.2.6, kevinsfurniture@1.2.0, kscartographytable@1.0.1, lavoisier@1.3.0, lichenredux@1.8.3, medievalexpansion@3.13.1, moreanimals@1.3.5, oneroof@1.0.0, passthruchutes@1.0.1, postsandbeams@1.3.2, claywheel@1.1.1, stonebakeoven@1.1.3, stonerailings@1.2.2, tentbag@2.1.3, trailmod@1.0.8, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, wgmt@1.0.2, alchemistry@1.0.2, chemistrylib@1.1.5, configlib@1.3.13, fruitpresstweaked@1.0.1, fsmlib@0.4.5, helvehammerext@1.6.0, hidenotrot@0.1.0, cookie12000stickbeam@1.1.0, stonequarry@3.3.1, thriftysmithing@1.1.0, kosfire@1.1.3, maltiezfirearms@0.5.4, statushudcont@2.1.1
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructStandardTrimSides(IdentityConfig identity, Boolean highSlope) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 795
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 722
at oneroof.src.OneRoofEntity.BuildStandard(Single dt) in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 328
at oneroof.src.OneRoofEntity.Build() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 308
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
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
Oh my god... this update is just perfect. TT_TT
1.0.0 release is here which marks what I hope to be the stable release where the roofing system is robust and works well. There will always be limitations due to the nature of the game/mod.
The next release will focus on 1.20 compatibility which as far as I know will cause issues as some clay stuff has been reworked.
After that I'd like to add the bamboo and slate roofing. The process for creating models in VS is extremely timeconsuming and laborious. The VS model creating tool has got to be the most user hostile program I have ever used. Because of that I will hopefully find a way to more easily create extra roof shapes - either by scripting/programming or using a different tool like blender.
I can't promise anything soon as this has already taken way more time than I had ever planned (fixing those damn bugs).
I will however address any actual issues with the mod as fast as possible.
hello in a next update will there be slate roofs? or I just don't know how to do them
hello in a next update will there be slate roofs? or I just don't know how to do them
I'm sorry, I tiped in a hurry and it ended up being nonsense. Lmao
I meant the lower part of the roof block being the same texture as the block below, just like you were experimenting with. It looks awesome, by the way.
Chavajoth
I dont fully understand what you meant by 'have the lower part of the roof to be the sabe texture as the roof below'.
ScorchedAce
See my screenshot - any additonal details you could supply that may help find the cause?
Not something crazy or gamebreaking so if you don't want to spend the time fixing it, no worries, but the minimap view of the roof blocks is just white. Is that something that would be easy to fix? I like having the map view showing my buildings and having white stripes through it kinda ruins the view. BUT again, super not like a critical bug or anything.
Had some time to play with the textures - I'll try get something out soonish. I need to decide if this will be a new block or if it will be something you could toggle - maybe by rightclicking the roof tile.
Its pretty funny to experiment with because it just grabs the first texture available which works pretty well but sometimes has interesting results. Also you may notice the UVs (texture alignment) is a bit off and may be hard to resolve.
Lets not celebrate until we can be sure the mod isn't breaking! As for the textures - I like the idea. I actually explored the posibility a while back, iirc there was no way to dynamically update textures (without adding new blocks for every possible combination). I could be wrong though so i'll look into it again.
edit: Looks like it is possible. I'll see what I can do.
THANK YOU SO MUCH! This was the one notification I was looking for everyday here. TT_TT
By the way, is there a way (whenever possible, since it sounds complicated) to have the lower part of the roof to be the sabe texture as the roof below? Since we can't use chizel, it would haelp a lot with the visuals.
Managed to reproduce and I think I have fixed it - but I am not 100% certain. So far I havent been able to break it - but you guys will let me know. Thanks everyone.
Just wanted to come back with a bit more info, I just slept and the oneroof slopes, the ones that alter what the slope looks like both the steeper versions as well as the flatter versions, actually disappeared this time. It's purely visual, but just wanted to come in and mention that since most previous comments are saying that it always happens on only the "normal" slope versions and I just slept in game and came back to half of my roof missing. Though, this time, I only had to break one and ALL of them became visible, unlike the other problem where it usually only makes adjacent ones visible. I hope this helps...
