Mods / Medieval expansion

Category: #Crafting #QoL #Technology
Author: Rhonen
Side: Both
Created: Mar 13th 2021 at 4:28 PM
Last modified: Sep 20th at 4:24 PM
Downloads: 65328
Follow Unfollow 521

Latest file for Various v1.18.x:
medievalexpansion-3.11.1.zip 1-click install


​

 Main features of Mod

  • Portcullis in different sizes (3x3 to 5x5)
  • Drawbridges in different sizes (3x4 to 5x7)
  • Gates in different sizes (3x3, 4x4 and 5x5)
  • Waterwheel Mechanical Power (breastshot, undershot and overshot technics)
  • Lampposts
  • Firebrazier
  • Floor-Plates for auto-open/close Vanilla-Doors, Portcullis and Gates
  • Animals:
    • Aurochses

if you have question, bug reports, please use the forum
https://www.vintagestory.at/forums/topic/2014-medieval-expansion/

So i get notificated then.

​

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v3.11.1 8475 Sep 20th at 4:24 PM Show medievalexpansion-3.11.1.zip Install now
v3.10.0 4925 Aug 11th at 3:09 PM Show medievalexpansion-3.10.0.zip Install now
v3.9.3 7738 Jun 5th at 4:00 PM Show medievalexpansion-3.9.3.zip Install now
v3.9.2 1800 May 19th at 2:00 PM Show medievalexpansion-3.9.2.zip Install now
v3.9.1 1951 Apr 22nd at 8:25 AM Show medievalexpansion-3.9.1.zip Install now
v3.9.0 1639 Apr 6th at 11:51 AM Show medievalexpansion-3.9.0.zip Install now
v3.9.0-pre.2 1170 Mar 6th at 5:17 PM Show medievalexpansion-3.9.0-pre.2.zip Install now
v3.9.0-pre.1 266 Mar 5th at 10:25 AM Show medievalexpansion-3.9.0-pre.1.zip Install now
v3.8.1 11331 Sep 8th 2022 at 5:56 PM Show medievalexpansion-3.8.1.zip Install now
v3.8.0 1172 Sep 5th 2022 at 3:16 PM Show medievalexpansion-3.8.0.zip Install now
v3.7.1 12008 Dec 27th 2021 at 10:26 AM Show medievalexpansion-3.7.1.zip Install now
v3.7.0 481 Dec 23rd 2021 at 10:15 AM Show medievalexpansion-3.7.0.zip Install now
v3.6.1 2123 Sep 25th 2021 at 8:47 AM Show medievalexpansion-3.6.1.zip Install now
v3.6.0 1752 Aug 10th 2021 at 7:32 PM Show medievalexpansion-3.6.0.zip Install now
v3.5.5 1061 Jul 18th 2021 at 4:09 PM Show medievalexpansion-3.5.5.zip Install now
v3.5.4 433 Jul 17th 2021 at 4:42 PM Show medievalexpansion-3.5.4.zip Install now
v3.5.3 378 Jul 15th 2021 at 5:55 PM Show medievalexpansion-3.5.3.zip Install now
v3.5.2 337 Jul 14th 2021 at 6:04 PM Show medievalexpansion-3.5.2.zip Install now
v3.5.1 317 Jul 13th 2021 at 8:30 PM Show medievalexpansion-3.5.1.zip Install now
v3.5.0 401 Jul 7th 2021 at 3:56 PM Show medievalexpansion-3.5.0.zip Install now
v3.4.2 2466 Mar 13th 2021 at 4:29 PM Show medievalexpansion-3.4.2.zip Install now

85 Comments (oldest first | newest first)

💬 Zefirr, Nov 11th at 7:23 PM

after testing without some mod  the problem of no texture on door and drawbidge come from an uncompatibilities with this mods https://mods.vintagestory.at/crnaturepack . do someone have a fix or know how to fix it please ? 

💬 Zefirr, Nov 11th at 6:29 PM

door and drawbridge don't have texture when they are not in annimation. :\ do someone have this bug and how to fix please ?

