Mods / Bigger Windmills
Category:
#Technology
Author: Malerion
Side: Both
Created: May 18th 2023 at 9:48 AM
Last modified: May 23rd 2023 at 5:53 AM
Downloads: 4151
Follow Unfollow 37
Author: Malerion
Side: Both
Created: May 18th 2023 at 9:48 AM
Last modified: May 23rd 2023 at 5:53 AM
Downloads: 4151
Follow Unfollow 37
Latest file for v1.18.5:
VSBiggerWindmill.zip
1-click install
Have you ever needed more power, but don't like the look of multiple windmills?
Or have you spent 30 minutes making a glorious building and tower for your new helve hammer, only to find the dinky default windmill looks silly perched on your magnificent construction?
Try the creatively named "Large Windmill", features:
- 150% more torque per sail set
- Up to 8 sail sets possible
(Above values are configurable)
Large rotors take an iron (or better) plate and large sails take a few iron (or better) nails and strips.
Large sails take double the linen of a regular sail (at default settings this gives a modest 25% boost to torque per linen)
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.3.0 | 3407 | May 23rd 2023 at 5:53 AM | Show | VSBiggerWindmill.zip | Install now | |
v0.2.0 | 435 | May 20th 2023 at 9:24 PM | Show | VSBiggerWindmill.zip | Install now | |
v0.1.1 | 147 | May 19th 2023 at 4:38 AM | Show | VSBiggerWindmill.zip | Install now | |
v0.1.0 | 162 | May 18th 2023 at 9:59 AM | Show | VSBiggerWindmill.zip | Install now |
hi! i've made a translation for Portuguese Brazil:
Crowdin
Add version to filename
Dos this work on the latest build?
Honestly, thank you so much for making it so we can use the small sails to make the larger ones w/ the same amount of cloth. I use other mods that allow me to have different kinds of cloth (like wool) which is much easier to get, and I can still make the large sails! I just make the small ones and use those in the large sail recipe lol.
I wish we could made 2 bladed or 3 bladed gigantic sails in this game
I made a Japanese file, so please use it if you like.😄
VSBiggerWindmill_v0.3.0_ja.json
Attempted to load this onto my 1.18.5 SMP server.
Client crash attempting to type in the gamemode 2 inventory search:
Game Version: v1.18.5 (Stable)
2023-06-15 10:16:20 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.6, bettercrates@1.6.0, betterruins@0.2.0, cellardoor@1.3.0, chiseltools@1.8.4, cropsconfig@1.0.0, extrachests@1.7.0, fieldsofgold@2.1.6, HangingOilLamps@1.0.1, hideandfabric@1.3.0, indappledgroves@0.4.9-rc.8, meteoricexpansion@1.2.4, leadroof@1.3.3, outlawmodcan@0.2.3, primitivesurvival@3.2.2, spidersilk@1.2.2, translocatorengineeringredux@1.4.2, game@1.18.5, weaponpackalphaunoff@1.4.0, wildcrafttrees@1.2.3, wildcraft@1.6.6, alchemy@1.6.12, canmarket@0.3.6, carryon@1.2.0, claims@0.2.16, commonlib@2.1.1, expandedfoods@1.6.6, fromgoldencombs@1.4.16-rc.2, hudclock@3.2.0, lc@1.0.0, medievalexpansion@3.9.3, petai@1.7.9, prospectorinfo@4.2.0, stepup@1.2.0, stillnecessaries@1.0.0, usefulstuff17@1.1.5, creative@1.18.5, vsquest@0.4.1, survival@1.18.5, vsvillage@0.7.2, workbenchexpansion@1.6.3, xlib@0.7.2, xmelee@0.0.11, cats@1.7.0, cavebeacons@1.0.7, em@2.2.1, feverstonewilds@1.2.0, glassmaking@1.3.5, playercorpse@1.7.1, stonequarry@3.0.1, tpnet@1.11.0-rc.1, biggerwindmill@0.2.0, wolftaming@1.7.3, xskills@0.7.3, bricklayers@2.2.0, wildcraftxskillspatch@0.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiElementItemSlotGridBase.FilterItemsBySearchText(String text, Dictionary`2 searchCache, Dictionary`2 searchCacheNames) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 557
at Vintagestory.Client.NoObf.GuiDialogInventory.OnTextChanged(String text) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 425
at Vintagestory.API.Client.GuiElementEditableTextBase.TextChanged() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 328
at Vintagestory.API.Client.GuiElementEditableTextBase.OnKeyPress(ICoreClientAPI api, KeyEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementEditableTextBase.cs:line 593
at Vintagestory.API.Client.GuiComposer.OnKeyPress(KeyEvent args) in VintagestoryApi\Client\UI\GuiComposer.cs:line 615
at Vintagestory.API.Client.GuiDialog.OnKeyPress(KeyEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 452
at Vintagestory.Client.NoObf.GuiManager.OnKeyPress(KeyEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 383
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyPress(Object sender, KeyPressEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 244
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.HandleChar(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 411
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 771
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hope that helps
Thanks for adding the description. It would be helpful to have a link to the item in the description as well.😀
macoto_hino Thanks for the suggestion, I have added more description text in the new version
I am so happy to see a very nice mod come in, where I was disappointed because I had made the base of the windmill shed too big to fit it, and when I combined it with the vanilla windmill, it wasn't the right size.
It may be a bit confusing as there is no description on the item.
How about adding the following text?
"blockdesc-largewindmillrotor-north": "A large windmill component that allows for large sails to be installed.",
"itemdesc-largesail": "Large windmill parts. Up to 8 sets of Large Sails (configurable) can only be installed on the Large Windmill Rotor."
Colorful windmills when??