Mods / BuildingPlus: Multiroof Submode v.1.0.0
Category:
#Cosmetics
Author: Templar132
Side: Both
Created: Oct 24th 2021 at 2:51 PM
Last modified: Oct 24th 2021 at 2:53 PM
Downloads: 1558
Follow Unfollow 27
Author: Templar132
Side: Both
Created: Oct 24th 2021 at 2:51 PM
Last modified: Oct 24th 2021 at 2:53 PM
Downloads: 1558
Follow Unfollow 27
Latest file for v1.15.7:
BuildingplusSub_Multiroof_1.15.7-1.0.0.zip
1-click install
- New shingle blocks: main multiroof block, roof ridge block, three roof eaves blocks and two roof rakes blocks.
For submod to work the Buildingplus 1.1.1+ is required.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.0 | 1558 | Oct 24th 2021 at 2:53 PM | Show | BuildingplusSub_Multiroof_1.15.7-1.0.0.zip | Install now |
Can we get an update to include slate roofing?
someone has made a patch for this mod https://mods.vintagestory.at/show/mod/6973
Seems to be working fine in 1.17.9 with the somewhat alarming exception of multiroof ridges crashing the game to desktop when attempting to place them.
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Block.SideSolid'.
at VSMods.Multirooftop.ShouldConnectAt(IWorldAccessor world, BlockPos ownPos, BlockFacing side)
at VSMods.Multirooftop.GetWindowCode(IWorldAccessor world, BlockPos pos, BlockFacing facing) in b:\modding_dlya_daunow\mods\buildingplus\src\Blocks\Multirooftop.cs:line 30
at VSMods.Multirooftop.GetOrientations(IWorldAccessor world, BlockPos pos) in b:\modding_dlya_daunow\mods\buildingplus\src\Blocks\Multirooftop.cs:line 17
at VSMods.Multirooftop.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in b:\modding_dlya_daunow\mods\buildingplus\src\Blocks\Multirooftop.cs:line 36
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 2053
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 704
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 557
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1176
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1364
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 204
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 720
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 624
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 131
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Anyone know if this works with the current version (1.17).
Does this work with 1.16.5?
Correct "dependencies" in modinfo.json (it doesn't require BPlus now) Templar132
It indeed manages to get through the long load time eventually but unfortunatelly this does make the game load too long for me. Maybe this mod should be split in multiple variants?
@Rorax || Yep, it looks like it stall (I guess with developer mode on, it would be on "loading the savegame"), but actually it just loading times. They can be very long, depending on CPU (Thats why i moved all this stuff into a submod - there is over 70000 variations of the main block, wich give my cpu and ram some bad time)
@somesuch || Just craft a masonry compass and right-click on a eave block, it will cycle trough variants (check first screenshot)
This looks awesome! Quck question - how do you get the rakes on the roof eaves (i.e. no support beam underneath the roof)?
Creating a new world with Multiroof enabled will cause it to stall at the "world unbroken" server event line.