 

💬 RhonenAuthor, Nov 10th at 3:52 PM

all content is visible in the video.

To deactivate the aurochs you have to manipulate the zip:
Remove all 3 json files in `assets\medievalexpansion\entities\land`
Then they should not spawn.

💬 Ragolution, Nov 9th at 8:38 PM

I admire and treasure your patience.

Would it be possible to add some screenshots of content in this mod?

Also, is there any way to disable aurochs?

💬 Ruyeex, Oct 14th at 5:44 PM

Buff the waterwheel it's too much of a hastle to maintain and the cost is not worth to get

💬 VaelophisNyx, Oct 8th at 10:40 PM

any chance the watermills could be made into a standalone mod, for those of us who enjoy modular mods and not The Pack TM?

💬 Kaofan, Sep 21st at 10:37 AM

Rhonen

Fix Polish Version

Miedieval-Expansion

💬 RhonenAuthor, Aug 20th at 6:33 AM

seems that a portcullis/gate/drawbridge was not saved as expected.

💬 dotyerts, Aug 19th at 8:43 PM

19/08/2023 21:40:40: Critical error occurred in the following mod: medievalexpansion@3.10.0
Loaded Mods: aculinaryartillery@1.0.14, attributer@1.0.5, betterruins@0.2.2, chiseltools@1.8.4, capreolinae@1.0.3, foundrymod@1.0.0, meteoricexpansion@1.2.4, moretreesmoreseeds@1.0.0, optimizedwindmills@1.0.1, playerlist@1.5.1, primitivesurvival@3.2.7, reallynomonsters@1.1.0, rpgitemrarity@1.0.4, shepherdmod@1.0.1, game@1.18.8, betterfirepit@1.1.1, carryon@1.4.0, coinage@1.7.0, commonlib@2.2.0, expandedfoods@1.6.7, expandedtraderswithfish@1.0.2, fairplayguardian@1.1.2, loreweapons@1.0.1, medievalexpansion@3.10.0, petai@1.7.10, prospectorinfo@3.1.2, prospecttogether@1.2.1, statushud@1.4.1, temporalstormtimer@1.1.0, creative@1.18.8, survival@1.18.8, waypointtogether@1.0.1, woodenfortifications@0.0.4, xlib@0.7.4, em@2.3.0, feverstonewilds@1.3.0, playercorpse@1.8.0, rifteye@0.2.4, simplewinddirection@1.0.2, stonequarry@3.1.5, xskills@0.7.5, bricklayers@2.2.0, xskillscatchablepatch@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos) in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 104
at gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock() in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 349
at gates.src.blockentity.AbstractMultiBlockEntity.OnClientGameTick(Single tickLength) in D:\development\VintageStoryMods\solution\Mods\gates\src\blockentity\AbstractMultiBlockEntity.cs:line 283
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 712
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 75
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 312
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

💬 RhonenAuthor, Aug 10th at 2:50 PM

they already have the 'milkable' behavior like the bighorn-sheeps

💬 Rhyno_, Aug 10th at 4:00 AM

Is it possible to have the aurochses produce milk, similar to goats?

💬 Nikkolai, Aug 7th at 8:08 AM

Moon_Dew will get back to you on that I'm gonna find out. My guess would be yes.

💬 Moon_Dew, Jul 19th at 7:55 PM

Is it compatible with Medieval Fashion?

