Mods / Coinage
- Tags:
- Author:
- Xel
- Side:
- Both
- Created:
- Apr 9th 2022 at 2:24 AM
- Last modified:
- 8 hours ago
- Downloads:
- 166134
- Follow Unfollow 843
-
Recommended download (for Vintage Story 1.22.0-rc.2 - 1.22.2):
coinage-2.1.6.zip 1-click install
ℹ️Leave bug reports in discord, thx
Features
Adds customizable coins and coinmaking tools to the game.
- Trussells, coin punches, and coining anvils
- Stumps of all types to hold your anvil
- Custom coin shapes and designs
- A bag to hoard coins in
- Shelves to display your fancy coins on
- A manual coin press and a machine to turn it while you make clay flowerpots
Instructions
| Start by crafting a coin punch, and create a custom shape for your coin. | ![]() |
| Then, pick where the design will go. | ![]() |
| Craft a trussell, then add your custom coin design to it. | ![]() |
| Then use the coin punch to make planchets. | ![]() |
| Finally, hammer your custom design into the planchets to mint your own coins. | ![]() |
Tip: Don’t forget to copy your trussell before it breaks — put a blank one in the log to hammer your old design onto it.
Coins and planchets can be melted back into ingots. The design can be removed from a trussell by chiseling it off.
Automation
- Place the coin press in front of the minter so that they are connected by a belt, and connect the minter to your mechanical power network (windmills, etc).
- Add your trussell and anvil to the coin press and load a stack of planchets into the minter.
- Come back to a pile of minted coins — put a hopper down to catch them 🙂
Configuration
| Name | Type | Default | Description |
CreateCoinPrivilege |
string |
"useblock" |
Optional privilege that players will need to be able to design a new coin. |
CreateCoinCharacterClass |
string |
"" |
Optional characterclass name that players will need to be able to design a new coin. |
CreateCoinTrait |
string |
"" |
Optional trait name that players will need to be able to design a new coin. |
RequireCreateCoinPermissionToCraftCoinageItems |
boolean |
false |
If enabled, players without CreateCoin permissions will not be able to craft items from Coinage. |
RequiredHammerToolTier |
integer |
3 |
Minimum tool tier of the hammer to mint a coin. |
HammerCooldownMilliseconds |
integer |
1000 |
Minimum time between each hammer strike, in milliseconds. |
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.1.6 | coinage | 52 | 8 hours ago | coinage-2.1.6.zip | 1-click install | ||
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| 2.1.5 | coinage | 1232 | 5 days ago | coinage-2.1.5.zip | 1-click install | ||
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| 2.1.4 | coinage | 1748 | May 7th at 1:51 AM | coinage-2.1.4.zip | 1-click install | ||
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Fix the shape designer gui coordinates being wrong at non-default UI scales | |||||||
| 2.1.3 | coinage | 1438 | May 4th at 1:58 AM | coinage-2.1.3.zip | 1-click install | ||
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Fix planchets getting punch durability copied to them | |||||||
| 2.1.2 | coinage | 3222 | Apr 15th at 1:09 AM | coinage-2.1.2.zip | 1-click install | ||
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Fix crash when holding a punch in tongs | |||||||
| 2.1.1 | coinage | 694 | Mar 13th at 12:30 AM | coinage-2.1.1.zip | 1-click install | ||
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Fix crash when trying to resolve planchet recipe | |||||||
| 2.1.0 | coinage | 69 | Mar 11th at 1:10 AM | coinage-2.1.0.zip | 1-click install | ||
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| 2.0.6 | coinage | 4600 | Mar 16th at 11:46 PM | coinage-2.0.6.zip | 1-click install | ||
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| 2.0.5 | coinage | 1756 | Mar 10th at 1:21 AM | coinage-2.0.5.zip | 1-click install | ||
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| 2.0.4 | coinage | 1013 | Mar 6th at 2:50 AM | coinage-2.0.4.zip | 1-click install | ||
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| 2.0.3 | coinage | 1897 | Feb 26th at 12:28 AM | coinage-2.0.3.zip | 1-click install | ||
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| 2.0.2 | coinage | 1133 | Feb 24th at 1:03 AM | coinage-2.0.2.zip | 1-click install | ||
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| 2.0.1 | coinage | 567 | Feb 22nd at 4:27 PM | coinage-2.0.1.zip | 1-click install | ||
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Only run the groundstorage dispose patch on the client | |||||||
| 2.0.0 | coinage | 103 | Feb 22nd at 1:08 AM | coinage-2.0.0.zip | 1-click install | ||
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| 2.0.0-pre.6 | coinage | 1605 | Feb 15th at 12:38 AM | coinage-2.0.0-pre.6.zip | 1-click install | ||
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| 2.0.0-pre.5 | coinage | 359 | Feb 14th at 3:34 PM | coinage-2.0.0-pre.5.zip | 1-click install | ||
Back up your save before installing! This version remaps anvil die and trussell items to the new item codes!
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| 2.0.0-pre.4 | coinage | 149 | Feb 12th at 12:21 AM | coinage-2.0.0-pre.4.zip | 1-click install | ||
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Fix crash when breaking blocks with custom renderers | |||||||
| 2.0.0-pre.3 | coinage | 100 | Feb 11th at 12:27 AM | coinage-2.0.0-pre.3.zip | 1-click install | ||
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| 2.0.0-pre.2 | coinage | 51 | Feb 10th at 12:30 AM | coinage-2.0.0-pre.2.zip | 1-click install | ||
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| 2.0.0-pre.1 | coinage | 112 | Feb 9th at 1:25 AM | coinage-2.0.0-pre.1.zip | 1-click install | ||
Back up your world before installing.
