Mods / ViesCraft Machines

Category: #Crafting #Storage #Technology #Utility
Author: Vies
Side: Both
Created: Feb 1st 2022 at 9:13 PM
Last modified: May 29th at 12:10 AM
Downloads: 17707
Follow Unfollow 210

Latest file for v1.18.5: 1-click install


I tend to do modding livestreams... A lot. Watch me at:

This mod adds machines to Vintage Story. Supports singleplayer and multiplayer servers. To get started, find the handbook guide "ViesCraft Machines". It goes over recipes and basic info on creating and using machines. Machines are complex systems. Refer to the info below.

Machines use a new kind system to transform a basic machine into different machines using the 'temporal assembly' item. This item is a combination of a 'machine type' and 'machine mode'. You will be able to mix and match between these to get the desired machine. The type will dictate machine core movement and speeds, while the mode will enhance functionality. The breakdown is listed below:

Click here to see the machine types.

Type Flying: This type has the ability to travel through the air.

  • Able to travel virtually anywhere.
  • Slowest movement and handling speeds.
  • Being in water slows forward speed.

Type Ground: This type can hover 4-5 blocks above the ground.

  • Can hover over solid blocks, not liquids.
  • Moderate movement and handling speeds.
  • Being in water slows forward speed.

Type Sea: This type has the ability to travel over water.

  • Ideal for crossing oceans or other bodies of water.
  • Fast movement and handling speeds.
  • Being on land slows forward speed.

Planned machine types: Underwater

Click here to see the machine modes.

Mode Darter: This mode makes a machine very fast at the expense of functions. Ideal for exploration.

  • Major speed increase.
  • Only 1 seat.
  • No internal inventory.

Mode Carrier: This mode is slower than the Darter, but allows 2 players to ride in it with some storage capacity.

  • Moderate speed increase.
  • Has 2 seats.
  • 4 inventory slots.

Mode Hauler: This mode is the slowest, but focuses heavily on inventory capacity.

  • Minor speed increase.
  • Only 1 seat.
  • Uses a Storage Box system to expand inventory to 32 slots.

Planned machine types: Taking suggestion! <3


Movement Controls :

Click here to see the machine controls.

Forward = W

Backward = S

Turn Left = A

Turn Right = D

Move Up = [Space]

Move Down = G

Dismount = [Sneak]

Machine Menu GUI = R


Features :

Click here to see all of the machine features.

    Machine Construction:

Click here for more info.

Machine parts, including the machine chassis, are created in the crafting grid and firepit, but not the machines themselves. You will need to throw the machine chassis to unfold it into the world and apply construction kits directly to the chassis. When all required kits have been applied, grab your arc spannerh (obtained through smithing) and hold [Sneak] + Right Mouse Click to begin construction! Hold down these 2 keys until you complete your new machine!

Information on missing or applied kits can be seen in the tooltip at the top of the screen when looking at the frame. If you want to turn the chassis back into an item, [Sneak] + [Sneak] + Right Mouse Click the frame with an empty hand. This will preserve any applied Construction Kits. 

    Battery System:

Click here for more info.

Machines need to be powered on and have battery charge to move. Start with opening the machine's main menu by pressing 'R' (default key). Drag machine pellets (a machine efficient battery fuel) into the battery slot. While the machine is powered off, it will consume a pellet ever 15 seconds.

When a machine runs out of battery charge, it will stop moving until more charge is added. Turn machines off to conserve battery charge when not in use. Will automatically power off if no diver is detected within 30 seconds.

    Durability System:

Click here for more info.
This is equivalent to an entites 'Health'. As a machine takes damage, the durability is reduced. When durabilty reaches 5 or lower, machines will begin to smoke. If durability reaches 0, the machine will break. Broken machines loose all battery charge and can't be powered back on until repaired with an arc spanner tool. Grab your arc spanner and hold [Sneak] + Right Mouse Click to begin patching. Hold down these 2 keys until you complete the repair process.

    Storage System:

Click here for more info.
Some machines come with built in storage. This is accessable two different ways. Either by getting close to a machine and [Sneak] + Right Mouse Click the machine, or while riding in the machine by pressing 'R' (default key).

