Mods / Medieval expansion
Category:
#Crafting
#QoL
#Technology
Author: Rhonen
Side: Both
Created: Mar 13th 2021 at 4:28 PM
Last modified: Jan 19th at 3:10 PM
Downloads: 112919
Follow Unfollow 890
Author: Rhonen
Side: Both
Created: Mar 13th 2021 at 4:28 PM
Last modified: Jan 19th at 3:10 PM
Downloads: 112919
Follow Unfollow 890
Latest file for Various v1.19.x:
medievalexpansion-3.13.1.zip
1-click install
β
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.
β
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.13.1 | 36697 | Jan 19th at 3:10 PM | Show | medievalexpansion-3.13.1.zip | Install now | |
v3.13.0 | 1409 | Jan 17th at 11:11 AM | Show | medievalexpansion-3.13.0.zip | Install now | |
v3.12.0 | 2479 | Dec 8th 2023 at 8:43 AM | Show | medievalexpansion-3.12.0.zip | Install now | |
v3.11.1 | 12906 | Sep 20th 2023 at 4:24 PM | Show | medievalexpansion-3.11.1.zip | Install now | |
v3.10.0 | 5269 | Aug 11th 2023 at 3:09 PM | Show | medievalexpansion-3.10.0.zip | Install now | |
v3.9.3 | 8042 | Jun 5th 2023 at 4:00 PM | Show | medievalexpansion-3.9.3.zip | Install now | |
v3.9.2 | 1919 | May 19th 2023 at 2:00 PM | Show | medievalexpansion-3.9.2.zip | Install now | |
v3.9.1 | 2112 | Apr 22nd 2023 at 8:25 AM | Show | medievalexpansion-3.9.1.zip | Install now | |
v3.9.0 | 1739 | Apr 6th 2023 at 11:51 AM | Show | medievalexpansion-3.9.0.zip | Install now | |
v3.9.0-pre.2 | 1268 | Mar 6th 2023 at 5:17 PM | Show | medievalexpansion-3.9.0-pre.2.zip | Install now | |
v3.9.0-pre.1 | 362 | Mar 5th 2023 at 10:25 AM | Show | medievalexpansion-3.9.0-pre.1.zip | Install now | |
v3.8.1 | 11523 | Sep 8th 2022 at 5:56 PM | Show | medievalexpansion-3.8.1.zip | Install now | |
v3.8.0 | 1270 | Sep 5th 2022 at 3:16 PM | Show | medievalexpansion-3.8.0.zip | Install now | |
v3.7.1 | 12111 | Dec 27th 2021 at 10:26 AM | Show | medievalexpansion-3.7.1.zip | Install now | |
v3.7.0 | 582 | Dec 23rd 2021 at 10:15 AM | Show | medievalexpansion-3.7.0.zip | Install now | |
v3.6.1 | 2224 | Sep 25th 2021 at 8:47 AM | Show | medievalexpansion-3.6.1.zip | Install now | |
v3.6.0 | 1849 | Aug 10th 2021 at 7:32 PM | Show | medievalexpansion-3.6.0.zip | Install now | |
v3.5.5 | 1161 | Jul 18th 2021 at 4:09 PM | Show | medievalexpansion-3.5.5.zip | Install now | |
v3.5.4 | 529 | Jul 17th 2021 at 4:42 PM | Show | medievalexpansion-3.5.4.zip | Install now | |
v3.5.3 | 463 | Jul 15th 2021 at 5:55 PM | Show | medievalexpansion-3.5.3.zip | Install now | |
v3.5.2 | 433 | Jul 14th 2021 at 6:04 PM | Show | medievalexpansion-3.5.2.zip | Install now | |
v3.5.1 | 415 | Jul 13th 2021 at 8:30 PM | Show | medievalexpansion-3.5.1.zip | Install now | |
v3.5.0 | 493 | Jul 7th 2021 at 3:56 PM | Show | medievalexpansion-3.5.0.zip | Install now | |
v3.4.2 | 2560 | Mar 13th 2021 at 4:29 PM | Show | medievalexpansion-3.4.2.zip | Install now |
damn that sucks
Hello! Is there any way the aurochs food mix recipe with hay blocks can be changed? It's the same as making a hay bed so I can't make it with hay blocks. :(
I'm not so sure Orin
Rhonen was in chat a month ago.