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| 1.21.1 | coinage | 5264 | Jan 26th at 11:37 PM | coinage-1.21.1.zip | 1-click install | ||
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Add null checks inside async coinloaded handlers | |||||||
| 1.20.0 | coinage | 4753 | Jan 13th at 12:39 AM | coinage-1.20.0.zip | 1-click install | ||
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Add display stands and shelves for coins | |||||||
| 1.19.1 | coinage | 11642 | Dec 27th 2025 at 7:45 PM | coinage-1.19.1.zip | 1-click install | ||
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| 1.19.0 | coinage | 413 | Dec 26th 2025 at 7:40 PM | coinage-1.19.0.zip | 1-click install | ||
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| 1.18.3 | coinage | 847 | Dec 21st 2025 at 5:50 PM | coinage-1.18.3.zip | 1-click install | ||
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| 1.18.2 | coinage | 3366 | Dec 9th 2025 at 11:56 PM | coinage-1.18.2.zip | 1-click install | ||
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| 1.18.1 | coinage | 5737 | Nov 18th 2025 at 11:57 PM | coinage-1.18.1.zip | 1-click install | ||
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Show planchet recipes for all metals in the handbook, even normally unobtainable ones | |||||||
| 1.18.0 | coinage | 2960 | Nov 13th 2025 at 12:54 AM | coinage-1.18.0.zip | 1-click install | ||
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| 1.17.3 | coinage | 15163 | Sep 11th 2025 at 11:20 PM | coinage-1.17.3.zip | 1-click install | ||
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- Fix crash on exit | |||||||
| 1.17.2 | coinage | 1153 | Sep 10th 2025 at 12:38 AM | coinage-1.17.2.zip | 1-click install | ||
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| 1.17.1 | coinage | 308 | Sep 8th 2025 at 10:14 PM | coinage-1.17.1.zip | 1-click install | ||
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| 1.17.0 | coinage | 433 | Sep 8th 2025 at 12:51 AM | coinage-1.17.0.zip | 1-click install | ||
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| 1.16.1 | coinage | 2512 | Aug 31st 2025 at 2:26 PM | coinage-1.16.1.zip | 1-click install | ||
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- Take only the first matching planchet recipe instead of validating that there is exactly 1 match to prevent crashing if there are somehow multiple matching recipes | |||||||
| 1.16.0 | coinage | 1694 | Aug 27th 2025 at 2:19 PM | coinage-1.16.0.zip | 1-click install | ||
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| 1.15.0 | coinage | 478 | Jul 24th 2025 at 12:28 AM | coinage-1.15.0.zip | 1-click install | ||
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- Update to 1.21 | |||||||
| 1.14.1 | coinage | 18097 | Jun 10th 2025 at 1:24 AM | coinage-1.14.1.zip | 1-click install | ||
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Fix the admire animation getting stuck if the player stopped holding a coin while admiring it | |||||||
| 1.14.0 | coinage | 6467 | Apr 23rd 2025 at 2:43 AM | coinage-1.14.0.zip | 1-click install | ||
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| 1.13.3 | coinage | 4830 | Apr 2nd 2025 at 3:04 AM | coinage-1.13.3.zip | 1-click install | ||
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Planchet recipes should now be configurable with patches or by editing the recipe json | |||||||
| 1.13.2 | coinage | 372 | Apr 1st 2025 at 1:03 AM | coinage-1.13.2.zip | 1-click install | ||
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| 1.13.0 | coinage | 5577 | Mar 3rd 2025 at 3:26 AM | coinage-1.13.0.zip | 1-click install | ||
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| 1.12.3 | coinage | 2814 | Feb 21st 2025 at 12:53 AM | coinage-1.12.3.zip | 1-click install | ||
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| 1.12.2 | coinage | 3581 | Feb 1st 2025 at 12:45 AM | coinage-1.12.2.zip | 1-click install | ||
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Add Polish translations from Pawelot | |||||||
| 1.12.1 | coinage | 4717 | Dec 28th 2024 at 2:38 AM | coinage-1.12.1.zip | 1-click install | ||
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| 1.12.0 | coinage | 940 | Dec 3rd 2024 at 4:04 AM | coinage-1.12.0.zip | 1-click install | ||
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| 1.11.0 | coinage | 567 | Oct 24th 2024 at 2:12 AM | coinage-1.11.0.zip | 1-click install | ||
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| 1.10.2 | coinage | 7322 | Jul 27th 2024 at 2:27 AM | coinage-1.10.2.zip | 1-click install | ||
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| 1.10.1 | coinage | 7600 | Feb 3rd 2024 at 1:03 AM | coinage-1.10.1.zip | 1-click install | ||
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- Fix coinpress recipe to use ud planks instead of ns | |||||||
| 1.10.0 | coinage | 1200 | Dec 31st 2023 at 3:37 PM | coinage-1.10.0.zip | 1-click install | ||
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Update to 1.19 | |||||||
| 1.9.0 | coinage | 1638 | Dec 2nd 2023 at 3:47 PM | coinage-1.9.0.zip | 1-click install | ||
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| 1.8.1 | coinage | 2568 | Oct 14th 2023 at 9:36 PM | coinage-1.18.1.zip | 1-click install | ||
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| 1.8.0 | coinage | 893 | Sep 29th 2023 at 5:14 PM | coinage-1.8.0.zip | 1-click install | ||
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| 1.7.0 | coinage | 2726 | Aug 16th 2023 at 1:11 AM | coinage-1.7.0.zip | 1-click install | ||
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| 1.6.1 | coinage | 2042 | Jul 9th 2023 at 6:14 PM | coinage-1.6.1.zip | 1-click install | ||
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| 1.6.0 | coinage | 851 | Jun 22nd 2023 at 12:44 PM | coinage-1.6.0.zip | 1-click install | ||
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| 1.5.1 | coinage | 553 | Jun 17th 2023 at 1:37 AM | coinage-1.5.1.zip | 1-click install | ||
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| 1.5.0 | coinage | 973 | May 27th 2023 at 2:41 PM | coinage-1.5.0.zip | 1-click install | ||
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| 1.4.0 | coinage | 421 | May 26th 2023 at 4:29 PM | coinage-1.4.0.zip | 1-click install | ||