Also, suggestion, have an option to cycle through the variants on an individual tile. It is really nice to have it happen magically, but there are a lot of cases to where I would like to be able to force a shallow roof just for one block to fit the space right.
I can confirm that the issues of the block dissapearing reported earlier very much happens in singleplayer as well, and only occurs on one block slopes(the ones that are the same as the normal roof). It is an entirely visual glitch. As the block is still technically there, and it only needs and update(specifically by a oneroof block), to reappear. This happens to a random block that's part of the roof structure. It happens anytime you re-log into a world in singleplayer. I hope this can help trace. I think a possible solution would be to force the blocks to re-render their mesh whenever they are first visited in a world, instead of a fixed mesh, but I am uncertain as to how your blocks do their mesh so I can't help too much.
I can also concur on the issue of blocks disappearing on servers. I would also agree that it always seems to be the "normal" type of roofing, not any that are changed due to connection.
Can concur on the issue of blocks disapearing. It seems to only be normal sized blocks, ones that can be easily replaced with normal shingle blocks, so it's not a big deal. Also on a server. If you'd like to join my server to try and figure out the issue, you're welcome to. Message me here or on discord. tui_smuggler
Thanks for the messages. So I have been unable to reproduce the issue - I am guessing this is because I have no way to add any latency to the server-client setup. I will look to see if I can find a no-cost solution (I don't want to buy a server just to test this). I am worried the problem stems from the game engine, though that is unconfirmed so far - so please dont start spreading rumors otherwise! :D.
As for bamboo roofing - I can totally add that, its just time consuming and I want to fix the bug(s) before spending any more time on this mod - that also goes for the snow bug the engine has issues with.
Hey, dude. Awesome mod! But I'm having the exact same problem as Goosewrld. The blocks simply disapear, but the game acts as if they're still there (I can't place blocks where they should be). Sometimes, it's just a few here and there. Others, is the whole roof. If I destroy one, all the conected roof blocks reapear, so right now it's fixable, even tho it's a pain. It seems to me as if the blocks assume a "position" that doesn't have a mesh or something like that (like when you connect multiple roofs).
to it.
Also, I don't know about the other roofs, but the black clay one doesn't appear on the map (it appears as a white block).
The screenshot I wanted to post was 1080p and seemed a little too big, so here's a
This mod could be perfect but every time I log off and then log back in I end up with holes all over my roof :( Not sure if this is a multiplayer only issue
Is there a plan to eventually do bamboo roofing for the mod?
Otherwise, I adore your work, easily one of my favorite mods, very inuitive to use.
Skyve
Thanks for the backtrace, ill check it out when I have time. This may have to do with an issue I have posted here. The mod shouldn't crash your game though - so i'll look at making the mod more stable/ less error prone when weird stuff happens.
This crash is after teleporting into an area with the roofs present.