Anyways, we've encountered the invisible waterwheel issue too, I suspect it's related to either the rivers mod (which adds its own waterwheel, also reports on that page of incompatibility with medieval expansion), vintage engineering, or maybe primitive survival because of the wide changes it makes? that one i'm less sure about.
I get not wanting to cater to integrating with every mod out there, but it would be helpful if we could get some support for figuring out where incompatibilities exist and how we might deal with them. The invisible waterwheel issue is inconvenient and it just looks dumb, but i can hide it behind a wall to get some smaller easy power to something. If issues continue to build, we'll have to weigh whether or not it's worth it to keep this mod loaded. It's super cool and definitely worth the headache right now, but it won't always be if things become disruptive.
We're playing 1.19.8 right now. Are there plans to support 1.20? If not, this probably answers everybody's future question on whether or not they should download this.
Here's the load list so far. Things are fairly fine tuned now, i've eliminated many issues caused by incompatibilities, including removing some mods entirely.
mod@1499 Degrees.zip, mod@ACulinaryArtillery 1.2.1.zip, mod@BetterTradersv0.0.7.zip, mod@chiseltools1.12.10.zip, mod@diamondtools1.0.5.zip, mod@icyexc.zip, mod@millwright_1.1.7.zip, mod@MoreRoofing-1.3.4.zip, mod@primitivesurvival_3.6.5.zip, mod@Rust & Rot v1.19.8 1.0.5.zip, mod@Swordz 1.1.8.zip, mod@temporal_gears_stack v1.zip, mod@translocatorengineeringredux_1.5.3.zip, mod@VintageEngineering-0.2.8.zip, mod@vtr_3.0.3.zip, mod@alchemy_1.6.35.zip, mod@animalcages_v3.0.3.zip, mod@apewindows-v1.19.8-1.1.0.zip, mod@bedspawnv2_1.2.0.zip, mod@beehivekiln_1.6.1.zip, mod@berrybushfixes_1.0.0.zip, mod@betterjonasdevices_1.1.0.zip, mod@BetterRuinsv0.3.7.zip, mod@blacksmithenhancements_1.0.5.zip, mod@CarryOn-1.19_v1.7.4.zip, mod@chickenfeed_1.1.3.zip, mod@DoubleStack.zip, mod@electricity_0.0.11.zip, mod@ExpandedFoods 1.7.2.zip, mod@ExtraInfo-v1.8.1.zip, mod@FarmlandDropsSoil-VS1.15-v1.4.0 (1).zip, mod@fieldsofsalt_v1.2.1.zip, mod@foodshelves_1.3.1.zip, mod@hit_2.1.2.zip, mod@hydrateordiedrate_1.4.6.zip, mod@KCM - Coal to Diamonds.zip, mod@KCM-Stick-Firewood-V1.zip, mod@krpgenchantment_0.4.7.zip, mod@kscartographytable_1.0.1.zip, mod@lavoisier-1.3.0.zip, mod@levelup_1.2.9.zip, mod@medievalexpansion-3.13.1.zip, mod@MeteoricExpansion_V1.2.5.zip, mod@OneBedSleeping_v2.4.2 (1).zip, mod@petai_v2.2.6.zip, mod@pottery-wheel_v1.1.1.zip, mod@ProspectTogether-1.4.0-rc.1.zip, mod@rivers_3.1.0.zip, mod@rustboundmagic_1.9.74.zip, mod@sailboat_1.3.1.zip, mod@SimpleTailoring_v1.0.1.zip, mod@th3dungeon_0.2.1.zip, mod@traitacquirer_0.9.4.zip, mod@undergroundmines_1.0.3.zip, mod@vsimgui_1.1.5.zip, mod@wgmt_1.0.2.zip, mod@cats_v2.0.3_petai_v2.0.+.zip, mod@chemistrylib-1.1.5.zip, mod@expanded_matter-2.7.0.zip, mod@feverstonewilds_1.5.0-rc.2.zip, mod@Sammiches_v1.1.0.zip, mod@ShePansSeashells_v1.18.+_v1.0.0.zip, mod@StoneQuarry_VS1.19.8_net7_v3.3.1.zip, mod@Th3DungonTopEntrance_0.1.1.zip, mod@wolftaming_v2.1.3_petai_v2.0.+.zip, mod@kos-fireandexplosions-1.1.3.zip, mod@MoreRoads 1.5.8.zip, mod@roadworks_v2.0.0.zip
Dead mod, people. That's a wrap.