   Heating System:

Click here for more info.
All machines come equip with a way keep riding players warm. When a machine is powered on and is actively burning fuel, player body temperature will slowly increase, roughly a small % every 5 seconds. This is a passive effect applied to the driver and passenger.

    Lantern Lighting:

Click here for more info.
All machines have the ability to use a lantern for area lighting! Lanterns can be put in the "Lantern" slot in the machine GUI. With a lantern in the lantern slot the machine will light up! Any lantern can be used and will appear on the hook on the front of the machine.

    Detailing System:

Click here for more info.
Players can now change the textures of machines! Machine textures are divided into 4 types; a Panel Detailing Kit, Metal Detailing Kit, Cloth Detailing Kit, or Frame Detailing Kit. With one of the above items in hand, right-click opens a GUI to select a texture, [Sneak] + right-click while looking at a machine, will apply the texture. Only the owner of the machine can apply a detailing kit.

    Lock System:

Click here for more info.
Machines can be 'locked' from the machine GUI. A locked machine prevents non-owners from opening the menu or mounting in the machine. Added a config (default true) to allow non-owner players to still sit in back seats of locked machines (Carriers).



Known issues :



Next update :

  • Underwater machine types.
  • Probably the display system?


Planned features :

  • More qol things like sounds, particles, and overall visual ques.
  • Expand on the texture expansion system.
  • Add a dashboard item display. 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v2.2.2 5270 May 29th at 12:10 AM Show Install now
v2.2.1 603 May 16th at 9:01 PM Show Install now
v2.2.0 301 May 11th at 8:04 PM Show Install now
v2.1.5 259 May 8th at 7:40 PM Show Install now
v2.1.3 200 May 7th at 1:16 AM Show Install now
v2.1.1 424 May 3rd at 6:45 PM Show Install now
v2.1.0 278 May 2nd at 3:50 AM Show Install now
v2.0.1 295 Apr 29th at 8:29 PM Show Install now
v2.0.0 142 Apr 29th at 6:07 PM Show Install now
v1.17.2 2311 Jun 15th 2022 at 5:16 PM Show Install now
v1.17.1 1336 May 7th 2022 at 2:41 PM Show Install now
v1.17.0 2183 Mar 16th 2022 at 5:20 PM Show Install now
v1.9.0 528 Mar 4th 2022 at 6:59 PM Show Install now
v1.8.0 710 Feb 24th 2022 at 2:56 PM Show Install now
v1.6.0 771 Feb 16th 2022 at 11:06 PM Show Install now
v1.5.2 485 Feb 10th 2022 at 6:10 PM Show Install now
v1.5.0 291 Feb 10th 2022 at 1:54 PM Show Install now
v1.0.15 512 Feb 4th 2022 at 5:37 PM Show Install now
v1.0.11 377 Feb 2nd 2022 at 9:02 PM Show Install now
v1.0.0 431 Feb 1st 2022 at 9:14 PM Show Install now

70 Comments (oldest first | newest first)

💬 Falco, 5 days ago

Is is possible to switch the descend for flying machines with get out? Because I always try to hit ctrl to go down, but that just ejects me, and G is kind of awkward to reach for.

💬 26chairs, 6 days ago

@Malfiros I'd honestly much rather stick to my bootleg version where the dismount/down controls are swapped.

Also Vies, for some reason the machine dialog appears to be set up to handle letting people who aren't the owner use the machine when the machine isn't locked, but there is another check that immediately closes the dialog on the pre-render if the user isn't the owner. Someone else reported that weird behavior previously and there was no reply. I'm assuming it's a bug since that behavior (ie: non-owner can't use the machine) would make sense only if the machine is locked?