Running on 64 bit Windows 10.0.19045.0 with 32699 MB RAM
Game Version: v1.19.8 (Stable)
19-Jul-24 20:57:48: Critical error occurred in the following mod: oneroof@0.11.3
Loaded Mods: aculinaryartillery@1.1.5, backpackpackplus@1.0.3, betterarchery@3.0.0, bettertraders@0.0.7, chiseltools@1.12.3, foundrymod@1.0.0, HangingOilLamps@1.0.1, millwright@1.1.5, moredrifterloot@1.5.4, playeralias@1.1.5, primitivesurvival@3.5.8, richerthandirt@1.2.1, swordz@1.1.8, tinytweaks@1.2.1, translocatorengineeringredux@1.5.0, viesblocks@2.4.8, viescraftmachines@2.3.1, game@1.19.8, xmastimecont@0.2.6, AgeOfConfession@2.0.5, alchemy@1.6.34, ancienttools@1.5.18, animalcages@3.0.2, egocaribautomapmarkers@3.1.0, beehivekiln@1.5.4, betterruins@0.3.6, canjewelry@0.2.32, carryon@1.7.4, commonlib@2.5.0-rc.2, cooperativecombat@1.1.1, expandedfoods@1.6.9, fixhandbookclutter@1.0.5, fromgoldencombs@1.5.1, labeledtrunk@1.0.4, lichenredux@1.8.0, medievalexpansion@3.13.1, oneroof@0.11.3, petai@2.2.6, prospecttogether@1.3.0, rivers@3.1.0, rustboundmagic@1.9.74, sailboat@1.3.1, stillnecessaries@1.1.2, stonebakeoven@1.1.3, creative@1.19.8, vsquest@1.2.0, survival@1.19.8, wildfarmingrevival@1.2.1, woodbarrels@1.1.0, xlib@0.8.6, metalrecovery@0.1.19-pre.1, em@2.6.3, feverstonewilds@1.5.0-rc.2, simplewinddirection@1.0.2, stonequarry@3.3.1, tpnet@1.14.3, vanity@2.2.0, xskills@0.8.8, moreroads@1.5.7
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.MaxInteger[T](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 451
at oneroof.src.OneRoofEntity.BuildStandard() in /home/dan/workspace/vs/one-roof/one-roof/src/oneroofentity.cs:line 263
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
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
Please excuse the visual glitching (particularily when creating corners). It is a result of changing the netcode - I may be able to improve this and will add it to the list :D
I have been able to reproduce the issue - relatively consistently. I believe I have a fix in the works but I will need to do further testing to make sure its working correctly. Ill also look at the bricklayers support for next release. Once the roof is stable I'll look at tweaking small things to get it to match the quality of vanila roofing (particle collisions, snow cover etc).
Edit: I believe I have found a bug in the actual vintagestory code that is partly to blame - will get an update out as soon as it is resolved (assuming it will/can be).
VaelophisNyx
I assume this is a server/client setup. I wish there was something in the game to force the snow updates. I'll see if I can hack something in. Btw the hastebin you posted was emtpy. I'll try find some time to get this working right. A stable version would be great.. alas.
Apparently snow melting off a one roof block causes it to scramble itself
I've installed this mod because I thought the roofing looked awesome and I couldn't be bothered to replicate it with chiseling, but the only problem is I have no idea how to use this mod. I have the latest version installed, but I can't find any blocks or commands in game that allow me to use this mod. I do have Bricklayers installed, but I don't think that would interfere with the vanilla roofing blocks, of which I can't seem to get working with One-Roofing. I may just be overlooking something, but guidance would be appreciated, thanks! :^)
Update: So I decided to do some troubleshooting to see what could be the issue. I thought maybe the Bricklayers mod may have been causing the issue of the missing One-Roof blocks since Bricklayers adds in new roof types and clays. I disable Bricklayers, loaded up a new creative world, and I was able to see the One-Roof blocks, and they were working perfectly fine! I decide afterwards to enable Bricklayers again to confirm that it was the issue, but when I loaded that same creative world, the One-Roof blocks were there along with the Bricklayers variants. I loaded up my survival world afterwards, and every mod was functioning as expected!
tldr: Basically turned Bricklayers off and on again and problem solved! :^)
It appears on a LAN server, clients sometimes become unable to see OneRoof blocks, but can if they have an adjacent block added or removed
Bricklayers' compat needs a bit more work it seems. Colored clay shingle oneroof blocks have bleu-grey clay shingles on the sides
Thanks for bringing this to my attention. it also appears some of my snow 'fallthrough' code no longer works. Something weird happening when it switches between snow and back (I have seen some blocks even get misconfigured).
when snow layers on the roof, the roof vanishes o.o
it comes back when the snow melts but you can fall through the roof it's not there x.x
Getting some errors on 1.19.7. See info posted here on Hastebin: https://hastebin.skyra.pw/ratawaxuqu.sql
Running 19.5 stable and I tried to place a two long roof piece from behind one that was placed next to one already placed beside the piece. It also locked me out of the server I used it in so I have to remove the mod entirely to use the server.
