Mods / Millwright
Author: SpearAndFang
Side: Both
Created: Jun 23rd 2023 at 4:43 AM
Last modified: Nov 11th at 6:17 PM
Downloads: 75048
Follow Unfollow 768
Latest file for Various v1.20.x:
millwright_1.1.8.zip
1-click install
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
The latest version is for game version v1.20 ONLY
NEW in version 1.1.6: Several of the windmill types can now have more than 5 sets of sails:
- 8 blades = 5 sets of sails max
- 6 blades = 6 sets of sails max
- 4 blades = 7 sets of sails max
- 3 blades = 8 sets of sails max
NEW in version 1.0.9: Build reinforced brakes to actually (possibly) stop these high-octane windmills!
NEW in version 1.1.0 - Build two passthough axles and place them on either side of a solid block, to easily transfer power through walls and ceilings while still maintaining room integrity!
NEW in version 1.1.1 - Wide sails - They look a lot like vanilla sails, but are twice as wide for extra oomph! See the screenshot below, they're in the back row.
Build reinforced rotors (with iron plates) and then craft improved sails to attach to them, in order to power your gear more effectively.
The new sails are twice as efficient as vanilla sails, and up to twice as many can be mounted to the proper reinforced rotor in order to achieve up to quadruple the output power. Pro-tip: search for "rotor" and "sail" in the handbook.
Any sail (plus a knife) in the crafting grid will let you can recover your linen in order to build different sail types more easily.
Thanks to Chumber, DaymanSenpai, Mercatto, OutcastZeroOne, and Eliandir for the photos!
Thanks to Maltiez for the mod configuration gui!
Mod Configuration
OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]).
If you want to customize this mod the old fashioned way, see %appdata%/VintagestoryData/ModConfig/millwright.json
AllowSailDeconstruction - set it to false to prevent recovering linen from sails in the crafting grid - default = true
BrakeResistanceModifier - the braking modifier for reinforced brakes - default = 2.0
SailCenteredModifier - the output power modifier for the improved "centered" sails
SailAngledModifier - the output power modifier for the improved "angled" sails
SailWideModifier - the output power modifier for the improved "wide" sails
SailRotationModifier - the rotation speed of the new rotors/sails. 1.0 = 100%, 0.5 = 50%, etc. Cosmetic only CLIENT side setting
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.8 | 4054 | Nov 11th at 6:17 PM | Show | millwright_1.1.8.zip | Install now | |
v1.1.7 | 10151 | Sep 10th at 4:59 PM | Show | millwright_1.1.7.zip | Install now | |
v1.1.6 | 8618 | Jul 26th at 11:42 PM | Show | millwright_1.1.6.zip | Install now | |
v1.1.5 | 12645 | Apr 17th at 6:58 AM | Show | millwright_1.1.5.zip | Install now | |
v1.1.4 | 11364 | Jan 26th at 5:51 AM | Show | millwright_1.1.4.zip | Install now | |
v1.1.3 | 3624 | Dec 3rd 2023 at 8:19 PM | Show | millwright_1.1.3.zip | Install now | |
v1.1.1 | 10079 | Oct 8th 2023 at 5:18 PM | Show | millwright1.1.1.zip | Install now | |
v1.1.0 | 949 | Oct 8th 2023 at 12:49 AM | Show | millwright1.1.0.zip | Install now | |
v1.0.9 | 2311 | Sep 20th 2023 at 4:30 AM | Show | millwright1.0.9.zip | Install now | |
v1.0.8 | 1463 | Sep 6th 2023 at 1:53 AM | Show | millwright1.0.8.zip | Install now | |
v1.0.7 | 4301 | Jul 31st 2023 at 3:00 PM | Show | millwright1.0.7.zip | Install now | |
v1.0.6 | 1562 | Jul 18th 2023 at 3:30 PM | Show | millwright1.0.6.zip | Install now | |
v1.0.5 | 1188 | Jul 9th 2023 at 4:47 PM | Show | millwright1.0.5.zip | Install now | |
v1.0.4 | 369 | Jul 8th 2023 at 5:39 PM | Show | millwright1.0.4.zip | Install now | |
v1.0.3 | 743 | Jul 2nd 2023 at 6:01 PM | Show | millwright1.0.3.zip | Install now | |
v1.0.2 | 753 | Jun 25th 2023 at 10:51 PM | Show | millwright1.0.2.zip | Install now | |
v1.0.1 | 425 | Jun 24th 2023 at 5:51 AM | Show | millwright1.0.1.zip | Install now | |
v1.0.0 | 449 | Jun 23rd 2023 at 6:47 AM | Show | millwright1.0.0.zip | Install now |
Hasitan
Definitely possible.