💬 Malfiros, Nov 29th at 4:50 PM

I wanted to report a bug and an exploit. So, when a flyer hits water, it creates a splashing sound effect that persists until you restart the game. That's the bug. The exploit I found, and I don't know if this is intentional, but when using the flyer, you can turn the machine off and it will start to fall... no matter the fall distance, neither you nor the machine take any fall damage upon impact. Vies

💬 Malfiros, Nov 29th at 4:47 PM

I've learned that the sit-down key is basically a toggle for downward motion. You just have to hit it once and your flyer will start to decend. Any rotation will cancel the effect, but forward/backward motion will not, you will continue to decend 26chairs

💬 Malfiros, Nov 29th at 4:45 PM
💬 26chairs, Nov 24th at 3:29 AM

Fantastic mod and it saved us from having to create a new world 100 hours in when we realized that the default world settings create a world where getting to the equator by foot just isn't all that feasible.


All I'd say is... Configurable movement keys would be great. Flying machines using the sit-down key to fly down isn't viable; it doesn't combine with other keys (ie: you can't move forward and go down at the same time). I had to edit the DLL to swap dismount/fly down to make it usable. Other than that, just fantastic!

💬 Malfiros, Nov 16th at 6:17 AM

Is there any way to change the keybind configuration? I don't like "G" for downward movement and would like to swap it for shift. I feel that it's too easy to bump shift on accident while flying, which results in bad news bears...

💬 Feyd, Nov 11th at 12:52 AM

Vies Add a button so we can buy you a 'coffee'. This end-game mod is absolutely incredible. Well done!

💬 Feyd, Nov 11th at 12:51 AM
💬 Qamarkarasu, Nov 10th at 6:35 PM

First of all: the mod is really great, thank you!

We have a small issue with permissions. Even though the machines are unlocked, we cannot access other machines. So the menu doesn't open. Is this a bug, or have we missed something?

💬 Lairek, Nov 9th at 4:54 PM

Last realease when I changed texture : System.Collections.Generic.KeyNotFoundException: The key metal_cupronickel was not found

💬 Feyd, Oct 25th at 1:26 PM

I've searched through many json files for this mod and can't find a way to increase storage for the haulers. I would love a way to increase the storage.

Thanks and fantastic mod!

💬 jamescook, Oct 6th at 4:29 AM

are you the mod maker of the minecraft vershion of this? if so cool!

💬 Ryuu, Aug 29th at 6:40 PM

I have contacted you in DM on discord regarding a critical error bug and the Concat with the Hashset that is found in Viescraft & in Rustbound magic. Just letting you know on here so it will not go unnoticed. It contains my google drive zip file of the logs which is for your eyes only ofc since it was obtained via using the Harmony Logs mod.

💬 Vulpeep, Aug 25th at 2:52 PM
💬 ViesAuthor, Aug 21st at 12:22 PM

Just so everyone knows, we found out on the livestream last night that if this happens, set the ui scale really low to find it. It pushed the windows really far off of the screen. Thanks!


💬 DrCoomer, Aug 21st at 12:07 AM

I'm having a slight issue where the Hauler version of the machine wont let me put storage items on it. Unsure if its a technical issue, or user error.

💬 ViesAuthor, Aug 17th at 4:53 PM

Hey! Sorry for the radio silence! If you all have been checking out the stream, you know that I have been working on a magic mod for VS called "Rustbound Magic"! I will be moving it out of the "draft" state in the next couple of days in all of its 'alpha' glory! 

Once at mod is out and stable, I will be doing another pass through my other mods to get them up to date and working with .NET7. 

💬 TheRestartPrince, Aug 11th at 11:18 AM

A mech suit, or robot that can attack enemies and maybe other actions.  A suitcase sized mobile transforming camp (from suitcase to mecanical shelter and back again.)

💬 CaveSalamander, Jul 17th at 10:01 PM

Any way to "decouple" machine controls from vanilla movement keys so they can be rebound separately? I'd like to swap 'Move down' and 'Dismount' so I don't accidentally fall out of my airship when trying to lower altitude :D (muscle memory from other games/creative mode means sneak=down to me).

So far my solution has been to just swap the controls for the duration of the flight but I figured I might as well ask.

💬 Rekeme, Jul 2nd at 8:50 PM

This mod rocks!