Running on 64 bit Windows 10.0.22631.0 with 31962 MB RAM
Game Version: v1.19.4 (Stable)
4/4/2024 1:41:11 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.3, betterdrifters@2.1.3, immersivecorpsedrop@1.0.2, millwright@1.1.4, MoreShingles@0.0.2, nailsmold@1.0.1, primitivesurvival@3.4.7, rooffix@0.0.1, rustcreatures@1.3.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.9, game@1.19.4, abcsreborn@0.2.0, animationmanagerlib@0.7.2, BedRespawning@1.0.1, beehivekiln@1.5.1, betterruins@0.3.3, carryon@1.7.4, commonlib@2.3.7, electricity@0.0.11, expandedfoods@1.6.8, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.2.8, loreweapons@1.0.1, medievalexpansion@3.13.1, mcrate@1.2.1, nbcartographer@2.0.9, oneroof@0.9.9, petai@2.2.3, prospecttogether@1.3.0, rivers@2.7.0, scythemold@1.0.1, stablesurface@0.0.2, stonebakeoven@1.1.3, storageoptions@1.0.2, creative@1.19.4, vsimgui@1.1.1, survival@1.19.4, wildfarmingrevival@1.1.8, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, configlib@1.0.2, electricityextensions@0.0.3, feverstonewilds@1.4.5, fsmlib@0.2.15, helvehammerext@1.6.0, koboldplayermodelport@1.2.6, playercorpse@1.9.0, stonequarry@3.2.1, wildcraftfruit@1.1.1, wildcraftherb@0.0.0, wildcrafttree@1.1.0, kosfire@1.1.3, maltiezfirearms@0.4.3
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.MaxFloat[TSource,TResult](IEnumerable`1 source, Func`2 selector)
at Vintagestory.API.Common.EntityPlayer.canPlayEdgeSitAnim() in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 995
at Vintagestory.API.Common.EntityPlayer.onAnimControls(AnimationMetaData anim, Boolean wasActive, Boolean nowActive) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 930
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 491
at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 678
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 95
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 19
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 81
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 838
at Vintagestory.Client.NoObf.ClientMain.MainGaenManager.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
==================================
{ TimeGenerated = 4/4/2024 1:40:32 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0xb2c
Faulting application start time: 0x0x1da86b7182bdb60
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: F:\Vintagestory\Lib\openal32.dll
Report Id: 5eb513aa-305f-437d-86e5-a3ac57ae557e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/28/2024 12:20:59 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: KERNELBASE.dll, version: 10.0.22621.3235, time stamp: 0x2b72307b
Exception code: 0xe0434352
Fault offset: 0x0000000000065b0c
Faulting process id: 0x0x17c4
Faulting application start time: 0x0x1da812a79857452
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: c15e7cff-45b0-4978-af5e-1ac13bea8647
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 3/7/2024 7:39:16 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.4.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x376c
Faulting application start time: 0x0x1da70f0f2c6ecfd
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: F:\Vintagestory\Lib\openal32.dll
Report Id: 91a4bab8-b48e-44bc-8e8c-e733ccbb85d1
Faulting package full name:
Faulting package-relative application ID: }meLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.Scre
Have been super busy lately with work and life. Haven't forgotten about this though.
Just wanted to say that I'd appreciate any crash reports so I can address them. Posting here is probably as good a place as any, if it becomes annoying I'll look at opening a github repo or something for it.
Been having an issue with rare crashes while placing some of the blocks. Looks like the game doesn't always perfectly switch between 1 tall and 2 tall roofs. Still a great mod tho, despite the annoying crashes.
Would be really neat to add diagonal roofs to this. I know that that might be opening a whole other can of worms, but it would be just perfect for tower roofs.
That, as well as having slim roofs that aren't based on the vanilla block shape.
Great work though, it's by far the best roof mod around!
I dont know if it would be possible to make, but being able to change the texture of the "side" of the roof, like how you add another block to a chiseled one, would be amazing. and maybe a possibilty to make the roofs have or not have overhang would be cool.
Awesome work! Is the issue with the outer corner models on the roof blocks on your radar? The vanilla models for outer corner have a flat bottom but the ones in the mod seem to be missing the bottom plane. Pretty minor, but annoying sometimes.