💬 Mohandar, Jul 17th at 10:38 PM


Running on 64 bit Windows with 32 GB RAM
Game Version: v1.18.6 (Stable)
7/18/2023 12:36:09 AM: Critical error occurred in the following mod: medievalexpansion@3.9.3
Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.7, APsWolfTweaks@1.0.1, atwatersedge@1.3.1, bandedgeckos@1.1.1, betterarchery@3.0.0, cairns@1.0.0, cellardoor@1.3.0, Ceramos@0.4.0, chiseltools@1.8.4, detonateredux@1.0.3, extrainfo@1.0.0, TA_fieldsandplateaus@1.0.1, capreolinae@1.0.3, frozenreeds@1.0.1, harptech@0.2.3, hideandfabric@1.3.0, indappledgroves@0.4.9-rc.8, knappingmastery@1.0.1, larchtannin@1.1.0, mcd1@1.0.0, bgn_moreclasses@1.0.2, leadroof@1.3.4, noisybears@1.1.0, outlawmodcan@0.2.3, TA_plainsandvalleys@1.0.3, primitivesurvival@3.2.4, rackablefirestarter@1.0.0, RangedWeapons@0.6.2, removeplayerpins@1.0.0, rope-bridges@1.1.0, ropebucket@1.0.0, sleevesdecor@1.0.2, riflemod@1.1.0, spyglass@0.4.5, game@1.18.6, wildcraft@1.6.6, additionalmolds@1.0.1, alchemy@1.6.12, alloycalculator@1.0.0, beehivekiln@1.2.2, canbeignited@1.1.0, carryon@1.2.0, coinage@1.6.0, commonlib@2.1.1, crateful@1.0.3, electricity@0.0.9, expandedfoods@1.6.6, fishing@1.1.5, fromgoldencombs@1.4.16-rc.2, hammersringingfall@1.2.5, hardcorewater@1.0.0, sailboat@1.1.0, kilnspreading@1.0.0, lavoisier@1.2.8, mapautocenter@1.1.0, medievalexpansion@3.9.3, morepiles@1.4.3, naturalnight@2.0.0, nemi@1.1.0, ovenfuel@1.0.0, petai@1.7.10, prospectorinfo@4.3.0, simplestep@1.0.5, statushud@1.3.1, stillnecessaries@1.0.1, stonebakeoven@1.0.3, tarmor@0.1.1, creative@1.18.6, survival@1.18.6, waypointcolours@1.1.0, wildfarmingrevival@1.0.7, woodenfortifications@0.0.4, xmelee@0.0.11, metalrecovery@0.1.19-pre.1, bugnetcompatibility@1.0.0, captureanimals@2.5.3, defensive@0.1.7-pre.0, depositstretcher@0.1.1, shark@1.4.3, feverstonehorses@1.5.0, glassmaking@1.3.5, linearpower@0.2.1, playercorpse@1.7.2, simplewinddirection@1.0.2, treetapping@1.0.0, wolftaming@1.7.3
System.NullReferenceException: Riferimento a un oggetto non impostato su un'istanza di oggetto.
in gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos)
in gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock()
in gates.src.blockentity.AbstractMultiBlockEntity.OnClientGameTick(Single tickLength)
in Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:riga 84
in Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:riga 809
in Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:riga 711
in Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:riga 163
in Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:riga 681
in Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:riga 625
in Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:riga 119
in System.EventHandler`1.Invoke(Object sender, TEventArgs e)
in OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 476
in OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 452
in OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:riga 375
in Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
in Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:riga 93

💬 Calisto, Jul 15th at 10:15 PM

Hi, I just installed this mod. I'm having trouble placing the flumes and drawbridges. Everytime I try placing them down I get a message 'cannot be placed here'. Where/how am I supposed to place them down? Sorry I just started playing this game a few days ago. Thanks for your help. 

💬 Arihnda, Jul 14th at 10:51 PM

Love the cows.

💬 Arihnda, Jul 14th at 10:51 PM
💬 Aljistar, Jul 12th at 10:24 PM

Love this mod, only ungrateful opinion that the auroches models need refreshed/updated.

💬 RhonenAuthor, Apr 30th at 4:56 AM

Please use forum when find bugs, having problems or questions to the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion

💬 VentedSun, Apr 29th at 7:34 PM

cant craft the flumes due to wooden paths?

 

💬 fipil, Apr 29th at 2:57 PM

Hi, please the floor plates does not work with the old pre1.18 doors on the 1.18. It works with the new animated doors. Would it be possible to fix it?