Reporting a bug for multiplayer on a dedicated server: When the owner client adds a Temporal Assemby to the base machine, it remains as a base machine for non-owner clients. In the case of the 2-person carriers, Non-owner clients can sit in the base machine, but as the owner drives the vehicle and owner remain in place. From the owner-client's perspective, the passenger is actively with them as they drive the machine. It's a pretty severe desynch.

So far we've been able to circumvent it by using the admin stick to remove the current owner. This forces the machine to update to all clients with the current Assembly inserted. In the case of carriers, once an owner is set again, non-owners are able to successfully ride and transit as passengers. Non-owner clients can also relog to have the base machine update with the currently inserted Assembly and functionality.

Let me know if I can provide additional information or submit this somewhere more appropriate! The server log didn't generate any errors during our testing.

💬 Drevarius, Jun 21st at 4:13 AM


When you are sneak clicking with the arc spanner, hold it down until it is finished.

💬 Baronjutter, Jun 15th at 9:38 PM

I get stuck assembling the chasis.  I throw it onto the ground and get a little frame of a vehicle.  I apply the 3 kits.  I sneak-click it with my arc hammer and and it says something like "assembling vehicle, please wait..." and then nothing.  I go do something else, come back 10 min later, nothing.  I try again, same message.  constructing machine, please wait.  Please wait.  Nothing happens.  I try to apply one of the "sea | Hauling" chips to it, nothing, no assembly slot, no interface.  What's going wrong?

💬 Drevarius, Jun 8th at 1:34 AM

Vies Is there a simpe way to limit which metal tiers are valid for the construction of machine parts? Say for example we wanted players to be at the iron or steel level on a server before being able to build these luxurious masterpieces?

💬 ViesAuthor, May 9th at 1:02 PM

Buggi I actually started my GUIs by looking at the one for the Firepit. It has examples on how to pass attributes from an object into a GUI, along with doing a loading bar type mask to show progress for something. I would recommend using something like paintdotnet and taking a screenshot of a gui in game, and editing it in paint to make a rough draft/final draft to save time. I do it in my livestreams. The ratio is pixel perfect so you can space things where you want in the image, then highlight distances on the image to get your numbers for the Elementbounds in the GUI. 

Telemachus Glad I could help! The new update has more visual ques to help with knowing a machine is charging.

Trug That is something I am working on next. I am redesigning how machine sounds are registered and used.

💬 Trug, May 9th at 2:38 AM

Not sure if it's a problem or working as intended, but no matter which mode my vehicles are in (ground, air, or sea) I get the ocean splashing/boat noises whenever the vehicle is moving.

💬 Telemachus, May 8th at 10:26 PM

Vies Perfectly detailed answer. Much appreciated!

💬 Buggi, May 8th at 7:58 PM

Do you have any tips, hints, or advise on how to make AWESOME GUI's like the one shown above? Working on a big mod and man, that GUI is amazing.

💬 ViesAuthor, May 8th at 1:45 PM

This is a multipart question.

First is that the machine charger needs enough mechanical power to charge machines. You can tell it has enough if the connecter pins are sticking out of the block or from the HUD when looking at the block.

Second is that the machine needs to be off and almost in direct contact with the machine charger (technically the distance can be 20% of a single block length away or closer). You will see it is charging from the display screen.

I have an update going out later today to make it easier to see that it is charging from the display screen. The display charge bar will have yellow highlights and purple bars and all of the buttons will turn yellow as well.

Also fixing a bug that would make machines prioritize using machine pellets over a charger.

💬 Telemachus, May 8th at 3:49 AM

How close does the machine need to be to the machine charger block in order for it charge? I had it parked about 4ish blocks away and it didn't seem like it was charging. I got it to start charging when I placed it directly flush with the machine block.

💬 Trug, May 4th at 6:34 PM

Got it, thanks Aerin and Vies for the explanations!

💬 ViesAuthor, May 4th at 1:52 PM

Just to be clear with storage boxes, this refers to any block from any mod that uses BlockContainer or BlockGenericTypedContainer class files. Think chests, barrels, crates, etc. Even still parts can be used. The next update will have a hover text listing items and I will be expanding it to Troughs, Fruitpresses, and Querns.