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| 1.3.0 | coinage | 1679 | Apr 8th 2023 at 12:26 AM | coinage-1.3.0.zip | 1-click install | ||
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| 1.2.0 | coinage | 605 | Apr 2nd 2023 at 9:40 PM | coinage-1.2.0.zip | 1-click install | ||
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- Fix coins not rendering nicely on the ground or 3rd person. | |||||||
| 1.1.0 | coinage | 478 | Mar 22nd 2023 at 12:47 PM | coinage-1.1.0.zip | 1-click install | ||
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- Recompile for 1.18.0-pre.x | |||||||
| 1.0.2 | coinage | 1543 | Sep 26th 2022 at 2:03 AM | coinage-1.0.2.zip | 1-click install | ||
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- Fix the coin designer UI not working on GUI scales other than the default | |||||||
| 1.0.1 | coinage | 734 | Aug 11th 2022 at 3:10 PM | coinage-1.0.1.zip | 1-click install | ||
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| 1.0.0-pre.9 | coinage | 773 | May 28th 2022 at 5:07 PM | coinage-1.0.0-pre.9.zip | 1-click install | ||
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updated translations again | |||||||
| 1.0.0-pre.8 | coinage | 446 | May 27th 2022 at 9:48 PM | coinage-1.0.0-pre.8.zip | 1-click install | ||
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- translated more strings | |||||||
| 1.0.0-pre.7 | coinage | 1256 | May 26th 2022 at 1:36 AM | coinage-1.0.0-pre.7.zip | 1-click install | ||
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| 1.0.0-pre.6 | coinage | 561 | May 5th 2022 at 12:36 AM | coinage-1.0.0-pre.6.zip | 1-click install | ||
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Coining piles are craftable again | |||||||
| 1.0.0-pre.5 | coinage | 489 | May 3rd 2022 at 12:16 PM | coinage-1.0.0-pre.5.zip | 1-click install | ||
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better Russian translation | |||||||
| 1.0.0-pre.4 | coinage | 562 | Apr 30th 2022 at 2:04 AM | coinage-1.0.0-pre.4.zip | 1-click install | ||
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| 1.0.0-pre.3 | coinage | 572 | Apr 19th 2022 at 12:42 PM | coinage-1.0.0-pre.3.zip | 1-click install | ||
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| 1.0.0-pre.2 | coinage | 528 | Apr 9th 2022 at 10:57 PM | coinage-1.0.0-pre.2.zip | 1-click install | ||
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Fix smelting ratios | |||||||
| 1.0.0-pre.1 | coinage | 509 | Apr 9th 2022 at 2:27 AM | Empty | coinage-1.0.0-pre.1.zip | 1-click install | |





Game crashes when trying to copy a Coin punch onto another:
Crash when placing a coin punch on the floor and tool rack.
Hello, we are having an issue related to the coin display stand. We crash when we remove a coin from the display stand. Here are the logs.
when you place a coin punch on a tool rack the game fucking dies.
The_Sexorcist there is an incompatibility with some mod that causes that issue with certain but im not sure which one. Everyone who's had that happen has had 100+ mods installed and I'm not about to go testing compatibility with all of them.
I'm currently trying to figure out which mod exactly is causing it but it's an uphill battle on 1.22 because of how many mods haven't caught up yet.
Here, I can show you which mods HAVEN'T caused it yet. Though I have instead seen the automatic minter suffer multi-dimensionality like the vanilla querns and grinding wheels do. I cannot tell whether that's an issue of the mod, some other mods on the list, or 1.22 itself because it's not what I'm testing for.
EDIT: I have a rising suspicion that it's somehow caused by one of those four; CommonLib, Player Corpse, Fauna of the stone age, or Expanded Foods. I have no way to test any of them on 1.22 because they haven't been updated. If someone wants to test them out on 1.21, go ahead.
The design square placement is misaligned with any UI scale that isn't 8. The visual outline is at the proper position and scale, but the actual outline that's used for detecting if the square is in a valid position and where it will be located on the coin seems to be scaled down and in the top left corner of the UI when at higher scales.
Edit: Scale is correct, just offset to the top left
The_Sexorcist I've had the same issue. I'm not fully sure if it's an incompatibility. It seems to persist across all versions of the mod no matter what else is installed. Maybe it's something to do with graphics settings as well?
I've also discovered a way to partially fix it. If you leave all glitched coins placed on a display, leave the world and go back in, then all instances of the displayed coins will have correct graphics when you come back. But, if you log back out with no coins on display, then they'll all be broken again when you come back. Placing and removing coins from displays also has a rather high chance to crash the game, so that's a problem.
I can also confirm that for seemingly no reason, nickel and electrum coins almost never have their graphics break unless they're placed on displays together with coins made of other metals. Then their polygons freak the hell out.
I think something might be wrong with the automatic minter too. The plates you load into it just float in the air next to the machine...
Another bug I noticed but cannot quite comprehend is that any time you use a coin punch without full durability, all crafted planchets are created with a blank durability bar and count as completely different planchets from the first batch you make.
Having an issue where coins i make, the trussel design comes out like, super smeared all over the place, it seems to do fine with just square planchets but otherwise no. Is there a mod incompatability im missing?
Upon further research, only Nickel and Electrum work fully. I have reinstalled the mod and went back to a previous version to see if the problem persists, going to launch the game with only this mod to see if i can pin point the mod causing problems.
There is a mod incompatability, unsure which mod yet.
Rogue_Moon
[m]inter
[a]xle
[p]ress
am
p
DefactoToast How'd you figure it out cause im stuck here as well
Crash when holding a hot punch part. Iron and meteoric iron. can no longer load world, as hot punches are still in hand.