Yes I use Bricklayers, no problem I just wanted to let you know all is well. Game version is 1.19.1
Cpt_C0nfus3d I'm assuming you are using bricklayers or some mod that adds a whole bunch of extra colors. It shouldn't be too much trouble to add support but the other tasks will take precedence.
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-blackclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-blurpleclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-darkgreyclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-greenclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-lightclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-malachiteclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-orangeclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-pinkclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-purpleclay-free cannot be resolved
22.1.2024 12:55:31 [Error] Grid Recipe 'oneroof:recipes/grid/roofing.json': Output Block code oneroof:oneroof-yellowclay-free cannot be resolved
I noticed the translation for this mod is simple, but I translated it on Crowdin anyway :3
By the way, how is the insulation on these? Or were the insulation issues on vanilla roof blocks fixed already?
VaelophisNyx For low slopes it works somewhat, but standard + high slopes its not working. I'll add it to the to do list!
edit: I have patched the high slopes. The mesh could use a tweak. But as it is it 'works'.
Does this cover the situation where you need to T-junction with a roof ridge? vanilla's roofs don't have that bit
tui_smuggler
Thanks for the fast response, the issue is totally fixed, no trace of it, but rather a funny visual "feature", Thanks for the work done in such a short span time, and here's the vid about that funny "feature" we found: https://youtube.com/live/B-_ZFCKFrE4
I have deleted all releases prior to 0.9.7 as they had major problems with multiplayer. Please let me know if you experience any performance (fps) issues. Note, a little delay on the roof building is to be expected with slow connections on MP games. Performance is very important to me and is the main reason I started this mod (compared to some other fancy roofing mods that ate up all my RAM and took minutes to load a game).
Louskil thanks for the video, very helpful! I will do some multiplayer/networking testing and bugfixing asap (after work when I have some spare time). I have a bit of an idea of what has gone wrong with the mod. Thanks again for posting the video.
tui_smuggler
Thanks for the response! So we got the 9.5 version, and still the crash occurs at the moment the block is placed the log:
Running on 64 bit Windows with 16320 MB RAM
Game Version: v1.18.15 (Stable)
09.01.2024 23:36:22: Critical error occurred in the following mod: oneroof@0.9.5
Loaded Mods: aculinaryartillery@1.0.15, betterbalance@2.1.3, betterruins@0.2.4, immersivecorpsedrop@1.0.1, millwright@1.1.1, MoreShingles@0.0.2, nailsmold@1.0.1, primitivesurvival@3.3.0, rooffix@0.0.1, rpgitemrarity@1.0.4, rustcreatures@1.2.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.7, game@1.18.15, wildcraft@1.6.6, abcsreborn@0.1.4, animationmanagerlib@0.2.1, BedRespawning@1.0.1, canbeignited@1.1.0, carryon@1.6.1, commonlib@2.2.0, compatmaster@0.0.2, electricity@0.0.10, expandedfoods@1.6.8, fieldsofsalt@1.1.2, hudclock@3.3.0, immersivecrafting@1.1.1, sailboat@1.2.4, justanarrowheadmold@1.0.1, lavoisier@1.3.0, loreweapons@1.0.1, medievalexpansion@3.11.1, oneroof@0.9.5, petai@1.8.1, prospecttogether@1.2.4, rustyshell@0.0.11, scythemold@1.0.0, sharablewaypoints@1.3.2, stablesurface@0.0.2, stonebakeoven@1.0.5, storageoptions@1.0.1, temporalsmithing@0.2.2, creative@1.18.15, survival@1.18.15, wildfarmingrevival@1.1.6, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, feverstonewilds@1.4.3, foxtaming@1.3.0, fsmlib@0.1.13, helvehammerext@1.5.2, linearpower@0.2.1, playercorpse@1.8.0, stonequarry@3.1.5, kosfire@1.1.3, maltiezfirearms@0.3.9
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructSecondaryElements() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 617
at oneroof.src.OneRoofEntity.BuildSecondaryStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 283
at oneroof.src.OneRoofEntity.BuildSecondary() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 234
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I guess it's just not backwards compatible(for multiplayer at least, as the problem may just be on the networking), but i doubt it(it being not backwards compatible). Anyways, i wish you luck in that future endeavor of testing related stuff. All i can provide right now is probably a video of how we produced such a bug\crash to occur in our server. (Sorry for our constant rambling as we try our best to guess the source of the issue :D)
Would be a nice feature to be able to make not shingle part (like sides and other parts of the models) to have different texture, ideally one that player can choose to match surrounding blocks
Ruyeex
I hope it would rather become an extension for this mod that just adds more variation, cause the core mechanic here is a must-have one
The mod more roofing isn't dead since it will include more types of roof soon.