💬 ViesAuthor, May 4th at 11:24 AM

Yeah I maybe should of been more clear. Maybe I will add a hoverover tooltip explaining what goes there. I only had so many icons available and the handbasket reminded me of our bag slots. 

💬 Aerin, May 4th at 10:32 AM

@Trug You put single-tile chests in those slots, every chest gives a row of storage space. The basket icon did throw me for a loop at first but yeah it's just chests

💬 Trug, May 4th at 9:34 AM

Love the mod, but cannot figure out how the hauler variant storage works. I see the 4 slots, and the handbook and this page reference a "storage box", but I don't see any item called a storage box available for crafting. The icon on the 4 slots look just like backpack slots, but don't accept backpacks. What's supposed to go in there?

Thanks for all the work on this!

💬 ViesAuthor, May 3rd at 6:45 PM

Aaand it's out! v2.1.1 should fix carrier and a bunch of other things.

💬 ViesAuthor, May 3rd at 6:42 PM

Machines can only consume machine pellets to recharge their battery while they are off. If a machine is powered on, it will use the stored battery charge if available. If there is no charge, it will stop working. The machine has to be shut off to start recharging the battery using machine pellets or the machine charger block. I got rid of the old system of consuming fuel.

As for the other part, there is a problem with carrier machines. I have a fix in the next big update. That should be out in a few minutes.

💬 Silvercog, May 3rd at 5:34 PM

For some reason, when I try to feed machine pellets as fuel, the machine just consumed one and refused to consume any more (and shut itself off mid-flight).

Also, other players cant drive an unlocked machine but this may be correlated with the first problem above.

💬 ViesAuthor, May 2nd at 6:39 PM

Thank you for the feedback Evadx! I fixed the arc spanner issue, I had commented some stuff out to test, never put it back. As for the carrier, Since it is a 2 seater, I take the hitbox of the machine and divide it into 2 parts. If you right click on the front part (driver seat) you sit in that seat, if you right click the back part, you will sit in the back seat. I am working on the next update now and will probably have this fix maybe tonight or tomorrow.

💬 Evadx, May 2nd at 4:16 PM

Not sure if this is a bug or an intended feature, but all arc spanner parts, and thus arc spanners, are not smithable, except for copper.


ALSO, this is probably me being dumb, but I cannot figure out how to get into the drivers seat on a carrier flying machine (haven't tried it with other types) without removing the assembly, getting in the driver's seat and then putting the assembly back in.

💬 Peridot, Apr 29th at 8:47 PM

Awesome to see this updated, thanks! Never got the chance to try them out in my last world. and hey, there's oceans now! 

💬 ViesAuthor, Apr 13th at 1:31 PM

Looking for feedback, how do people generally feel about the "locking and ownership" system of machines? Should it exist?

💬 ViesAuthor, Apr 6th at 11:33 AM

I will be redesigning this mod for 1.18.0. This will be done via twitch so if anyone wants to see it, stop on by!  

💬 Pervy_Sage, Jan 28th at 9:42 PM

Anyone if there is a way to pick up a machine?

💬 Verlia, Nov 13th 2022 at 6:26 PM

Hey Vies, I wanted to ask if you'd be open to showing me how you got the machines to fly? I've tried to experiment with code before but it normally doesn't go well. I'm trying to apply flying to flying creatures I have.

💬 Shaidyn, Oct 9th 2022 at 1:49 AM

I can't thank you enough for this mod. My wife and I used your mod for minecraft and we were always sad to play a version of minecraft where we couldn't install it. Nothing brings us more joy than exploring the world from an airship. We just constructed one and are so excited to tool around our server. <3

💬 PeterSanderson, Sep 30th 2022 at 9:33 PM

Can confirm the vanilla wrench does not work with Viescraft enabled


💬 GamingToast, Sep 18th 2022 at 1:14 PM

It seems that because of the wrench in the mod, the vanilla wrench cannot be used. The Vanilla wrench only repairs the Vehicles and does not rotate things like it's supposed to do.