Running on 64 bit Windows 10.0.26200.0 with 31967 MB RAM
Game Version: v1.22.0-rc.8 (Unstable)
4/12/2026 4:43:56 PM: Critical error occurred
Loaded Mods: aeautosmithing@1.0.0, bovinae@0.3.5, capreolinae@2.0.7, casuariidae@1.1.9, elephantidae@1.0.17, hangingvessels@1.1.1, oldestjtents@1.0.0, prospecttogether@2.2.0, game@1.22.0-rc.8, vsimgui@1.2.1, zoombuttonreborn@2.0.2, ascensioncamera@1.0.0, attributerenderinglibrary@3.0.0-pre.11, autosmithmod@1.22.0-rc.6, carryon@1.14.0-pre.3, coinage@2.1.1, commonlib@2.8.0, easybuilding@1.1.6, electricalprogressivecore@3.0.0-rc.5, feverstonewilds@2.1.0-rc.1, fishbaitfix@1.0.0, jaunt@3.0.0-rc.3, juicyores@1.0.2, particlesplus@2.4.0, statushudcont@4.2.0, stonebakeoven@1.2.1, toolsmithfork@1.2.18, creative@1.22.0-rc.8, vsroofing@1.5.1, survival@1.22.0-rc.8, xlibfork@1.0.0, draconis@1.4.0-pre.2, electricalprogressivebasics@3.0.0-rc.5, em@3.5.0-pre.2, scoopofjammod@1.2.0-rc.2, stonequarry122hack@3.5.2, xskillsfork@1.0.2, bricklayers@3.2.0-pre.2, electricalprogressiveqol@3.0.0-rc.5, xskillsgilded@1.3.17
Involved Harmony IDs: attributerenderinglibrary
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem_Patch1(EntityPlayerShapeRenderer this, Single dt, Boolean isShadowPass, Boolean right)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 277
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 104
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 88
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 856
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 951
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 780
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/12/2026 4:35:55 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x19a58
Faulting application start time: 0x1dccabbdcba26ab
Faulting application path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 7ce4848b-898d-48a6-befa-8fa6e056a5fc
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/12/2026 4:34:53 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1d460
Faulting application start time: 0x1dccabb915fa675
Faulting application path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 4b43430b-8d6d-4dee-b30f-d408026166c5
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/12/2026 4:32:54 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x10964
Faulting application start time: 0x1dccabb6dbc8cf5
Faulting application path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\gabeb\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3b1e967f-f424-4976-b02b-bd066be5ebad
Faulting package full name:
Faulting package-relative application ID: }
so how does one connect a minter to a power source then? angled gears dont appear to work. nvm, figured it out.
very strange thing happened. a player on my server made a coin design. we played on the server together a lot. Im planning an event and want to load a differnt save onto the same server which works fine. I had made a punch, trussel and minted a bunch of custom coins im still preping the event so switched to main save but later now i come back tho the event save and all of my printed coins are his coins yet he has never set foot in the world. Not sure if this is going to be a repeating issue but its concerning.
PB_Falcon where error log?
Just had my first crash. When I place the punch into a tool rack. Now I can't launch the game with the mod :(
Dangodangodango To my understanding, when you make a design, it is created uniquely and assigned to your tool. The design is saved to the mod data folder and then saved to the specific tool you used to initialize it; this goes for both punches and planchets. Even if you were to recreate the design the exact same way with the exact same name, it would be a new design regardless. The new design and the old design won't stack. It also marks who created the design. As long as you put your tools in a claimed chest, nobody else can use them to make your coin.
Notably, you need to clone your designs to make new ones. Punches can be crafted with blank punches to imprint the design, and planchets can be hammers the same way you press designs into coins to press a design into the planchet.
Any way to deal with counterits?
Checking a recipe for a planchet in the handbook crashes the game. Such a shame, there's no other mod that quite hits this niche. Seeing as others have also had this issue, hopefully things can get figured out soon. Love your mod!
Are the instructions outdated? I don't see the UI used for the first two images, the lines, scale, etc.
+1 same here game version 1.21.6
The game crashed when I tried pressing H to access the crafting manual after hovering over a planchet
When i try to hammer my old design onto new trussel the game crushes, the same when i try to place coin punch on ground(
1.21.6
BigFloppa Five variants in total, not sure how you missed them in the handbook unless you're playing on a server where someone disabled the other recipes maybe. You can make a trussel with any iron tier metal (iron, meteoric iron, nickel) or any higher tier metal obviously (steel, cupronickel).
is there a way to configure the mod so you don't need steel to make a trussel?
P_eaBean they are vanilla shelves, idk if they're obtainable in survival or not
let me see what i can do, its on my server, I can for sure send you screenshots, is there any specific files I can send over? I can do a little testing taking them off and putting them on the coin display and send you some logs from that.
what are the mods that adds those shelves to the left in the first picture??
cant reproduce the stretchy coin issue; pls send a save file if it isn't too gigantic.
2 issues that I know of. Coin display cases incorrectly render coins, basically makes the shapes stretch every which way. 2nd, youre able to place a lock on the display cases and reinforce, but it doesnt stop anyone from taking things out or putting things in. I think maybe they werent made to be lockable, but if you could implement that it would be awesome!
Getting this pretty much constantly on the latest version whenever removing the last placed object (not even a Coinage object, just anything) from a ground square.
Impressive UI work.
is there a way to bring back the ui of an already created trussel ? i made a design and i wanted to use it for other trussels just changing the center symbol but i forgot to take a picture of the grid
After fix for invisible ground items, getting large crashes, when breaking the mechanical printer the whole server crashes, and when anyone is near coins they crash individually. Rolled back to stable version, hope this gets fixed
Running into the same issue with invisible ground placed items.
mmm i wish there was a earlier version that used something earlier like zinc or copper
Similar issue to those below, latest version was causing invisible ground-placed items.
Azzeryahu TYSM! i was wondering why all my piles were invisible. my friend and i were wondering what was causing that. your comment saved us.
Version 2.0.0-pre.1 has an issue where ground stored items textures are not rendering, yet the tool tip showed there was items ground stored. Reverted to the 1.21.1 version and all the textures were working and I was able to see the items again.