Will it happen? Probably not - I've been working on this exact thing of late but there's a few weird things going on that I can't seem to sort out.
Would it be possible to add Wool & More materials for sail crafting?
TheInsanityGod
Thanks for the heads up. I've added to my laundry list!
@SpearAndFang, it's not that big of deal but the sailwide shapes are missing faces on the beams
propaneko
Oops you are right that there is an issue - the angled and centered sails are both using the centered modifier.
I will fix this for the next release.
The wide one and centered ones seem to be working correctly.
fyi #1: be sure to use a decimal in your settings i.e. 1.0, not 1
fyi #2: if there is a single invalid number format (like in fyi #1) the entire mod config fails over to the defaults
fyi #3: after you change the mod config you need to exit the world and reload it.
SpearAndFang Hi there it seems like the configuration for your mod isn't fully working? It seems like the float values are not applying they are always a whole number, also it doesn't matter if values are different it always takes the same value for all 3 types of Sails.
SalazarWindriver
You can of course attach a large wooden gear to a passthrough axle. I'm assuming that you mean without the gap caused by the length of the passthrough axle.
When I get to rewriting the passthrough axle so it's less quirky I plan on also making it shorter (only a single block and completely contained in the block you are passing through).
One day....
Would it be possible to combine the passthrough axel with the large wooden gear? It would be cool to put the gear against the ceiling
DanekJovax
oof. you are right. It was a very small change and I did not expect it to break under 1.19.8 but it did.
I have made changes here to reflect that. so sorry!
@SpearAndFang
Hi! I just updated to 1.1.8 while playing 1.19.8, and I lost the pass-through axels and my 8-sail windmill sails and rotor that I had installed in the previous version (1.1.7).
EDIT: I noticed that 1.1.8 is listed for 1.20.0pre on this page, though in the Files page it is listed for both 1.19.8 and 1.20.0pre. Was support for 1.19.8 deprecated with this latest update?
Please advise. Thanks!
--- DanekJovax :2)
Merci Raathur !
Hi, here is a french translation for the mod https://pastebin.com/xgWBg2yn
I would also like to report another issue with the pass through axle. It rotates in the opposite direction of its source power. I’d love to use it; I think it’s a better solution for me than the Axle in Block mod. That mod is great, but all I really need from it is the pass through functionality, and it adds a bunch of other blocks I probably won’t use.
Edit: I did some testing, and this doesn’t always happen. If you attach the pass through axle to the opposite end of the block away from the source of rotation first, and then attach it to the power source side, it seems to rotate the right way. If you connect it to the power source side first, though, and then connect the opposite side, that side sometimes rotates opposite.
Also, I know other users have reported the issue that the pass-through does not preserve rotation power, but for whatever reason, I am not having that problem.
RuneScholar
No one block only,
Also, it's pretty quirky so you might want to just not use it until I get a chance to rewrite it.
Can the pass through axle go through multiple blocks? For example, if your wall is 2 blocks thick, instead of one.
impyre
I've fixed it in the latest release. Thanks for the heads up and the kind words!
SpearAndFang
hey, still relatively new to the game and already loving this mod. Just wanted to give you a heads-up, you missed at least one log type in the reinforced rotor recipe. I was unable to craft the 8-way reinforced rotor or reinforced 4-way rotor with the redwood quarterlog (which is most of the logs you get from the big ones). Not a huge deal, I had some maple logs on hand so I was able to get by without it, but it seemed unintentional since those logs work just fine for the vanilla rotors.