💬 Ziver, Sep 2nd 2022 at 4:48 AM

In 1.17.1, the vanilla wrench survival handbook entry have "viescraftmachines:tooltip-item-wrench-1" and "viescraftmachines:tooltip-item-wrench-2" in their description.

💬 Wyrtus, Jul 13th 2022 at 3:09 AM

Having a strange bug during multiplayer, other players can access my machine information when they press R, also sometimes when i press the buttom it bugs the screen of other players showing the system, and sometimes visually dupping their inventorys.

Should not be hard to test since its a multiplayer thing, just need more than one person.
If needed i can provide the full mod list cause it can be an uncompatibility with another mod.

💬 Secular12, Jul 2nd 2022 at 4:40 AM

Frame mold is saying that it is not a fireable item for me... I am using the 1.16 version since I am in 1.16

💬 Rufkut, Apr 8th 2022 at 3:05 PM

Hi is there a way to increase the movement speed via configs?

💬 Zinc, Apr 6th 2022 at 8:37 PM

Hi Vies,  I'm the server owner of Moondrop and we keep running into a crash we think is caused by the flying machines.


Running on 64 bit Windows with 32 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: weaponpacka@1.2.4, ancienttools@1.3.6, animalcages@2.0.6, tonwexp@1.0.9, axleinblocks@1.0.12, backpackpackplus@1.0.3, betterdrifters@2.1.3, buildingplus@1.1.2, cavecontent@1.0.1, chiseltools@1.4.4, collabclasses@3.0.4, expandedfoods@1.5.3-pre.6, fancydoors@1.1.0, weaponpackg@1.0.0, MoreResin@1.0.0, orecrystals@1.3.6, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@2.8.0, qptech@1.7.6, survivalcats@1.2.2-rc.2, tradeomat@1.6.0, viescraftmachines@1.17.0, volumetricshadingcontinued@0.6.6, game@1.16.4, alchemy@1.6.3, carrycapacity@0.6.5, fancyplanters@1.0.4, fixbadrecipes@1.0.2, hudclock@2.7.0, lichen@1.6.1, medievalexpansion@3.7.1, moreanimals@1.2.2, petai@1.4.2, playercorpse@1.3.1, stonequarry@1.6.5, tpnet@1.5.1, usefulstuff@2.3.2, vanvar@1.1.2, creative@1.16.4, survival@1.16.4, woodbarrels@1.0.2, woodchests@1.0.2, workbenchexpansion@1.4.1, xlib@0.6.8, xrowboat@0.0.3, campaigncartographer@2.1.2, bricklayers@0.9.0, cats@1.4.0, feverstonehorses@1.2.6, wildcraft@1.2.1, wolftaming@1.4.0, xskillspatched@0.6.9-dev.7
4/6/2022 3:21:48 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at viescraftmachines.src.common.entity.EntityMachine.SeatsToMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.updateBoatAngleAndMotion(Single dt)
at viescraftmachines.src.common.entity.EntityMountable.OnRenderFrame(Single dt, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )


If you'd like more info feel free to message me on the vintage story forum or join Moondrop's discord I'm more than happy to work with you to get you any info that may help.  We are very much enjoying your mod and do not want to remove it.  It isn't crashing constantly, just occasionally when a flying machine comes through an area.  It sometimes crashes everyone in the area.  



💬 BluntTongs, Apr 3rd 2022 at 9:33 PM

I love the work and effort put into this mod, there's some good stuff on display here! I'm a huge fan of the concepts the Hauler brings, especially.

My only hangup is certain parts of the machine models sort of clash with the low-/clockwork-/temporal-tech aesthetic vanilla has, like using jet engine-esque turbines where simpler propellers would work. A simple model adjustment on the zeppelin would make it perfect with how I'd expect it to look with the tech levels we have, but I'm not sure on any of the other machines.

Other than personal aesthetic preferences, I'm really loving what I'm seeing!

💬 macoto_hino, Apr 2nd 2022 at 7:53 PM

Sorry I'm late, Translated ViesCraftMachines-VS1.16.4-v1.17.0.😄

The link for the Name Changer that appears in Vol. II of the Survival Handbook does not appear to be functioning properly.