💬 IAmJade, Apr 24th at 4:11 PM

Thank you for return of floor plates and cows!

What are the new door config options for? The config options are called "vanilla___" so do they affect the real vanilla doors or just the medieval expansion gates and doors?

💬 LoneWolfREM, Apr 22nd at 10:20 PM

Thanks for the update and return of the goodies!

💬 RhonenAuthor, Apr 22nd at 8:29 AM

Please use forum when find bugs or have problems with the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion

💬 RhonenAuthor, Apr 19th at 4:47 PM

LoneWolfREM

If the Cows spawn in closed rooms, then that follows what the vanilla animals do too. The error does not exist in your code. It exists in the VS code. I have a closed building that one day the Gazelles decided was a spawn location. And now each time I go into that building, there are many of them that have spawned inside. I kill them all then rinse, repeat. So please put them back in.

i never could reproduce that problem as got reported. not with the aurochses nor with vanilla animals. so i tried and tried many hours to get that reproduced. so until got more and more reports - also many PN via discord - was that the onliest option for me.

if that is realy by the VS itself, then i can reactivate them.

What is the issue with the Floor plates? Is it an API thing?

yep, the api while the new multiblock doors i can not handle it like before. so also deactivated them for now until i can find a way to "open" and "close" the multiblock-doors efficently. i am sad myself because we also used them very often, to allow players in get acces to claimed areas (or not if not placed).

My hopes are, to find ways to get them fixed. But it would be negativ in let "bugs" in the mod - or worst crashes the game if it's not working correctly.

So, stay tuned. if i find a way, all will return into the mod πŸ˜€ But it will take some time - as you already mentioned it is a hobby. and family, job etc will come first ☺️

And thank you for your warm words.

💬 LoneWolfREM, Apr 19th at 11:52 AM

while got reports they spawn in closed rooms, i removed them

If the Cows spawn in closed rooms, then that follows what the vanilla animals do too. The error does not exist in your code. It exists in the VS code. I have a closed building that one day the Gazelles decided was a spawn location. And now each time I go into that building, there are many of them that have spawned inside. I kill them all then rinse, repeat. So please put them back in.

What is the issue with the Floor plates? Is it an API thing?

I am one of the admins on Aura Fury. We will be updating our 1.17 worlds to 1.18 when it is ready. We use a couple of your mods. If we lose the Cows and Floor plates, then I really don't know why we would have this mod on our server anymore. We have so many players that have relied upon this mod and done such wonderful things with it. But the removal of these two items will absolutely break things for most players on our servers.

The cows are superior to the sheep! Thanks for creating them. But if they are removed then . . .? Some players don't even bother with the sheep (I am one such player). If the cows go away, can you imagine how upset so many players will be?

While you are in no way obligated to do anything with this mod, and you could even remove it from existence if you wanted to, we have placed a lot of trust in you and your ongoing support of your mods. But that is on us and not you. So I say the following with absolutely no demand or expectation that you will want to or have the time to do anything about my requests. All that I will do is just simply say: Thank you for all that you have done for the VS community at large. Aura Fury has enjoyed this mod for a long time. Aura Fury thanks you too. And so do many countless players feel gratitude for what you have done, even if never expressed. So I humbly request that if it is possible that these two things be put back into this mod.

If the floor plates won't work with the new vanilla gates, then I say: so what? I just hope to not lose them for what they do work with at the present. They are a real QOL item! I hope to not lose them. But if we do lose them, that won't break anything.

Oh! Wait! It will break things! On our server, players are not allowed to control any Trans Locators. They are all public and required to be accessible. So if one is contained within a land claim, the owner of the claim is required to provide access to them. I have many TLs within my primary land claim. In order to provide access to all players, I have used the floor plates to allow players to open a door inside my claim. While it is true that pre 1.18 there was a bug that allowed players to open land claimed doors, 1.18 has corrected that and players will NOT be able to open doors within a claim unless they have permissions to do so. So you see, these will also break things on our current worlds.