FrostyTunaDance
Not sure what you're saying but you need 2 of them and they do only orientate in three directions - NS, EW, UD
pass-through axle won't orientate in any direction other than the same three
xXx_Ape_xXx
yeah that's a known issue. I need to rewrite those passthrough axles using an entirely different approach. Plan A didn't produce the results I had expected.
SpearAndFang
The passtrough axles don't seem to retain the speed trough the blocks, is this a known issue or intended?
Ptahil
I tried again to recreate this issue but I cannot.
The millwright windmills are very much the same as the vanilla windmills, so my best guess is that some other mod is causing a problem with this mod.
Your log files - logs\server-main.txt and logs\client-main.txt may provide a clue as to what is happening.
Could you find me on the official VS Discord (I have the same name as here) and let me look at them?
Or put them on pastebin or some other hosting site and post the link to them here?
@SpearAndFang well its hapen when I go for exploracion Mining, hunting etc. came back and they stop work
Ptahil
Can you tell me how I might create this issue? I have game version 1.19.8 and the latest version of all three mods
https://mods.vintagestory.at/joyofsailing
https://mods.vintagestory.at/pelagussimplewinddirection
https://mods.vintagestory.at/millwright
and am testing, but I cannot seem to make the rotors stop working.
@SpearAndFang I have Issue that your Motors stop work, its a mod conflict with "Joy of Sailing", I stop Use it and they work, "SimpleWindDirecionPelagus" Work too
@l33tmaan
well now the issue isn't a one off. Sounds like a mod conflict.
Can you break an axle really close to the rotor to see if the rotor starts turning? - it's possible that something in the "network" is bunging up the system.
Also maybe look at the rotor itself and see what its readings are in the hud?
Got any wind mods like "Pelagus" or "Simple Wind Direction"? Or "Fishing 2"?
It looks like my 8 sail rotor stopped rotating too, even after breaking it and replacing it and the sails, and restarting my world. It was working before, so I'm not 100% sure what happened here.
@SoulReaperz
Sorry no. That will not be possible.
any planned support for Vanilla Variants?
https://mods.vintagestory.at/vanvar
it adds all kinds of different wood creations and the axles and rotors are changed from default thus making several items in this mod impossible without spawning them in or adding them to a shop to sell the originals so people can continue to craft the new windmills
zackadiax24
Maybe this mod is more to your liking: https://mods.vintagestory.at/biggerwindmills
Any chance you could make the sails larger? Or make a version with larger sails?
Salieri
Exit and reload the world? Not enough wind? SailRotationModifier set to 0.0?
Why could a windmill not have animation?
It works, don't get me wrong, it's just not the same without the SPEEEEEEEN.
ManaWei
I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.
I seem to have an issue with the Passthrough axle..
While very usefull in general, it seems to boost the speed and remove all the torque on my axle..
Only running 4x4 center sails, but the pulverizer is going so fast the game can't keep up, and i literally have items vanish because of it..
Varius
Medieval Expansion might be related to your issue, idk. Looking at that mod I don't see anything suspicious, but it does add things to the mechanical network so it is possible that there is some kind of conflict.
SpearAndFang
Would Medieval Expansion be interacting with it? Nah, right?
During my troubleshooting I removed any pass-throughs that were in between the power intakes and it persisted. I don't think there's anything I've added in terms of mods that would adjust windspeed either, quite puzzling.
Thanks for replying however, greatly appreciate it! I'll do some more troubleshooting!
Varius
Thanks! I haven't had any reports of this (and there appears to be a lot of people using this mod), nor has this ever happened to me in single player (and I play a lot). Furthermore, all of these parts are very similar to their vanilla counterparts with the exception of the passthrough axles. So if anything is causing this issue it would be the passthrough axles - they are rather quirky at times.
If you are also using a mod that mucks with wind or rotors specifically it could be related to the issue you are experiencing...
SpearAndFan
I absolutely love the work you've done with the mod, really outstanding!
Quiiiiick little question - is it a common/known thing that the rotors cease spinning and fail to provide kinetic power after leaving the area/reloading the game? I tested with the Vanilla rotors and normal sails and they seem to continue spinning after the area is unloaded and reloaded or I load into the game, the one's from the mod not so much.