ViesCraftMachines-VS1.16.4-v1.17.0 - ja.json

💬 Praal, Mar 21st 2022 at 11:45 AM

Great mod!  We had a lot of fun with our first zeppelin, though saddened to see its storage reduced to 4 in the latest update.  Any chance to make storage amount configurable?

Also, is there any way to disassemble a vehicle after it's been built?

💬 ViesAuthor, Mar 4th 2022 at 7:44 PM


I am glad you are enjoying the mod. Currently sea machines are not going to be too helpful because of the world gen, but if you use something like jakecool's Oceans world gen mod or luck out with some nice "lake/rivers", the sea machine is going to be useful. I probably won't make a system for moving the sea machines, not sure where to even start with that! The idea is that as the game matures, and we start to get more things like the rivers and oceans, I will already have the optimal machine to traverse it.

💬 McBain, Feb 27th 2022 at 3:35 AM

This is just awesome.  Thanks so much for developing this.  Is there a way to deconstruct a vehicle once it's together?  Since most lakes are not all that big I was thinking the sea machine would have a lot more use if it could be broken down and moved between bodies of water.  Or maybe a system to pick it up with the flying machine to move it around.

💬 macoto_hino, Feb 17th 2022 at 2:42 AM

To be honest, I don't use Github much because it's a pain to learn how to use it.
It's easiest to send data to each other there if you can free up a message.

💬 ViesAuthor, Feb 16th 2022 at 9:05 PM


Wow I really like that idea! Hadn't considered doing something like that. I can look into it after I get what I want in this mod. Testing the ground machines, just about ready to push out another update.


Thanks! I should make something on github for translations. This next update I realized my tooltip and message keys were kind of borked. I had to redo a lot of the localization keys to have them make sense. and to get rid of redundant keys.

💬 macoto_hino, Feb 16th 2022 at 8:52 AM

I've created a Japanese language file. Please use it if you like.😁

ViesCraftMachines-VS1.16.3-v1.5.2 - ja.json

💬 Jerrie, Feb 15th 2022 at 9:56 AM

Are you planning to make any railway transport? It would be so cool! :)
It can also help to move underground in mines and etc.
I think it would be easyer to make then any other kind of transport. 

💬 ViesAuthor, Feb 10th 2022 at 5:22 PM

If you reach out to me via discord (Vies#1234) I can point you in the direction of the example mod Tyron made for basic mounting.

💬 YourCreator, Feb 10th 2022 at 3:45 PM

Can you share some code about mounts please?


💬 ViesAuthor, Feb 10th 2022 at 1:55 PM

With the 1.5.0 update I just put out, you can now open your inventory from any machine menu. :)

💬 ViesAuthor, Feb 2nd 2022 at 9:14 PM

I see what you mean, I just double checked it and I was able to press 'e' and open my personal inventory / move things around while the machine gui is open from the drivers seat, but not the passenger's seat or from outside. I had an extra check that locked key input in so that people couldn't walk away and keep the inventory open, like a Minecraft kind of gui. I could change it back it people prefer it the other way.

And yeah, that is why there was a hud kind of effect. It was just not syncing to the actual dialog background. I have yet to make a hud for the mod yet. lol but that is fixed with 1.0.11. 

💬 MDrX13, Feb 2nd 2022 at 6:32 PM

clarification on 3) when your machine's gui is open, the player is unable to open their inventory. so you can't put in fuel from driver's seat, nor store things from the passenger's seat without already having your bags open prior to opening the machine's gui.

in regards to 2 & 4: so thats why there was a hud like effect, yes? the green dot, the active fuel, and info display were just askewed, if I'm reading your reply correctly?

understood on the storage separation for making it solid, I won't understand the code for a while, while it's not impossible for me to do, reading/writing code with even my minor dyslexia is difficult

💬 ViesAuthor, Feb 2nd 2022 at 4:41 PM

Thanks for testing things out! I have fixes for I think most things in the next update but just to be sure I will try to answer your points here:

1) This was fixed, I meant to get it in with the first release, but got obsessed with fixing multiplayer movement. It will be in the next update. I did check this multiple times and it just runs an animation that, at the end, checks broken state so it didn't hurt anything. Well, besides the player's time wasted trying to fix a non-broken machine. :)

2 and 4) These were both part of the same problem. The root of it was if the machine's dialog box was switched to moveable, My refreshing elements didn't sync right and would disappear sometimes. I have that fixed now and will be in the next update as well.