Once again, I want to say thank you personally. I do know that this is a hobby thing and comes from love and passion. You are generous to even have made these mods that you have.

💬 RhonenAuthor, Apr 17th at 3:43 PM

FoxDragon

for me the aurochs are an api-check. may be 10% of the mod :)
So no problem, if they where the only reason for you to use that mod.

💬 FoxDragon, Apr 16th at 2:13 PM

The aurochs was about 95% of the draw of this mod for me, I barely use any of the other features if at all, so RIP. If you decide it's worth it to you to put them back in at some point tho, it will definitely go back on my mod list! 

💬 IAmJade, Apr 8th at 4:04 PM

I miss the cows. I grieve.

💬 Blackmare, Apr 7th at 8:16 PM

Rhonen did you try removing air as something they could spawn in?

Thay way they only spawn in grass or snow layers

💬 BlueFuryDragon, Mar 31st at 10:39 PM

@Rhonen

I like the cows, damn.

💬 BlueFuryDragon, Mar 31st at 10:38 PM
💬 RhonenAuthor, Mar 29th at 4:14 PM

BlueFuryDragon

read the post before

💬 BlueFuryDragon, Mar 29th at 1:53 AM

I'm on 1.18 pre 7 and don't find any aurochs.

 

💬 RhonenAuthor, Mar 14th at 8:43 AM

artemax44

@Pamella

while got reports they spawn in closed rooms, i removed them. The spawn-config was based on the sheep-config. so have no idea while so much people had troubles. On our server we did not have this issues. but i was tired to investigate that again and again. Also the acces on the animals API is limited and do not want to much harmony-overwrites, i removed them for now.

💬 artemax44, Mar 13th at 8:21 PM

Rhonen

@Pamela

It happens to me too. I don't see any aurochs with 1.18 pre6. The rest I have had no problems.
💬 Pamela, Mar 13th at 3:36 AM

With pre-6, I'm not seeing any aurochs.....

💬 RhonenAuthor, Mar 6th at 5:15 PM

comment in forum.

💬 Pamela, Mar 6th at 3:12 AM

In version 1.17.11 when you try to put a lantern on a lampost, the game crashes to the desktop.

💬 RhonenAuthor, Mar 5th at 8:55 PM

kawamic
on our server its working fine. v3.8.1 with VS1.17.10

💬 kawamic, Mar 5th at 7:35 PM

not working on multiplayer.(at lest on versions 3.8.0 and 3.8.1 of mod)

💬 RhonenAuthor, Mar 5th at 3:22 PM

Yanazake

what you mean? 3.8.1 works until latest 1.17 version

💬 Yanazake, Mar 5th at 12:11 PM

It LIVES????

💬 RhonenAuthor, Feb 25th at 10:39 PM

Craluminum

May be checkout first the api before posting tons of "obsolete" messages. the new Gate-API is limited to 2-block-width gates.
so, i will let them in.

💬 RhonenAuthor, Feb 24th at 7:23 PM

Craluminum may be. :)
First i fix the compatibility issues - then check if i can use tyron's api directly. but i am proud that my 2 years old idea find the way into the game :)

💬 DanaCraluminum, Feb 24th at 2:42 PM

Gates from the mod are now obsolete in 1.18 since they are now in vanilla

💬 RoseOfSharon1980, Jan 12th at 1:44 PM

I would really love for this mod and the other to be updated to 1.17.9/10. <3<3<3

💬 Jenpai, Jan 5th at 2:42 AM

Does anyone know how the cellar Ice works?

💬 Caliber76, Dec 30th 2022 at 7:23 PM

Are there plans to update to 1.17.9?

💬 Hacinson, Nov 26th 2022 at 5:18 PM

version 3.8.1 too many aurochs they are everywhere.

 

💬 fancygoat, Nov 20th 2022 at 10:14 PM

Hi, I have a problem with the waterwheel and I am unsure if I am doing something wrong or not. The waterwheel is suposed to be overshot but I only get undershot, and when I connect it to the helvehammer it stops. Do you have any suggestions or ideas or a guide I can follow?