But wow...
I might even wanted to have more roof types soon like the ones I wanted to ask Catasteroid to add more metal roofing tiles
Louskil thanks for bringing this to my attention. So if I understand correctly, a 2nd player placing a block caused your client to crash, but the 2nd player was unaffected? Sounds like some fun networking race condition. See 0.9.5, has a patch that should stop client crashing where it did (in theory).
It will be hard for me to reproduce however I plan to do some live dedicated server testing with a small group in the near future which will hopefully allow me to sort out any crashing edge cases. I have been testing almost exclusively in creative single player.
For everyone else, just beware this is still unstable for multiplayer.
Louskil Your game version doesn't match the mod version...
Was running it with a friend of mine on 1.18.15, causes that crash log to appear once one of the crest blocks is used by the said friend:
Running on 64 bit Windows with 16320 MB RAM
Game Version: v1.18.15 (Stable)
09.01.2024 02:14:23: Critical error occurred in the following mod: oneroof@0.9.3
Loaded Mods: aculinaryartillery@1.0.15, betterbalance@2.1.3, betterruins@0.2.4, immersivecorpsedrop@1.0.1, millwright@1.1.1, nailsmold@1.0.1, primitivesurvival@3.3.0, rooffix@0.0.1, rpgitemrarity@1.0.4, rustcreatures@1.2.0, spedupseeling@1.2.1, translocatorengineeringredux@1.4.7, game@1.18.15, wildcraft@1.6.6, abcsreborn@0.1.4, animationmanagerlib@0.2.1, BedRespawning@1.0.1, canbeignited@1.1.0, carryon@1.6.1, commonlib@2.2.0, compatmaster@0.0.2, electricity@0.0.10, expandedfoods@1.6.8, fieldsofsalt@1.1.2, hudclock@3.3.0, immersivecrafting@1.1.1, sailboat@1.2.4, justanarrowheadmold@1.0.1, lavoisier@1.3.0, loreweapons@1.0.1, medievalexpansion@3.11.1, oneroof@0.9.3, petai@1.8.1, prospecttogether@1.2.4, rustyshell@0.0.11, scythemold@1.0.0, sharablewaypoints@1.3.2, stablesurface@0.0.2, stonebakeoven@1.0.5, storageoptions@1.0.1, temporalsmithing@0.2.2, creative@1.18.15, survival@1.18.15, wildfarmingrevival@1.1.6, metalrecovery@0.1.19-pre.1, chemistrylib@1.1.5, feverstonewilds@1.4.3, foxtaming@1.3.0, fsmlib@0.1.13, helvehammerext@1.5.2, linearpower@0.2.1, playercorpse@1.8.0, stonequarry@3.1.5, kosfire@1.1.3, maltiezfirearms@0.3.9
System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
at oneroof.src.OneRoofEntity.ConstructElementsStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 407
at oneroof.src.OneRoofEntity.BuildStandard() in C:\Users\Daniel\Documents\workspace\vs\version2\one-roof\one-roof\src\oneroofentity.cs:line 242
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 77
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 313
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 129
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
One thing to clarify, the server is a dedicated host on a rented server, but my friend doesn't crash himself in the process. Disregarding that, good job on that neat roof building option expansion!
I wonder if it would be simpler to place roof blocks it the single-block used "tool modes" instead of special hotkeys.
Looks nice!
If you can make a "thin" roof like this, which has a customizable wall material to look good from the side, then it will be absolutely gorgeous.