Please, consider changing the modid to follow the specs :
Must only contain lowercase letters and numbers. No special chars, whitespaces, uppercase letters, etc. allowed
Please add compatibility to Combat Overchaul mod <3
can someone give me a full list of things and mechanics this adds, due to the description not being very...well descriptive
Hey! So I noticed that when running this mod alongside Fauna of the Stone Age, this mod seems to either disable or heavily decreases the spawn rates of those mods. Apparently those mods are "time-in-server" based but I left it running for a HOT minute and got nothing. Maybe a bug, maybe not, felt I should warn you just in case.
Fix the damn cellar ice.
If you have other mods, stacking ice over 1 block will make the 2nd block into an item from whatever mod.
Yet nothing in the discription about incompatabilities.
And after checking the forum the author is 100% aware of this issue...
This is happening to multiple people with multiple mods...
If there are compatibility issues, mention it in the description, thats the least you can do if you refuse to fix it...
Are the Aurochs calf hitboxes the same size as the adults? I tried to make a generation seperator and they don't fall through 1 block holes like lambs do even though they are visually the same size.
You can check the files tab and see all the versions of the mod and what they support.....
Also 1.20.4 is all pre-releases, most mod devs aren't bothering to put out releases for it until either 1) stable releases start dropping, or, 2) 1.20 actually releases......
Yololator
is this working on 1.20.4?
Hello, there is a problem with the large doors, if we want to lock them, we have to put a padlock on each hitbox of the door, could you make it so that we can only put 1 padlock instead of 6 per door ?
Hi! Thank you for this wonderful mod. We're enjoying it very much in our server.
Our only issue is the same SamMadeMC was having. It seems like the 3x3 gates (and maybe others) don't count as insulating blocks, since it's not counting the rooms where we use them as enclosed spaces. Is it possible to change this behaviour? Thanks!
wondering if it was possible to make the Bull not try to passively kill us when we get too close,
once they reach generation 3 and above?
I didn't understand what exactly is outdated? Is the Russian language outdated? Or are Russian words outdated? You can use an online translator, such as Google. Or don't you have internet access? It seems to me that you are hiding something. The bad thing is that you're trying to politicize your mod, and that's a bad idea. We make a decision to remove your mods from our servers.
because it was outdated. and the translater was not available.
Hello. Why did you delete the Russian language files from the mod?
Ah, ok then, thanks.
@TumbleTrash you can't
It's just incase a mod would make it collectible.
The only survival friendly option is to go to high mountains and use glacier ice
How do I collect lake ice?
