Mods / Millwright

Tags: #Cosmetics #Crafting #Technology
Author: SpearAndFang
Side: Both
Created: Jun 23rd 2023 at 4:43 AM
Last modified: Apr 15th at 3:26 PM
Downloads: 140452
Follow Unfollow 1356

Latest file for Various v1.20.x:
millwright_1.2.0.zip 1-click install


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*
v1.2.0 6325 Apr 15th at 3:26 PM Show millwright_1.2.0.zip Install now
v1.1.9 10484 Mar 29th at 5:17 PM Show millwright_1.1.9.zip Install now
v1.1.8 49559 Nov 11th 2024 at 6:17 PM Show millwright_1.1.8.zip Install now
v1.1.7 12026 Sep 10th 2024 at 4:59 PM Show millwright_1.1.7.zip Install now
v1.1.6 9012 Jul 26th 2024 at 11:42 PM Show millwright_1.1.6.zip Install now
v1.1.5 12814 Apr 17th 2024 at 6:58 AM Show millwright_1.1.5.zip Install now
v1.1.4 11453 Jan 26th 2024 at 5:51 AM Show millwright_1.1.4.zip Install now
v1.1.3 3674 Dec 3rd 2023 at 8:19 PM Show millwright_1.1.3.zip Install now
v1.1.1 10173 Oct 8th 2023 at 5:18 PM Show millwright1.1.1.zip Install now
v1.1.0 988 Oct 8th 2023 at 12:49 AM Show millwright1.1.0.zip Install now
v1.0.9 2355 Sep 20th 2023 at 4:30 AM Show millwright1.0.9.zip Install now
v1.0.8 1505 Sep 6th 2023 at 1:53 AM Show millwright1.0.8.zip Install now
v1.0.7 4338 Jul 31st 2023 at 3:00 PM Show millwright1.0.7.zip Install now
v1.0.6 1596 Jul 18th 2023 at 3:30 PM Show millwright1.0.6.zip Install now
v1.0.5 1221 Jul 9th 2023 at 4:47 PM Show millwright1.0.5.zip Install now
v1.0.4 408 Jul 8th 2023 at 5:39 PM Show millwright1.0.4.zip Install now
v1.0.3 777 Jul 2nd 2023 at 6:01 PM Show millwright1.0.3.zip Install now
v1.0.2 786 Jun 25th 2023 at 10:51 PM Show millwright1.0.2.zip Install now
v1.0.1 459 Jun 24th 2023 at 5:51 AM Show millwright1.0.1.zip Install now
v1.0.0 499 Jun 23rd 2023 at 6:47 AM Show millwright1.0.0.zip Install now

157 Comments (oldest first | newest first)

💬 SpearAndFang , 1 day ago

@Tick
You can't put regular sails on a reinforced rotor. You can though recover your linen from regular sails (with a knife in the crafting grid), and then make some millwright sails

💬 Tick, 2 days ago

I might be missing something obvious, but I am not able to place regular sails on a 6 sail rotor. I'm not sure what I'm missing.  I'm able to place them on a regular rotor, but I'm not getting any interaction at all when trying to place them on the 6.

Edit: pretty sure it's a stack size issue, I had no problem putting on the advanced sails. Is there any way in future versions you can make the base sail stack higher?

💬 SpearAndFang , 6 days ago

Scorives
Mod is working fine for me.  Use the issue tracker and post your log files if you like, but I'm quite sure you've got some other issue.

💬 Scorives, 6 days ago

Nevermind this was on my end during update the mod folder did not copy over all fixed and working thanks for the quick reply though great mod keep up the great work.

💬 Foxtrot88, Apr 16th at 7:46 AM

Love that you're still updating this mod, it's peak for making windmills actually produce as much power as needed. Is there any chance you could do any kind of gear that allows a, say, 3-way or 4-way split of rotational energy, in a more compact size than a wheel? Something that would just take axles connected to it instead of requiring angled gears to connect more than two axles together. Something like that would be extremely handy to avoid having do do a "power train" for two or more connected machines.

💬 SpearAndFang , Apr 15th at 10:58 PM

F0rged
Yes

💬 Roidgy, Apr 15th at 9:42 PM

Been trying it with no block underneath but idk maybe im just stupid or something 😥 I've circumvented it for now by placing a block opposite the direction I want, placing the rotor against it, then adding axles behind the rotor, but if anyone can give me a clue as to what I'm doing wrong I'd greatly appreciate it.

💬 F0rged, Apr 15th at 9:02 PM

I understand that the latest update fixed the issue with windmill sail duplication, where more sails would drop when the windmill was broken by a block?
Players have just now noticed it and started messaging me about it.

💬 SpearAndFang , Apr 15th at 7:04 AM

Roidgy
If there's a block below the rotor then when you place the rotor it will orient based on which direction you are facing.

💬 Roidgy, Apr 15th at 3:12 AM

I can't seem to make the modded rotors face the right direction, they always face opposite the direction I'm trying to place them in, while the vanilla rotor has no problem. 