Running into crashs on coinage 1.20 on game version v1.21.6, error:
Running on 64 bit Windows 10.0.26200.0 with 32681 MB RAM
Game Version: v1.21.6 (Stable)
26/01/2026 19:50:41: Critical error occurred in the following mod: coinage@1.20.0
Loaded Mods: walkingstick@1.0.16, ancientarmory@1.2.3, ArmorRework@1.0.3, bola@1.4.0, bonebroth@1.2.2, canoemode@1.0.4, canoemodcircuitspatch@2.0.0, catchledge@0.7.0, cavepainting@0.1.3, chargedjump@1.2.2, charlottesclothes@1.3.0, cbr@2.0.1, chiseltools@1.16.1, crawlanddive@0.2.3, darcesdriftersredone@1.2.7, decor@1.3.1, hqzlights@1.1.2, expandedmolds@1.2.0, figurines@0.2.6, firestarters@1.4.5, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, forestworld@1.0.1, fadynasties@1.2.5, fagothic@1.3.1, fagreenwich@1.4.2, fahussar@1.1.3, falandsknecht@1.2.2, fatemplar@1.4.3, faviking@1.1.1, dinornithidae@1.0.22, iniidae@0.1.6, machairodontinae@1.1.7, pantherinae@1.2.8, handtohand@1.0.6, hangingoillamps@1.0.5, hideplayerpins@1.0.0, immersivelanterns@0.3.2, jonasboat@1.0.3, lastonline@0.0.13, longtermfood@0.5.5, manualquenching@1.0.10, millwright@1.3.1, moreiconscs@1.1.1, overhaullib@1.19.7, pipeleaf@2.5.1, plainsandvalleys@1.0.12, playermodellib@1.9.13, primitivesurvival@4.0.3, scrolled@1.0.0, fseasonedfirewood@1.2.5, shelfobsessed@1.9.5, swifttime@1.1.2, tankardsandgoblets@1.3.4, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, translocatorengineeringredux@1.6.3, valkyrjahair@2.3.0, valkyrjavesssels@1.0.0, vaultandroll@0.1.1, vintageengineering@0.4.9, game@1.21.6, vsimgui@1.1.16, vssherpaonnx@1.0.0, warmgambeson@1.0.0, wildfarmingrevival@1.4.2, abcsredux@2.0.5, alchemy@1.8.2, allclasses@2.0.9, animalcages@4.0.2, antlershorns@1.3.6, apegrapes@1.3.1, attributerenderinglibrary@2.4.2, egocaribautomapmarkers@4.0.3, balancedstickrecipe@1.0.0, flags@1.1.13, bedspawnv2@1.6.4, bettererprospecting@3.1.3, betterruins@0.5.6, billposting@1.1.0, bloodtrail@1.1.8, butchering@1.11.0, canmailbox@1.1.6, carryon@1.12.1, cartwrightscaravan@1.8.0, climbmountain@0.2.2, coinage@1.20.0, combatoverhaul@0.14.1, commonlib@2.8.0, configlib@1.10.13, cooperativecombatrework@1.0.0, danatweaks@3.7.1, doorvariants@1.0.0, dressedtokillredux@1.0.0, electricalprogressivecore@2.6.4, envelopes@2.4.1, tackandequipment@1.0.0, farseer@1.3.3, feverstonewilds@2.0.0-rc.15, foodshelves@2.3.3, fromgoldencombs@1.9.4, genelib@2.1.6, gourmandbalance@1.1.0, gourmand@1.8.5, hidenametagsmod@1.21.5, insanitylib@1.1.0, jaunt@2.1.1, jebsinventorytweaks@1.1.1, kevinsfurniture@1.8.1, knapster@3.0.2, maltiezcrossbows@1.7.0, maltiezfirearms@1.6.2, mannequinstand@1.0.7, medievalexpansionpatch@1.3.4, ndlwoodentorchholder@2.1.2, noticeboard@1.2.3, oneroof@1.11.0, orekiwoofsbeehives@1.1.2, petai@4.0.3, claywheel@1.1.7, purposefulstorage@1.5.1, racialequality@0.1.26, regalia@1.2.0, remotetradercheckmod@0.4.2, riftworks@1.1.16, roomtools@1.4.0, rptts@1.1.8, rpvoicechat@2.4.1, rubberbandaid@1.0.1, signals@0.2.7, smithingplus@1.8.3, boozetrade@1.0.0, sprinklersmod@1.0.3, statushudcont@4.0.1, stonebakeoven@1.2.0, tanningredux@1.0.2, terraprety@7.8.0, th3dungeon@0.4.5, theartofpies@2.1.0, thecritterpack@1.3.4, thievery@1.2.6, toolsmith@1.2.14, tradernotes@1.0.3, unconscious@2.0.1, vanity@2.4.6, vinconomy@5.2.1, visorhelmets@1.1.4, creative@1.21.6, vsinstrumentsbase@2.0.7, vsquest@3.0.0, survival@1.21.6, windchimes@1.4.1, woodenfortifications@2.0.10, armory@1.9.2, bettersmelting@0.2.1, cats@4.0.1, danacancook@1.0.1, draconis@1.1.2, drkboats@1.0.1, electricalprogressivebasics@2.6.4, equus@1.2.0, em@3.4.2, extremefirestartersreforged@1.1.2, fueledwearablelights@1.1.4, instrumentscovertpack@0.3.2, morearrows@1.1.2, pegasus@1.0.3, playercorpse@1.12.0, quiversandsheaths@0.6.14, seraphleveling@1.10.2, shearlib@1.2.0, stonequarry@3.5.1, tabards@0.2.1, tabletopgames@3.0.3, thebasics@5.2.3, vsinstruments_quackpack@1.0.2, vsradiomodupdated@0.2.2, wolftaming@4.1.4, electricalprogressiveqol@2.6.6, exoskeletons@0.4.3, tailorsdelight@2.1.2, veep@2.3.1, wool@1.8.2, dressmakers@1.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at Coinage.Patches.BlockEntityGroundStorage_getOrCreateMeshPatch.<>c__DisplayClass0_0.g__handler|0(CoinType coinType)
at Coinage.CoinageModSystem.ClientHandleRecieveCoinType(NetworkResponseCoinType response)
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkChannel.OnPacket(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 29
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 152
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 752
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 26/01/2026 19:49:33, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3d9c
Faulting application start time: 0x1dc8efcb144a4bf
Faulting application path: C:\Users\faith\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\faith\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: c7d87649-722e-4864-9ba9-27ca370f52d8
Faulting package full name:
Faulting package-relative application ID: }
The server reports: > 26.1.2026 19:52:25 [Server Error] [coinage] Could not find coin 1
We have upgraded from 1.17.3, so not sure if there has been any major changes!
Is it only possible to craete coins after the steel age? Is there a way to make an anvil die out of iron or bronze?
I don't see any single player use for this mod.
And yet, I want it just to make myself piles of riches hahaha
Do they have any single player use?
If anyone knows how to change permission that only admins can create coins, please do tell!
Because i am quite confused as to what i am supposed to put up in the config permissions. All i did was put "RequireCreateCoinPermissionToCraftCoinageItems" to true.
Are there commands to give permissions or not?