I can fly up to them and they report that there is indeed windspeed, however, once you attempt to engage a clutch to maybe jump-start the process, nothing happens besides the drive-train twitches and remains still. The only fix is by breaking the rotor and placing the sails all over again, making it really bothersome to implement.
Are there any tips or forms of guidance? Lemme know!
DejFidOFF
this mod is pretty light touch and nobody else has reported such an issue, so I'm doubtful that it's causing that crash.
This crash report looks very similar and does not use this mod...maybe there's a clue here?
https://github.com/anegostudios/VintageStory-Issues/issues/3663
SpearAndFang
Hello o/ Looks like some part of this mod causing error at the server and chunk did not load. Can you check that please?
15.5.2024 09:54:14 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 233
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 289
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 894
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 696
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
16.5.2024 16:05:25 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 204
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.OnNodeRemoved(IMechanicalPowerDevice device) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 198
at Vintagestory.GameContent.Mechanics.BEBehaviorMPBase.OnBlockRemoved() in VSSurvivalMod\Systems\MechanicalPower\BlockEntityBehavior\BEBehaviorMPBase.cs:line 273
at Vintagestory.API.Common.BlockEntity.OnBlockRemoved() in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 161
at Vintagestory.Server.ServerWorldMap.RemoveBlockEntity(BlockPos pos) in VintagestoryLib\Server\ServerWorldMap.cs:line 538
at Vintagestory.API.Common.Block.OnBlockRemoved(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1283
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 163
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 76
at Vintagestory.API.Common.Block.OnBlockBroken_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith_Patch1(ItemAxe this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 575
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Plz can we have a gearbox type block, that can turn the high speed into torque on the whole system. ie slower aesthetic "windmill speed" with these high speed sails, but plently of torque to run lots of machines.
You've done it again. The passthrough axles are great! Thank you!
Hi SpearAndFang, thank you, we updated configlib and it works like a charm.
Unum
Oof. I think you will need to either try updating configlib to the latest version, and failing that roll back this mod to 1.1.4
Hi, does this work in multiplayer? I can't connect to the server.
We have few more mods but they work together in singleplayer.
I keep getting this error:
Game Version: v1.19.7 (Stable)
19.04.2024 17:59:54: Critical error occurred in the following mod: configlib@1.3.2
Loaded Mods: millwright@1.1.5, moremolds@1.4.2, qptech@1.15.1, viescraftmachines@2.3.1, game@1.19.7, animationmanagerlib@0.7.14, beehivekiln@1.5.1, butchering@1.5.5, prospecttogether@1.3.0, stonebakeoven@1.1.3, creative@1.19.7, vsimgui@1.1.3, survival@1.19.7, configlib@1.3.2, fsmlib@0.4.4, maltiezcrossbows@0.3.4, maltiezfirearms@0.5.1
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\var\vintagestory\data\ModConfig\millwright.json'.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path)
at ConfigLib.Config.ReadConfigFile(String defaultConfig) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 321
at ConfigLib.Config.ParseJson(JsonObject json, Dictionary`2& settings, SortedDictionary`2& configBlocks, String& defaultConfig, String domain) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 286
at ConfigLib.Config..ctor(ICoreAPI api, String domain, JsonObject json, String file, Dictionary`2 serverSideSettings) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 101
at ConfigLib.ConfigRegistry.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data) in D:\Projects\VintageStory\configlib\configlib\source\ConfigLibModSystem.cs:line 299
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 850
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
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
Event Log entries for Vintagestory.exe, the latest 3
Aki_II
If you are using passthrough axles in that setup try removing them - they're pretty quirky. Other than that I don't know what to tell you because this mods rotors and sails are pretty much identical to their vanilla counterparts.
I have 4 helve hammers set up on third gear ratio and the whole setup is stopping even though i know there is enough power to run the hammers, it runs extremely quickly for short bursts then completely stops
@Jessterr
Thanks yeah, I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.