Hello, is anyone having issues with Grain color and Texture in small and large feed troughs? Our server downloaded A Culinary Artillery, Expanded Food, Primative Survival, and Medieval Expansion over the weekend. Our server is 1.19 server world generation and was created Early to Mid June. I'm not sure if the texture issue is with Primative Survival as I saw a recent comment listed about a different texture issue, or if it's with Medieval Expansion since I noticed comments about about the cows and troughs issues, so I commented on Primitive Survival also, but when I put any kind of grains into small or large troughs, the color and texture is more gray and white elongated pixels, almost like "old tv static". All different grains have slight tone difference otherwise almost the same color and texture. Not yet sure if it affects animals ability to eat said grains from the troughs.
Thank you for your hardwork, this is our 1st time using Medieval expansion and we're very excited about the Cows and Waterwheels. I look forward to checking out all the other features of this Mod.
I was unable to comment on the forum in the above link, so my apologies for posting here instead.
Rhonen
Hey there! I'm currently in the process of integrating support for Aurochs into my Outlaw Mod, so that outlaw poachers can hunt them. I have discovered an issue with Aurochs that I found while debugging the game. Aurochs have an attack behavior, but their attack animation does not have any defined frames in their shape file. This causes C# to throw a silent exception on the client in ProceduralClientAnimator.cs every time an Auroch attacks. C# appears to natively handle the exception, so the game doesn't crash, but C# has to do extra work to handle the exception and the result is that players will experience a performance hitch whenever an Auroch attacks. Adding any keyframes to the Auroch attack animation should resolve the issue. :)
Reproduction steps:
Is there a guide on how to use the waterwheel? I can only seemingly get 30% efficiency, and it feels like it doesn't work at complete random.
Can something be done so the gates are passthrough the second they start to open? They are kinda slow to open and it's a pain to wait on them some times.
This stacktrace does not show any kind of bug inside the mod, as already posted in forum.
Crash report when interacting with an invalid block when attempting to stack more than 16 cellar ice.
Running on 64 bit Linux (Fedora Linux 40 (Workstation Edition)) [Kernel 6.9.4.200] with 7675 MB RAM
EMTK Version: 3.1.0
Game Version: v1.19.8 (Stable)
2024/07/03 07:34:48: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.4, chiseltools@1.11.2, ClaimsRadar@1.1.0, fireclayfrompanning@1.0.0, paperlanternrecipe@0.2.1, primitivesurvival@3.5.2, propagatingreeds@1.0.0, resinglue@0.0.3, ot_SticksFromFirewood@1.1.0, temporal_gears_stack@1.0.0, game@1.19.8, woodmallet@1.0.2, AgeOfConfession@2.0.4, alloycalculator@1.0.0, blocksoverlay@3.2.2, canmarket@0.3.32, carryon@1.7.4, coinage@1.10.1, commonlib@2.3.7, composter@1.1.0, cuniculture@1.0.2, expandedfoods@1.6.9, flintchisel@1.0.2, fromgoldencombs@1.4.30, medievalexpansion@3.13.1, primitivetools@1.4.1, resingluetools@0.0.5, vinconomy@0.2.5, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.1.8, youvegotmail@1.0.6, metalrecovery@0.1.19-pre.1, em@2.6.2, playercorpse@1.9.0, treetapping@1.0.0, bricklayers@2.5.5
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.SystemRenderDecals.UpdateDecal(BlockDecal decal) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 364
at Vintagestory.Client.NoObf.SystemRenderDecals.AddBlockBreakDecal(BlockPos pos, Int32 stage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 237
at Vintagestory.Client.NoObf.SystemRenderDecals.OnPlayerBreakingBlock(BlockDamage blockDamage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 201
at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockBreaking(BlockDamage blockDamage) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 382
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 791
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
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 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render_Patch0(ScreenManager this, Single dt)
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
Hi there Rhonen! Love this mod (barely starting to explore it in Survival). I only had a quick question regarding Gates. I noticed they dont seem to count as doors when it comes to closing a space into a room/home. Is this expected normal behavior?
I'm using 5x5 and 3x3 gates to close both ends of my barn but the room detection doesn't see it as an enclosed space. If I put dirt blocks in front of it, that's see as an enclosed space so I know the rest of the room is air tight. Just wondering if this could be implemented eventually or if that's not even in the plans.