It seems that the belt and coin press go on the wrong side of the printer? I have to put the coin press on the side where the chute is, not where the belt goes
Coins cannot currenlty be smelted back into ingots as you are not able to put them into a crucible
Uhhh, so grinding stuff in querns seems to randomly make coins with the coin ID of 30, in my servers case it infinitely generates new moons... This is... weird
PRESS F TO CHANGE COIN PUNCH SIZE
it took me 30 min to find that out thanks for putting it in the Description or Tool tips.........................................NOT
Xel Is there a way for admins to look up all the currently made coins on a server?
So Admins can ID if folks are trying to make countfits?
there is no in display case texture for coins
Is there a way to delete a coin?
I made a trussel called "Copper Coin" but used the wrong nickname. I don't want to delete the whole mod as we already have Silver and Gold Coin circulating in the economy, but I need a way to reset it so "Copper Coin" doesn't exist anymore.
Thanks!
creating large piles of coins cause lag no errors to report
Error in latest release:
10.9.2025 19:25:38 [Error] Patch 0 (target: game:itemtypes/resource/metalplate.json) in coinage:patches/itemtypes/nickelplates.json failed because supplied path /skipVariants is invalid: The json path /skipVariants was not found. No such element 'skipVariants' at the root path
Hey for some reasom the latest update to this mod causes the Inventory to be vary laggy, particularly when click and dragging items, not sure if it's just on my end however.
I tested it both with and without the latest verion, works just fine without it, lags with it.
Just thought I'd let you know.
Thranduil61 If you get the vinconomy mod you can make a teller machine, and tick the "make admin" box. You can then set whatever conversion rate you want. I have rusty gears equal a small copper coin which is what I equate to a rusty gear, more or less.
1 small copper = 1 RG
1 small silver = 50 small copper (50 RG)
1 small gold = 20 silver (1,000 RG)
I also finalized my currency by putting in medium and large coins. Each size is worth ten of its smaller coins respectively.
Also Xel, is there a command to add coins to my inventory without making them planchets first?
Bonehead123 That exploit exists in vanilla as well and does not require using coinage's recipes.
There is a slight compatibility issue with this mod and xSkills that allows players to exploit this mod in order to duplicate metal..Unfortunately, I see no Git repo to make a pull request but I sent a friend request on Discord if you want to discuss.
__________________________________________________________________________________________
Reply:
yh we have had that issue on newfies server iv tryed to reach Xel on discord but it seems there not around atm.
i would love this issue to be fixed. for the time being this issue was fixed by making coins not meltable on newfies server.
i would also like to be able to use other metals from other mods to make coins.
__________________________________________________________________________________________
Bonehead123 Newfie Xel
Is there a way to convert coins to gears? This mod is beautiful and i want to play with it on singleplayer.
There is a slight compatibility issue with this mod and xSkills that allows players to exploit this mod in order to duplicate metal..
Unfortunately, I see no Git repo to make a pull request but I sent a friend request on Discord if you want to discuss.
Suggestion add the ability to easly use metals from other mods for coins would only need to have ur script sample the color values of the metal wanting to be use and produce the new coin's color that way or if you know of a smart better way do what ever but i would love to be able to use metals from other mods mainly looking to use swordz metals though
Thanks for the mod, it's just HUGE... ! :D
PS: Between the game and the amazing community (players, modders, developers, etc.) Pfiouh ... Long live Vintage Story !
It'd be cool to have more primitive material versions of trussels and stuff so we can make coins earlier in the process.
Xel Suggestion for the Coin bag.
The coin bag, whether empty or full, can be broken and placed into a backpack slot. Making it a cross between a crate (like it is right now) and a quiver to hold arrows should do the trick. I'm on a server wher we use large amounts of coins and using coinbags to transport coins would be a useful feature as we're either trading in large amounts of coins to other groups, or taking coins to another nation and one guy's the purseholder, and everyone else gets some spending money from them.
If you have a github/gitlab repo, I'd be happy to make a pull request.
Newfie I can't reproduce it. Are you setting the config while the server is running?
Do you intend on fixing the permissions for creating coins? If not could I get the source so I can as i use this mod on my server, and the permissions not working is causing issues
Just occured to me that, because Toolsmith changes how tools work, you cant actually use a hammer to make coins with both mods intalled. This isnt Too bad, as there's still the mechanical method of minting coins, but the incompatibility does sadly seem to push minting later into the game than intended
Nevermind, turns out i had the Trussel and Hammer in the wrong hands. Whoops!
The mod config where the permission is keeps reseting on restart?
Why does this coin press fling coins across the room. I lose so many coins using the automated system because they miss the hopper. Can we not just connect a chute somewhere?
AlderonTyran only things in backpack slots can add slots to the inventory. If I were to do what CO did for the quiver, the mod would become incompatible with CO.
Heya!
I'm someone who is very interested in numismatics and I feel like there are a few inaccuracies in this mod and areas that are lacking (perhaps for the ease of development and user use). Firstly I would like to point out the great work done with this mod, it is a fairly realistic process with appropiate terminologies used throughout. First off the way trussels are copied are acraute in a sense that they are striked against each other to copy the image on them it's important to note when copying over the image the design is inverted (high points become low points and low points become high points) so it would be interesting to see that happen when copying trussels/dies, the inverted version is often refered to as a "hub". Secondly when applying the design either to another trussel/die or a coin it's important to heat the object you are striking as it will make the metal more mallable allowing for the design to imprint better, as the game already has a built-in metal heating system it would be interesting to see this implimented.
Also a few feature suggestions:
Casting coins using the clay forging system already implemented in the game, although that might be a more complicated indever to take on.
Adding mint marks to coins, this could either be done by modifying existing trussels or re-striking the coin with a different trussel
Allowing for prints on both sides of the coin by adding designs to anvil dies
One thing I think would be really nice (as it would mean more use) would be to have the coin bag be an arm or belt accessory, adding specifically coin slots (much like Combat Overhaul's Quiver accessory gives ammo specific slots). That way we're not choosing between a coin bag and a backpack that we'd much rather have.
How do I put stuff in the coin bags and can I mix and match coin types?