Wooden Axle (passthrough) has a SIGNIFICANT power loss when using 8-beam rotor and the vanilla lookalike sails (at max sail count). Wind Speed 33%, Sails Power Output 400kN. I have a passthrough letting the axle come through the wall between rotor and large wooden gear with no power loss, and a 2nd set of passthrough axles after stepping down from large to small gear and all the speed gained from the small rotor is lost. Measuring with just my eyes it looks like the speed is exactly the same as it was before it was stepped down from large gear to small gear. I imagine that most people won't use them inside their windmill but I wanted to report it anyway.
@DasPrinzip
I replied to you via your message on Discord
Bulwyz
noted - I'll check it out
I downloaded this mod only for the passthrough axles initially, and they seem to work.... more or less, but I'm getting a huge increase in power on the output, using it in conjunction with vanilla rotors and sails.
- deleted -
@Kwegar
Yeah thanks - I noticed the issue almost immediately when rc.5 dropped and submitted a bug report. I'm surprised it didn't generate more comments here and elsewhere on the modDB. Thankfully rc.6 has now arrived!
Note many edits, its not an issue anymore.
As of 1.19 rc 5 if i hit H on the angled sail.. or type it in.. crashes to desktop. I am running a number of mods on the server, but since i updated its not liking it. If you need more info, please let me know 1.19 rc 4 it worked fine. Edit 1 Even normal sails crash it.. so no likely your mod, but something in the main game. Will do some testing on Single player. Edit 2, all mods removed, base game crashes on sails. so not your mod.. but figured i should included the info, incase anyone else as an issue. I will try and report it on the main site. Love this mod!! Edit 3, 1.19 rc 6 mentions linen recipies as an issue, thats fixed. so ignore this? I will update and test it Last Edit 4. 1.19 rc 6 no longer crashes.
@SourOne
One day perhaps. The models for those things are a bit of a pain.
@haro
No patreon sorry. I don't need the money or the pressure associated with that, I'm pretty on and off again with my modding effortsl Glad you enjoy the mod!
awesome mod! do you have a patreon page?
Would really love to see longer spans on the rotors. It is basically impossible to make a realistic windmill with a 10m span. I want both the axle through the block and 8 sails on a 4 blade windmill. Hate that these are two separate things because nobody wants to add the Bigger Windmills mod to a multiplayer server when you have the short rotors of Millwright that do the same thing.
@iodide
I just now added a 1.19 release.
Can anyone confirm if this works using v.1.19pre?
SpearAndFang
Thank you it doesn't look as nice as yours but I guess it'll have to do due to proportions lmao
I hope someday Millwright also support size adjustments, could make some beautifull buildings with it.
Ionite
Sorry this mod does not support that. But there IS this one: https://mods.vintagestory.at/biggerwindmills
SpearAndFang,
Is there a way to modify the amount of sail layers can be added to a rotor? I have a giant building for my mill but with only 5 layers it kinda looks pathetic lmao I even tried with the wide sails but not much difference.
don't get me wrong I love the mod but my mill kinda look redicilouse lmao
Jimzawy
The different sails are purely asthetic. That *could* be customized via the mod config file.
Hello again SpearAndFang, I appreciate the response, I solved the problem by placing all the axles in the intended design, then replace the normal ones with passthrough ones, that worked, I actually like the idea cause I have a big cellar with the kitchen in it, cause I am lazy to go through rooms ingame,
on more questions, do new sails vary in power or are they just for asthetic purposes?
and thank you
@Ven
Noted. And thanks!
Nice mod! For those geniuses that love to abuse rotor collisions building insane and ugly constructions out of 50-100 windmills on a stick😑 I've seen too much of those lately.. servers should put this restriction as a server rule genuinely imao.
Also there is a bug in recipe for 6 sail rotor craft, instead you can craft only 3 sail rotor because their difference is only the amount of logs (1 log for 3 sail vs 3 for 6 sail)
Jimzawy
That is not normal. Sadly, the passthrough axle has plenty of issues. Good idea, crappy execution on my part. sigh.
I will keep that in mind when I revisit it. Thanks!
Hey SpearAndFang, Great mod, I having trouble placing angled gear on the passthrough axle, I falls off, I have to place normal axles first than replace them with the pass through axle, is that normal ?