Thanks for your hard work!
Hey, thanks for ur mod, i made the russian translation for this https://drive.google.com/drive/folders/1XdfqG1-ZpVyeXvj81ANU5RCb005ndsf7?usp=sharing
Hey, I've had this weird issue for a while I keep meaning to report. When I stack cellar ice, it stacks fine until it gets to the second "block", at which point it turns into... well, it seems like what it turns into exactly depends on my mod list. Here's an example of what it just turned into in my current one. It's a corner bottle rack from A Culinary Artillery; the id it gives with .edi is too long to read as it gets cut off, but one of the woods used to make it is sycamore. But in the past I've also seen the second block layer of cellar ice turn into other things, mainly wooden things IIRC. I play with a truly embarassing amount of mods, so it's possible it's some sort of ID shortage issue? I'm no expert. Also, I have other mods that add pileable materials like clay and ore nuggets, and none of them do this, so I strongly believe it's something to do specifically with cellar ice. Please let me know if there's any other way I can help you reproduce/debug this issue if you decide to try to fix it. And if I don't respond or you'd rather communicate on Discord, I'm genderneutralnoun, on the official VS discord, and feel free to mention and/or DM me.
I like this mod, especially the gates and portcullis, but the aurochs can sometimes be undesirable. Do you intend to add any option to disable them?
Rhonen
Question about cellar ice on the latest version. The description mentions that the ice is best in a 3x3x2 formation....is this referencing the size of the room or the stack of cellar ice I place in the room? Additional, if the latter, is there a set amount of time until it kicks in...because when I look at the spoil rate for my crock pots and storage vessels in the room, it hasnt' changed though it's only been about 10min IRL.
ComradeTum I agree. The decay rate and durability of the waterwheel makes it completely useless. The "Configure Everything" mod allows you to radically increase the durability, but by the time you have enough iron to make one you likely have enough windmills to render them unnecessary anyways. Besides, iron shouldn't be used for waterwheels, it should have been bronze instead.
On the upside, the addition of portcullises, drawbridges, and aurochs fill some gaps in vanilla that make the game much more enjoyable.
Thanks for all the hard work, Rhonen
pyrix0 Get the "Configure Everything" mod, you can reduce the spawn rate of Aurochs to be more in-line with vanilla species. They are set to 0.001 by default, most game animals are set to 0.0005 in vanilla, iirc.
Really like this mod, but the waterwheel feels vastly overcost for what it can do. I devoted quite a lot of time and iron to build one (undershot for aesthetics) to discover it doesnt generate enough torque to run a helve hammer. It was quite disappointing especially since by the time I had connected up the helve hammer (1-2 in game days) the condition of the waterwheel had worn down to about 70%. I get the reasoning behind it being so expensive as a kind of end-game progression, but it was a sour taste in my mouth to learn all the work I had put it was for nothing, and that I wouldnt even be able to maintian the wheel long enough to actually use it for anything.
Wandour yeah it lasts longer per layer, configurable. Its fairly intuitive
how does cellar ice mechanic work exactly?
does stacking it make it last longer?
is it x3 3z 2y ?
or x3 2y 3z?
how does the piling work?
this mod doesn't work for 1.19.5, no errors just the items and animals to this mod didn't get added after downloading
On the 3x3 gates there is a square thing in the middle that makes it seem like I could put something? A lock, sign or paper or is it just nothing?
Hi, I just wanted to say your aurochs seem to spawn way too often, and it's killing the spawn rate of other entities such as deer.
Hi Tj9671, it works absolutely fine for 1.19.3, we use it. Also a big thanks to @Rhonen for developing that mod - it's a dream! Can't confirm the "cows don't eat and breed" thing btw, my aurochs cow has already given birth to a generation 1 calf. But it's necessary to keep the bull separate, as it will it all the food itself! Greedy little thing that he is...