Hi! Unsure if it's just me but the link to the recent version (1.15.0 for VS 1.21.0) seems to be broken, wondering if it needs to be updated? Regardless, thank you for such an awesome RP mod!
how do i make it so only admins can mint coins on my server?
Can you add uranium coins? That would be so cool!
Please update to 1.21.0-pre.1. Crashes in the new version.
Leave it blank Aimli_
How can I enable Survival Mode players to make new coins?What should I enter into CreateCoinPrivilege?
I can't use this mod's items on my server even as an Admin!
+1 on that! This mod is fun but I don't use it much in singleplayer because the coins aren't that useful
Would like to see traders accept your custom coins or a special trader to accept them for usefulness in singleplayer.
Hey Xel, here is a french translation I made for your mod. Thanks for it. 💰
So, I have this mod on a 1.20.7 dedicated server and the config file keeps resetting. I only want the admins to be able to make coins and putting "admin" in the privilege section doesn't seem to work. As I said, it just keeps resetting to default. Am I missing something or doing something wrong?
Would it be possible for someone to make a mod that replaces 'rusty gears' with the coins from this mod? Like obviously it would need to be mid-late to late-game type stuff... but it would make creating megabases a lot easier since you could just by certain stuff you might need from traders.
Updated my test server to 1.20.5 from 1.20.4, coin can't be found in shop stalls from vinconomy. Says "coin not found" and doesn't display the coin image. It has the correct coin ID however.
In console. Server wont load anymore so...
Heya just letting you know that after placing coinpress on the ground the game crashes.
is there anyway to get the coins to display their design when placed on the ground similar to when they are thrown on the ground? my colony just made our currancy and we all love it and that was the only thing we noticed that was a little strange, we all just joke were putting them face down lol
Is there a command to spawn in a coin?
I want to set up a system where every month we get a "shipment" of coins from the "capital" to use to buy and sell from eachother.
Im new to how commands work with this game. So some help would be awesome. :)
Does this mod count each different coin made by a player as it's own item? For exmaple, if I make a silver coin named a Ducat, and my friend makes another silver coin called a Denar, would they use different item names if I were to put them in another mod's config?
Will traders trade with these coins or are they only for player use?
Jnklr
Some mods that uses this one as dependency (like this one) are being used for the most recent version, so I believe it does work in 1.20.
Also the latest version of this mod works on 1.20-pre6, there's not that much changes that could impact the mod since then.
Does anyone know if they works on the stable version?
Eforen
Yes, the source material and the uniqueness of the design for coinage help deter forgery.
does this provide a way to protect against someone forging the currency?
can this be added mid save?
we recently had this mod added to our server and it has quickly grown to be loved and used. just wanting to thank you for making a cool mod :D
Xel
is there a list somewhere of the Privilege codes?
and will putting a createcoinprivilege code stop players from crafting blank coins aswell?
is there a setting to stop the creating of the planchets? or a setting to prevent creating of a coin punch
need that kind of setting to make the coins uncraftable
solved my issue by breaking the crafting recipe for the punch
If you set root as the privilege, everyone will need the root privilege to be able to make coins.
What are the options for CreateCoinPrivliege in the config? Root does not seem to allow everyone to make new coins.
Hi there! Having an error when installing coinage and first loading into a server. No loading errors occur until I restart the MP server. Removing coinage causes no errors to appear even the first time. Tested significantly and results are consistent.
Current Mods are: Aculinary 1.15, Balancedthirst 0.0.30, Bricklayers 2.5.5, coinage 1.10.1, expanded 2.6.3, Expanded Foods 1.6.9, Herbarium 1.2.0, Kemono 0.0.18, Vinconomy 0.2.10, Wildcraft Fruit 1.2.0, Xlib 0.8.6, Xskills 0.8.8
Running on 64 bit Windows 10.0.19045.0 with 31904 MB RAM
Game Version: v1.19.8 (Stable)
16/07/2024 02:13:54: Critical error occurred
Loaded Mods:
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.GameContent.BlockClutterBookshelf.RandomType(String variant) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelf.cs:line 276
at Vintagestory.GameContent.BlockClutterBookshelf.GetTypeProps(String code, ItemStack stack, BEBehaviorShapeFromAttributes be) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelf.cs:line 150
at Vintagestory.GameContent.BlockShapeFromAttributes.GetLightHsv(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack) in VSSurvivalMod\Block\BlockShapeFromAttributes.cs:line 582
at Vintagestory.API.Common.Block.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2235
at Vintagestory.GameContent.BlockShapeFromAttributes.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VSSurvivalMod\Block\BlockShapeFromAttributes.cs:line 648
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 33
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 79
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 418
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
as well as this error log after clearing cache and moddata for coinage:
Running on 64 bit Windows 10.0.19045.0 with 31904 MB RAM
Game Version: v1.19.8 (Stable)
16/07/2024 02:25:14: Critical error occurred
Loaded Mods:
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStatesNative(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2507
at Vintagestory.API.Common.CollectibleObject.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2455
at Vintagestory.GameContent.BlockContainer.UpdateAndGetTransitionStates(IWorldAccessor world, ItemSlot inslot) in VSSurvivalMod\Block\BlockContainer.cs:line 207
at Vintagestory.API.Common.CollectibleObject.AppendPerishableInfoText(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1814
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch0(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.Block.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2257
at Vintagestory.GameContent.BlockContainer.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VSSurvivalMod\Block\BlockContainer.cs:line 258
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 400
at Vintagestory.GameContent.GuiHandbookItemStackPage..ctor(ICoreClientAPI capi, ItemStack stack) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 40
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onCreatePagesAsync() in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 79
at Vintagestory.GameContent.GuiDialogHandbook.LoadPages_Async() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 418
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 120
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Thank you!
I investigated Jenpai's report, and it seems like coins that have never been placed on the ground don't have the temperature and temperatureLastUpdate attribute set on them, which probably makes the game think that they are unmixable stacks of coins (even though the ID and material could be same)
Stalls with coins that have been placed on the ground are not accepted by venders who's coins have never been placed on the ground. chaos ensues.