 

💬 Zaldaryon, Sep 7th 2022 at 6:00 PM

v3.8.0 - missing texture using a meteoric iron lantern into a lamppost. I suppose it's the same with steel and iron lanterns.

💬 ManaWei, Sep 5th 2022 at 4:38 PM

Absolute Champ, thanks for the hard work <3 

💬 melodelic, Sep 1st 2022 at 6:11 PM

As of 1.17, I can no longer put a Waterwheel on a Waterwheel base + the Waterwheel that I had working vanished.

💬 OBEDIA, Sep 1st 2022 at 11:08 AM

Would also love a 1.17 update

💬 ManaWei, Aug 28th 2022 at 9:50 AM

Does this mod get an 1.17 update sometime ?

💬 Occult, Aug 5th 2022 at 5:14 PM

3x3 gate doors not opening on 1.17 rc3

💬 Mono323, Jun 3rd 2022 at 9:48 AM

does 3.7.1 work on 1.16.5?

💬 DoctorDDub, May 16th 2022 at 3:17 AM

Any time I load up the server I just created (brand new to server hosting, btw), I get asked to remap a ton of blocks. I then get a TON of messages in chat stating "No mapping for blockcode gates:drawbridge5x6-vspacer17-oak-closed-north found", but for pretty much every variation of every item in this pack, it seems. I don't know if I've done something wrong or what. Any advice?

💬 TheLoneTec, Apr 30th 2022 at 10:38 PM

does this still work with the newer 1.16 versions?

💬 YokieWartooth, Feb 4th 2022 at 5:51 PM

I don't know if it would be for on here, or the mod in question. But would the braziers in this mod be able to become compatible with the Fire Logs that are added into Super Fuels?
As it is now, they're only usable in firepits, but if they could be added to a brazier like logs can, then it would work nicely.

💬 Tels, Nov 22nd 2021 at 11:08 AM

When joining Aura Fury, the following errors are produce in client-main.txt

22.11.2021 03:10:42 [Warning] Did not find required shape game:shapes/block/stone/cube.json anywhere. (defined in Shape for block workbenchexpansion:chiselplasterplain-plain)                                                                                                                                                              
22.11.2021 03:10:43 [Warning] Did not find required shape medievalexpansion:shapes/item/liquid.json anywhere. (defined in Shape for item medievalexpansion:oil)

💬 Aurymn, Nov 18th 2021 at 9:01 AM

Any way to remove durability on the waterwheels as its unrealistic that a waterwheel would have durability given the amount of materials that goes into crafting them?

💬 Paned, Oct 14th 2021 at 11:20 AM

We got a error with game version 1.15.7

 

[Server Error] Grid Recipe with output Item code medievalexpansion:grasicemix contains an ingredient that cannot be resolved: Item code lazytweaks:straw

💬 RoraxModerator, Oct 3rd 2021 at 9:11 PM

This mod page could really use some screenshots instead of just a video.

💬 RhonenAuthor, Sep 25th 2021 at 8:47 AM

Radostin this mod does not change the water physics

💬 Radostin, Aug 22nd 2021 at 1:14 PM

hi
I found a problem
the modification kills the physics of water
it does not spill if the block is removed from the side or from the bottom
remains a monolithic block in space

💬 Aledark, Jul 20th 2021 at 10:20 PM

No animation for when bulls attack/charge you.

On servers, death message is soandso got killed by prefixandcreature-aurochsmale

 

💬 RhonenAuthor, Jul 17th 2021 at 4:34 PM

@Samiral
There where no mapping change for gates. From 1.14.10 to 1.15.x
Also try out an update again from 1.14.10 (3.4.2) to 1.15.x (3.5.3). no messages of that.

💬 RhonenAuthor, Jul 17th 2021 at 4:29 PM

thx for reporting @Aledark
did not find explanaition for that.
we updated also yesterday from 1.14.10 to 1.15.1 without any problems.