Does this work for 1.19.3 as well? I'm thinking about modding my server and just want to be extra sure so I don't crash anything
Rhonen
Thank you.
Kessem
no need to start a new map.
Is this existing game freindly, or do I need to start a new world with this mod?
Door Reinforcement is not in parity with vanilla, meaning gates must be reinforced one block at a time. Is this intended behavior?
that repair kits are only for the waterwheels
Are the repairkits able to be used on tools of the same metals in the parenthesis?
1.19.1
all is working as expected. Can not confirm your problems.
1.19.1
Cows did not eat grass
Trying tu put the lantern on lamppost causing game crash
There is no discription on the cows in the help menu but I had assumed they eat grass. Thing is they arn't eating the grass. What do they eat?
For anyone suffering from a superpopulation of modded animals, here:
https://mods.vintagestory.at/spawnconditions
This fixed the issue after me reducing some numbers. I'm not sure why after a certain point the game started to spawn too many modded animals. It wasn't nice to see a bunch of hyppos and cassowaries near the world spawn. (and by a bunch, I mean infested waters with over 30 hyppos and like five cassowaries in a very small area)
While always got messages on any level, here is the bighorn sheep breeding settings:
spawnEntityCode: "sheep-bighorn-lamb",
requiresNearbyEntityCode: "sheep-bighorn-male",
requiresNearbyEntityRange: 10,
spawnQuantityMin: 1,
spawnQuantityMax: 1,
pregnancyDays: 20,
multiplyCooldownDaysMin: 4,
multiplyCooldownDaysMax: 11,
portionsEatenForMultiply: 10
versus the aurochs settings:
"spawnEntityCode": "medievalexpansion:aurochs-lamb",
"requiresNearbyEntityCode": "medievalexpansion:aurochs-male",
"requiresNearbyEntityRange": 10,
"spawnQuantityMin": 1,
"spawnQuantityMax": 1,
"pregnancyDays": 20,
"multiplyCooldownDaysMin": 4,
"multiplyCooldownDaysMax": 11,
"portionsEatenForMultiply": 10
if you have any kind of problems of multiply, you have the options to remove them or check your map.
To deactivate the aurochs you have to manipulate the zip:
Remove all 3 json files in `assets\medievalexpansion\entities\land`
When reading, that you wanna leave the mod or "RIP" or some other things, and others again "i love it" ... It doesn't matter what I do. any one is like or hate it.
Some say "xxx is good" or "xxx is bad". Use the mod config settings as possible.
Also that troll-posts like "is the mod dead" while 2-3 weeks no update... sorry that i have also a fulltime job, a family and can not give 24/7 update support and instant reaction. RL has always first prio for me.
Its going more and more toxic here in this plattform.
So, enough of that.
i will ignore such kind of posts for now. i will take notes if there are problems. Better ways to post problems (with logs or screens) is the forum, not this comment section.
Oroques are not targets of predators, is this intentional?
At the moment it is not possible to manufacture the flumes for the water wheel, the game confuses it with the wooden path.
Oroques are being born in excess, they are everywhere.
Can the eyes of the aurochs be put on the side of their heads like the goats? These predatory auroch are freaking me out...
in 1.19 we can not get the aurochs to eat any portions from any trough and thus will not breed. I get a bunch of food trough related errors on loading server so im suspecting these are related. what might you need from me to let you see the get help checking out this problem?
Shouldn't the bears go after the aurochses? And are there plans to require mechanical power for the drawbridge & portcullis? I'd also like to see being able to place the lampposts diagonally.
AdrianNumbers
>> only ever get the wheel to spin counter clockwise
That is given by the mechanical system.
emm is set rotation direction an intended feature for water wheel ? or is it just how mechanical system workds in VS ? with tests i did it seams i can only ever get the wheel to spin counter clockwise while looking from the side its connected to its base , no matter the way i place water or used technic)
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 ?
door and drawbridge don't have texture when they are not in annimation. :\ do someone have this bug and how to fix please ?