Do the trader NPCs accept coins or is this soley for use on rolepalying servers?
is there a way to add the coins to the loot drop tables? ive been trying to get it added here for the last 5 hours and nothing i do seems to be working
got it all figured out, had to get a mod made to patch it into the loot tables, its all working now!!!
also works on 1.19.8 if anyone was wondering
Is there a way to increase stack size of coins? Would love to up to 500 or 1000.
can you add the option for a cutting die that changes the shape and size of the coin or would that be to complicated?
Because it would be awsome to have coins that are diffrent shapes or have holes in them
Great mod. Thank you for making it.
What do you enter for the config option CreateCoinPrivilege?
Might you be able to make a config option, to prevent the melting down of coins?
For some reason the coin press machines all want an uncraftable variant of plank blocks, which has made them inaccessable without spawning them in via creative mode. Have they been disabled on purpose or something?
EDIT: Specifically it's wanting the vertical plank block rather than the normal (horizontal) one that can be crafted.
I reported the bug on github and now it is fixed in client! no more flashing/disappearing stacks!
love the mod! 1 issue, while placing any of the coins or planchets the pile flashes on and off an eventually stops rendering
edit: seems this is a vanilla bug related to too many cubes rendering in a pile. hopefully it's fixed soon or someone fixes it!
how can I make it so that only admin and mod can press coins and not x any?
Is there a possibility to add a way to recycle Trussels back to blank, or at least to nuggets?
by stacking coins on ground they have temeprature attributes and are not the same coin as usally. for shops is that not really good.
VS: 1.18.15
Coinage: 1.8.0
Server start error: "Failed resolving a blocks block drop or smeltedstack with code coinage:pressautofeed-ns in Block coinage:pressautofeed-north" (same for east south and west).
Plz update or advise!
EDIT: I got helped quickly and Xel updated the mod only a bit later. Cheers for the effort! <3
Mallia Hold the punch and press f to change the shape/size of coin it will make, and all versions 1.5.0+ have iron punches
How do you make large and/or square coins? When i check the menu I only see the small round punch! I'd also consider allow crafting using iron since its hard enough to punch softer metals.
I think it'd be cool if we could mint coins like the ones from Wings of Honneamise; they're about the size and shape of a pen. Basically just a small thin metal rod.
Will always be a favorite mod of mine
Do traders take coins, or is this more for a multiplayer economy?
Will this mod be updated to 1.18.6 soon ?
Can you include money parchment (paper) here?
You know what's missing? Coin piles and stacks. Sacks are nice, but not as impressive for a treasury as big piles of copper, silver, and gold. Let us unleash our inner dragon and let us build a hoard!
Oh and also, if it's possible, the type of hammer for trussel copying :p
Thank you Xel !
Sorry if the answer was so easy to find about trussel copying.
Hi! Really cool mod ;) Would it possible, in the same idea of the admin-made currencies, to add tool tier options in the config file for the different recipes? And also for the type of hammer at the end of coin creation?
MonyClair I've added a config file for you. Also, trussels are copyable. There are instructions in the handbook - put a blank trussel where the planchets usually go in the log.
Hello.
Thank you for your mod, its absolutely what I was loocking for to build a economic system.
I'm sorry, but there is a problem with this mod.
When you need an huge amount of coin from the same ID and your trussel is gone after 1200 use, the next trussel with same name and coin symbol (£ or € etc ...) wont stack together.
Another issue is about config file that doesnt exist. On the current server where i'm playing we are loocking to create a more versatile currency only controled by the admin (because gears value is overrated sometimes and cant be divisible).
Sadly trussels arent infitite to use and there isnt a config file to block the craft and prevent player to make theyr own currency.
Any way to update the mod about this ?
How about coins made of electrum.
Current version also works on 1.18 stable
when 1.18 stable
Can you add nickel and cupronickel coins?
@Ruyeex this mod does not include any coin designs, those are stored by the server the mod is installed on
Can you add all the created coins when we need it?
For this mod to be particularly useful for me (when single player) would be for every trader to want to exchange x number of coins for gears.
Is there a public git repository for this? Would love to help get it updated!
Hi! Omg i'm so sorry! It's because claims mod have the same problem on Linux! Ahahah and it's fixed! Thanks!
@Belarrius This mod stores coins in VintagestoryData/ModData/coinage/database.db. Is your question about https://mods.vintagestory.at/claims?
Hi Xel!
I have a problem on Linux Server with your mod because of the Windows Path.
In "claims.json" I put path DB and json "Val": "/home/vintsserver/.config/VintagestoryData" and as db name "Val": "claims.db" the file created is "VintagestoryData\claims.db" on "/home/vintsserver/.config" and not "claims.db on /home/vintsserver/.config/VintagestoryData"
If I put "/home/vintsserver/.config/VintagestoryData/" with the slash "/" the file is located at "/home/vintsserver/.config/VintagestoryData" but called "\claims.db" instead of "claims.db"
I hope you understand with my bad english
Best regards,
Good day Xel, can i make Russian translation for your mod?
If so, my Discord Filaon#9663
The coin punch has 6 tool modes, 1 for each size/shape of planchet
I cant figure out how to make the handbook recipes for planchets show correctly, since I dont think theres any way to make them use item attributes and itll probably complain if theres multiple recipes that are identical except for item attributes
For counterfeit detection: I forgot that attributes are only visible with developer mode on so ill probably add something to display the coin id somewhere else. Having the ingame date the coin was minted be displayed would also be cool
As for all tools requiring steel, its the highest tier tool metal so I just went with that and didnt add steel coins. Adding different tiers of coin punch would be neat but i am lazy
Very interesting concept for a mod! If I may: a few questions and/or suggestions?
Can you currently make planchets of different sizes or shapes? I wasn't able to figure out if that was a possibility. Also, the handbook recipe says using the punch on plates makes square planchets, but I got round ones instead (copper, if material matters).
Is there any plans for a built in method to help mitigate counterfeits, such as "dating" or "signing" a coin in its description? As of right now, it seems other players can create identical Trussels and make completely identical coins and it would be impossible to tell if a counterfeit is a counterfeit unless there's a misplaced pixel or something.
I see currently all the tools require steel to be made, however I was wondering if down the road we could be able to make Trussels, Dies, and Punches from other materials in the future? Perhaps each one can only punch metals lower than its "tier" (similar to tool tiers for pickaxes)?