3 and 5) I wasn't sure about the wording of this one. Inventory (storage slots) can only be access from the back seat passenger, or shift + right clicking the machine from outside as long as no player was riding in that spot. If you meant accessing things like chests from inside a machine, that will not work yet. For some reason, when mounted on something, player yaw is locked to the yaw of the thing you are mounted in. I would eventually like to fix this but my attempts so far to override it have not worked. You can look around, but using tools or throwing spears stay locked on to the machine's yaw.

As for the suggestions:

- Making machines solid is something I want to do. it may be weird the way the colision box is (had to make it wide to accomedate the model rotation), but i would like to do it eventually. look at the collision box with the command '.debug wireframe entity' and you will see what I mean. There would be some player floating issues to deal with.

- Are you talking about making storage a separate window, like when you press "c" to look at your character info? I had considered this, but the idea of having the driver not be able to access inventory came from this scenario; if I am driving in a car, I can't exactly just reach back to get a bag of chips from the pile of grocery bags, but someone already sitting back there that isn't focused on the road could. I will keep thinking about it though, if enough people want it, I could do it.

- Patching shouldn't be an option if the machine is not broken. That fix is goin in the next update. The idea of continuing to use just the wrench to try to get more free durability is an interesting idea. maybe some rng and ques on when to stop before you break or blow up the machine? I added that to my list of ideas to look into.

- I had considered making a HUD that displayed fuel info for the driver, but just didn't get around to figuring that out yet. Had so much to do with the total rewrite. I wanted to eventually make like the red baron pilot helm / goggles / red scarf and have it so that you get the hud when it is on, but that is only an idea in my list of ideas to implement. 

💬 MDrX13, Feb 2nd 2022 at 8:49 AM

So a few issues.

First off, when I found these I made sure to go into a test world. Single player, a few tweaks to the world spawn, no other mods active (none of these seem to be a mod interaction issue). I did however spawn in the items needed to complete the machine. (completed machine frame, panel, cloth, and metal kits). I also am not a clockmaker, but I don't know if that makes any difference.

1) patching while the machine is not broken seems to attempt to do the job anyway, and sometimes gives an additional 'can't fix what's not broken' message. I don't know if this is intended, but I thought I'd bring it up. and if you're wondering, it thankfully does not make the machine explode by fixing nothing.

2) the power indicator on the gui does not light up, howerever the hud does display a green dot in the middle while the gui is open

3) Unable to open inventory while the control panel is open, its completely locked out, you have to have it open prior to opening the gui or you cannot move items (both driver and passenger seats)

4) the info panel is not displaying durability, nor energy, but the tool tip is.

5) I don't know if this is intentional or even fixable, but I had to make an attempt to defend myself, and while the player's view can turn and aim (was using a recurve bow), it only fires forward due to the player being locked in the seat that way. thought I'd add it in regardless. tools seems to do the same, but they are usable from the driver's seat, and passenger's seat seems uneffected.

Other than this, she flies wonderfully.


Some questions/suggestions?:

Is it possible to make the machine solid so the player dismounts above the machine so we can stand on it in mid flight?

Are you able, without too much trouble, to make the storage a container instead of creating a separate gui for it? this would allow both passenger and driver to access it.

If patching is an option while the machine is not broken, can you implament the durabitity repair (for when you don't have a service kit and just need to limp home), and explosion if tinkered with too much?

I would suggest adding in the current active fuel and fuel stack available to the tooltip so you don't have to open the gui to see it, or make it so the hud displays when you look down at the machine from the driver's seat. possibly some goggles that allows this?


Thanks for the effort, hope to see great things, mate.

💬 Minni6in, Feb 2nd 2022 at 1:00 AM


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