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.
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?
Buff the waterwheel it's too much of a hastle to maintain and the cost is not worth to get
any chance the watermills could be made into a standalone mod, for those of us who enjoy modular mods and not The Pack TM?
Rhonen
Fix Polish Version
Miedieval-Expansion
seems that a portcullis/gate/drawbridge was not saved as expected.
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
they already have the 'milkable' behavior like the bighorn-sheeps
Is it possible to have the aurochses produce milk, similar to goats?
Moon_Dew will get back to you on that I'm gonna find out. My guess would be yes.
Is it compatible with Medieval Fashion?
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
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.
Love the cows.
Love this mod, only ungrateful opinion that the auroches models need refreshed/updated.
Please use forum when find bugs, having problems or questions to the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion
cant craft the flumes due to wooden paths?
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?
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?
Thanks for the update and return of the goodies!
Please use forum when find bugs or have problems with the mod. thanks.
https://www.vintagestory.at/forums/topic/2014-medieval-expansion
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 π But it will take some time - as you already mentioned it is a hobby. and family, job etc will come first βΊοΈ
And thank you for your warm words.
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.
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.
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!
I miss the cows. I grieve.
Rhonen did you try removing air as something they could spawn in?
Thay way they only spawn in grass or snow layers
@Rhonen
I like the cows, damn.
BlueFuryDragon
read the post before
I'm on 1.18 pre 7 and don't find any aurochs.
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.
Rhonen
@Pamela
It happens to me too. I don't see any aurochs with 1.18 pre6. The rest I have had no problems.
With pre-6, I'm not seeing any aurochs.....
comment in forum.
In version 1.17.11 when you try to put a lantern on a lampost, the game crashes to the desktop.
kawamic
on our server its working fine. v3.8.1 with VS1.17.10
not working on multiplayer.(at lest on versions 3.8.0 and 3.8.1 of mod)
Yanazake
what you mean? 3.8.1 works until latest 1.17 version
It LIVES????
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.
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 :)
Gates from the mod are now obsolete in 1.18 since they are now in vanilla
I would really love for this mod and the other to be updated to 1.17.9/10. <3<3<3
Does anyone know how the cellar Ice works?
Are there plans to update to 1.17.9?
version 3.8.1 too many aurochs they are everywhere.
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?
v3.8.0 - missing texture using a meteoric iron lantern into a lamppost. I suppose it's the same with steel and iron lanterns.
Absolute Champ, thanks for the hard work <3
As of 1.17, I can no longer put a Waterwheel on a Waterwheel base + the Waterwheel that I had working vanished.
Would also love a 1.17 update
Does this mod get an 1.17 update sometime ?
3x3 gate doors not opening on 1.17 rc3
does 3.7.1 work on 1.16.5?
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?
does this still work with the newer 1.16 versions?
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.
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)
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?
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
This mod page could really use some screenshots instead of just a video.
Radostin this mod does not change the water physics
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
No animation for when bulls attack/charge you.
On servers, death message is soandso got killed by prefixandcreature-aurochsmale
@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.
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.
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 )
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
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.
@Samiral
V3.4.2 is compatibel with 1.14.10
Hi Rhonen , is there a version compatible with 1.14.10?
I'd love it as well if there were a lite version that just held the waterwheel and related components.
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 :)
working for VS 1.15
To learn more about this mod, you can check my Videos:
VINTAGE STORY - MEDIEVAL EXPANSEION MOD π§ͺ GERMAN
VINTAGE STORY - UPDATE MEDIEVAL EXPANSEION MOD π§ͺ | GERMAN
ViNTAGE STORY MOD π§ͺ Waterwheel Update | ENGLISH
ViNTAGE STORY MOD π§ͺ Wasserrad Update | DEUTSCH
@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.
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
@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.
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