Beta!

Mods / Medieval expansion

Category: #Crafting #QoL #Technology
Author: Rhonen
Side: Both
Created: Mar 13th
Last modified: 6 days ago
Downloads: 2876

 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
  • Languages: English + German + Russia

 

 

Version For Game version Downloads Release date Changelog Download
v3.5.5 283 6 days ago Show medievalexpansion-3.5.5.zip
v3.5.4 135 Jul 17th Show medievalexpansion-3.5.4.zip
v3.5.3 115 Jul 15th Show medievalexpansion-3.5.3.zip
v3.5.2 53 Jul 14th Show medievalexpansion-3.5.2.zip
v3.5.1 34 Jul 13th Show medievalexpansion-3.5.1.zip
v3.5.0 137 Jul 7th Show medievalexpansion-3.5.0.zip
v3.4.2 2119 Mar 13th Show medievalexpansion-3.4.2.zip

18 Comments

Aledark, 4 days ago

No animation for when bulls attack/charge you.

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

 

Rhonen, Jul 17th

@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.

Rhonen, Jul 17th

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
Aledark, Jul 17th
Aledark, Jul 17th

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

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

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.

Rhonen, Jul 15th

@Samiral
V3.4.2 is compatibel with 1.14.10

Samiral, Jul 14th

Hi Rhonen , is there a version compatible with 1.14.10?

Lisabet, Jul 14th

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

Smile, Jul 12th

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 :)

Rhonen, Jun 12th

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
Rhonen, Apr 19th

@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

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

Rhonen, Mar 31st

@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

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 

delete edit