💬 Aledark, Jul 17th 2021 at 3:37 PM
💬 Aledark, Jul 17th 2021 at 3:37 PM
💬 Aledark, Jul 17th 2021 at 2:07 AM

Upgrading a world didnt work on 1st attempt but did on 2nd then i got this on interacting with a 5x5 big age gate :

Running on 64 bit Windows with 16 GB RAM
Version: v1.15.1 (Stable)2021-07-16 22:06:14: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at gates.src.block.Portcullis.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at gates.src.block.Portcullis.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
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.RenderToDefaultFramebuffer(Single dt)
at _LpTdfLOAWwrFBtCzFbbeuEgj89qb._8DJtlEnHO7F1NYfVFrSNJNuDZpD(Single )
at _RWDpUP9pNIFCL1enbZzYqmh8eRe._rmjRcUg6ZZy8gFclAtdmfo8RemC(Single )
at _RWDpUP9pNIFCL1enbZzYqmh8eRe._uf2x7pSJniCpFh7nbMvuI5iHIsh(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)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _dWMiVfUAappivvjgQTrHbayLaP6._JCfAsRVSY5s6xyZG4pMiBR26lu(_mzzuiHzecediUg7OL4KPB2bLyPO , String[] )
at _75U2lTywrsd0KIurOPIOvOxQoiH._JCfAsRVSY5s6xyZG4pMiBR26lu(ThreadStart )

💬 Lisabet, Jul 17th 2021 at 1:50 AM

were you adding it to an already generated map? if so, it'll spam that for a bit and then restart the server with no issues...that's my experience anyway lol

when you create a new map with the mod already enabled, you won't have that issue

💬 Samiral, Jul 16th 2021 at 8:17 PM

I just tried out the new 1.15.0 stable with the latest modversion and have massive chat spam with "No Mapping for Blockcode....." for all gates and variants.

💬 RhonenAuthor, Jul 15th 2021 at 3:28 PM

@Samiral
V3.4.2 is compatibel with 1.14.10

💬 Samiral, Jul 14th 2021 at 8:56 PM

Hi Rhonen , is there a version compatible with 1.14.10?

💬 Lisabet, Jul 14th 2021 at 8:51 PM

I'd love it as well if there were a lite version that just held the waterwheel and related components.

💬 Smile, Jul 12th 2021 at 7:59 PM

Any chance for a version of this that only includes the water power-related blocks?
I'd love to add this but don't want to add too many custom blocks to my game. If not would you be okay with me making a mod that disables everything but the waterwheels? Thank you :)

💬 RhonenAuthor, Jun 12th 2021 at 12:12 PM

working for VS 1.15

  • fixing the api changes
  • add support of new wood-materials by gates, drawbridges etc
  • first test of aurochses will be in there. but they will get the ai behaviors like the bighorn sheep.
  • adding configureable waterwheel-damage-multiplier
💬 RhonenAuthor, Apr 19th 2021 at 2:00 PM

@TamsynnImogen which version did you use?
That error i only known in an older version of the mod.
In 3.4.2 this bug is new to me.
unexpected that closing a game cause this, while many people are closing games.

💬 TamsynnImogen, Apr 9th 2021 at 11:12 AM

i keep getting crashes when i exit the game (save and exit to main menu) not sure if it saves ok but in the main menu when i reload the game it says 0s played despite been playing for over an hour before it crashing.

been told it was this mod thats causing it

 

Crash Report

💬 RhonenAuthor, Mar 31st 2021 at 1:39 PM

@Williamcedeno13
i am not sure, how this can help, when not reading the mod description nor the handbook.
But yes, i think it is possible to at such a page.

💬 Williamcedeno13, Mar 15th 2021 at 6:13 AM

Hey! Will you add a Guide page in the Survival book at some point? Like it can list whats apart of the mode as we can know what options we have to build. I downloaded the mod 5 minutes ago and i already forgot what i can make besides the drawbridge 

(edit comment delete)