Zulthar
Thanks for the bug reports. I will add them to the to-do list and try to get it sorted out. And thanks for the kind words.
So, a quick glitch I found, when my windspeed was at 60% (though when I first noticed it, it was at 76%), the windmill wasn't actually rotating, but the axles were. Also, occasionally the passthrough axle will have to be destroyed and replaced for the axle on the other end of the power source to keep turning. I can't recreate it reliably though. Otherwise fantastic mod, very much enjoy it.
@Frepo,
thanks for the detailed report. That was the last thing I had thought I had fixed before release so I was a little surprised to see it happening again. sigh
Also loving the passthrough axles! But... I noticed that the axle on the opposite side of the solid block spins in the opposite direction. I don't know if this is intentional, or if it even matters. Thought I'd mention it anyway.
[EDIT]
Well... this doesn't happen in all cases. Case breakdown:
Power source coming from south (and going north through the block) = always correct rotation
Power source coming from north (and going south through the block) = always inverted rotation
Power source coming from east (and going west through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from west (and going east through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from abvove (and going down through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from below (and going up through the block) = correct if you connect power source to block first, otherwise inverted
@Lithos
Aww hell, no that was not intentional. I thought I had all the kinks worked out of that contraption. Thanks for the heads up.
Loving the passthrough axles. Slims down my mod load not having to use the other one that I rarely touch.
However, it seems like the passthroughs drop a significant amount of power. Is that intentional? The mechanics on the other side of the passthrough barely function now, even with mirrored 4-prong millwright sails that previously had no issue. I can see that the axle on the opposite side of the passthrough is spinning at a fraction of the speed of the input. If that is intentional, can there be a config option to change the passthrough multiplier?
Yanazake
Appreciate it my guy. Will be in the next release.
RikeiR
My pleasure. I have received a Japanese translation file from Macoto Hino yesterday, but thanks!
My man, here comes the sudden pt-br translation no one asked for:
{
"game:tabname-millwright": "Millwright",
"block-windmillrotor-three-*": "Tri-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-single-*": "Tetra-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-six-*": "Hexa-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-double-*": "Octa-Rotor de moinho de vento (reforçado)",
"item-sailcentered": "Vela (centralizada)",
"item-sailangled": "Vela (inclinada)",
"item-sailwide": "Vela (larga)",
"itemdesc-sail*": "Componente de moinho. Requer um rotor de moinho reforçado",
"block-brake-north": "Freio (reforçado)",
"block-woodenaxlepassthrough*": "Conduíte Eixo de madeira",
"blockdesc-woodenaxlepassthrough*": "Coloque em lados opostos de um bloco inteiro para transferir força enquanto mantém a integridade da sala",
"blockdesc-suitable-block-needed": "Você precisa de um bloco mais apropriado para suportar este eixo"
}
Thank you for making a great mod.
I have uploaded the Japanese translation file for v1.1.1.
ja.json
@SpearAndFang This would be a really weird reason to use an alt account xD
We're just both in Discord voice and on the same server a ton and had been discussing this whole thing before both of us floated over to comment x)
Reinforced brakes are now a thing. Thanks again for the suggestion Kara & Kirona (who may in fact be the same person using two different accounts 😉 ).
@Kara @Kirona
Sounds reasonable to me. I'll see what I can do.
I'd like to second Kara's request, it's surprisingly difficult to get one of these to stop rotating even at fairly low wind speeds x)
(And windmills, vanilla or yours, both seem tied to an issue with sounds cutting out after a while. It happens much faster around active windmills....)
hay.... might you be able to make a higher tier break maybe a iron tier one, to stop the mills from moving? atm we need to place like x5+ breaks just to stop the windmill from moving. <3
RogueRaiden
Alright, I've added a new version with a new modconfig option "SailRotationModifier" to slow down the sail rotation speed. I imagine the number you're looking for is 0.25 to 0.5. See the changelog for more info. Cheers!
i'll be more specific. the windmill speeds look good and "realistic" until about ~50-60% wind speed (as it says from the StatusHUD mod). As it goes above that threshold, is when it gets going wicked fast. like its trying to move the world with wind power. its really just the animation that people have a problem with, the produced power seems to be alright.
With great power comes great re...volutions. 🤷♂️
guess we're stuck with helicopter windmills lol
RogueRaiden
idk, I like them just the way they are. Maybe this mod is more to your liking...
https://mods.vintagestory.at/biggerwindmills
these windmills spin waaaaayy too fast... looks like its taking on hurricane force winds lol
i know they are supposed to be more visually appealing over having a tower of windmills but the spinning takes that away again :(
Perhaps now I can power my steel plant. As before even with 4 maxed rotors powering a single helve hammer it struggled to get any work done. Attaching a second stalled the entire system. They were facing the same direction so I know the power didn't become inverted or anything. I just find it weird because it can power the helve hammer, a pulverizer, and a quern, but not two helve hammers.
oops. Thanks @Nebux
6 blades rotor can't be made it has the recipe of 3 blades and that takes precedece
This also increases the target rotation speed in line with the output power. That is a very nice alternative to using a huge number of rotors with a large gear (large gear driving small gear is 5.5x speed).
Blessings upon you SpearAndFang
SpearAndFang im a bit confused im having issues attatching my new sails to your reinforced rotor? is there a min height limit i dont know about compared to regular windmills? i should be able to replace the windmill rotor and sails and it work normally i assume? sorry i was unaware when i made the 8x windmill i needed a stack of 8sails to make it work at starter level. never mind on my previous mention here. sorry.
Would you believe, Spang, that I didn't even notice who wrote this until after I wrote my comment? XD
Thanks Vinter. Yeah this mod is more cosmetic than anything, and my focus has always been on adding more variety to the base game - not changing how the base game functions.
And here I was hoping someone was adding wear and tear to the windmills, and perhaps a structural support requirement.
Good stuff though!
New version up! Power outputs - fixed. Corner sails - inverted. New 3 blade and 6 blade variants - added.
Thanks for keeping me honest @Alatyr
Alatyr
oof yeah you busted me, I've been a little distracted of late and was in a rush to get that release out...resulting in a couple of grave errors. The next release should be all sorted out, along with some new configurations (3 and 6 sails)...and probably a few new bugs. 🤪
SpearAndFang
HUD shows that the power of 4 blades and 8 blades is identical with a full upgrade. Both 200 kN.
It also seems to me that the corner sails are inverted and should rotate the other way. I mean that the mount of the sail is on the wrong side.
I have been wanting an 8-bladed medievel windmill for a while now, I don't normally do content mods to my game but I'm making an exception for this one.
❤️
Yet another great mod! Keep up the good work
@SpearAndFang
oh no sorry hope all is good
Oh man it's a dream come true; I was just thinking the other day that it would be nice if the windmill from ICO was in game. Lo and behold this shows up on the modDB. Excellent work! Now if only the design was just a liiiiittle closer to the ICO windmill hahah 😄
Another one to the translation bin!
I had no idea what the windmill would look like because I didn't have any pictures, but having pictures makes it look completely different.
However, there is no description of each item in the game, so please make one! I will also help with the Japanese language version!
wow, really nice looking windmills.
Edel_Recke thanks, that's pretty accurate.
Although my code is pretty similar to Bigger Windmills, let me assure everyone that I did not reference that mod at any point. All of my code originated from vanilla. And my original intention was more about creating windmills that were visually different, not competing with Bigger Windmills.
@Medall @SilverBird @SpeedRider
Sorry I got called away on a family emergency and couldn't finish the documentation. I've added one picture temporarily.
You can build a couple of different new rotors (iron reinforced) and attach the new blades to them for double and quadruple the power. As you might expect they are comparably expensive to make.
Any info as to what we can expect from this mod. Are the windmills bigger, are they more powerful, if so by how much.
Are they more expensive to make (not a bad thing), how do they look compared to vanilla, and bigger Windmills for example.
Some pics might answer half of these questions alone.
SilverBird I think, same size, more power
Bigger Windmills is not exactly the same, just resembles this one in some points
How does this compare to "Bigger Windmills"?
pictures?