So I just keep getting floating disembodied rotors, though I can still place sails on them.

💬 SpearAndFang , Apr 9th at 2:23 PM

Nymous
Sorry no.  I am only (slightly) interested in addressing outstanding issues, and maybe one day adding some things that I already have on the backburner.

💬 Nymous, Apr 9th at 5:07 AM

A bit of a long shot but any chance we can get the ability to connect the fruit press to mechanical power?

💬 SpearAndFang , Apr 8th at 1:53 PM

Razorray
You are right it does not place exactly the same way as a vanilla rotor.  If there's a block underneath you can get it to cooperate though.

Nymous
No the smoke is cosmetic only, just like the vanilla brake.

💬 Nymous, Apr 8th at 7:36 AM

When a brake is smoking is there a danger of it catching fire or something?

💬 Razorray, Apr 7th at 12:08 PM

Love the mod. Using it again on my new playtrhough. However this time, for some reason when ever I try to place one of the reenforced rotors (tested with 4 and 6 blade) it always wants to place the block backwards. 

Ive tested from different angles, but its always backwards.

 

Any suggestions? only other mech power-related mod I have is Helve Hammer Extended. 

💬 DrKlinger, Mar 26th at 10:33 PM

I can confirm @streetwind approx numbers.

 

I set up rows of axles w/ clutches at every 10 blocks length.
https://imgur.com/a/ngRWW8Q

All measurements made
The number of axles each windmill could turn worked as a linear measurement indicator of net resistance.
I think the base resistance of the gearing setup in the beginning is ~26 axles.

The vanilla windmill with 5 sets of vanilla sails could turn the base and 220 more axles. (Net 246)

The 4 axle windmill with 5 sets could turn the base and 960 (Net ~986) more axles. (Expected: ~470). ~Double cloth efficiency.

The 8 axle windmill with 1 set of sails could turn the base and 760 (Net ~786) more axles. (Expected: ~170-180). ~8x the cloth efficiency.

Problem is the uneven scaling means I can't through the config balance w/o nuking at least one of the windmills. 1/4 modifier is fair for the 8 axle windmill, but makes every other size much weaker.

💬 gobstar, Mar 24th at 7:20 PM

Hi! thx for this wonderful mod, I translated it into Russian for myself and my friends. So, i hope you enjoy it/  https://drive.google.com/drive/folders/12gcklGgHvqQfE3-Yg_21GOBebWzGsfpv?usp=drive_link

💬 Streetwind, Mar 17th at 4:05 PM

Could this come from the vanilla mechanical power code? Since there's only a single rotor in the base game, such a thing would never be noticed. Not until a mod comes along and tries to add different rotors...

...yeah, I got no idea either, I'm afraid. I can do more tests if you like, though.

💬 SpearAndFang , Mar 17th at 2:45 PM

Streetwind
Yeah I've heard grumblings that the math is off here.  Not sure how I got it so wrong since there's not a lot of it.  iirc, the sails are x2, and then the rotors are # of blades/4.

💬 Streetwind, Mar 16th at 10:45 AM

Adding to my previous comment, further testing with the following setup: imgur.com/a/WKvwWsO

I set the sail strength multipliers in the config to 1.0, to remove that factor. Wind strength was set to "storm" via command.

Using a three-blade reinforced rotor, with four sets of sails (60 kN): the mechanism baaaarely moves. The slowest I have ever seen a windmill turn, but it moves.

A four-blade rotor, reinforced or vanilla, with three sets of sails (also 60 kN): the mechanism is able to move noticeably faster.
A four-blade rotor with just two sets of sails (40 kN), however, is not able to move.

A six-blade reinforced rotor with one set of sails (30 kN): the mechanism performs identical to the three-blade rotor at 60 kN, with that barely perceptible movement.
Upgrading the six-blade rotor to two sets of sails (60 kN) makes it spin quite comfortably.

An eight-blade reinforced rotor with one set of blades (40 kN) also spins decently, despite the same torque not being enough for movement on the four-blade rotor.

It really feels like the number of blades is acting as an additional multiplier on top of the torque that the sails add. Check the comparison between the three-blade and six-blade rotors; it's like each sail is being counted twice.

Or in other words, the "true performance" of a rotor seems to be its reported torque times the number of blades. The vanilla rotor reports 100 torque at maximum sails, but has 400 "true performance"; a three-blade rotor reports 120 (with the config set to 1.0 anyway) but performs like 360, while a four-blade reinforced rotor reports 140 but performs like 560; the six-blade rotor reports 180 but performs like 1080; and the eight-blade one finally reports 200 but performs like 1600.

Multiply the numbers for the reinforced rotors by 2 again for the default settings of the mod. No wonder people report their windmills going BRRRRR, when the eight-blade reinforced rotor performs like eight vanilla rotors =P

💬 Streetwind, Mar 16th at 10:25 AM

Hello SpearAndFang, I'm just trying this mod out for the first time. Loving the visuals, especially with the three- and six-blade rotors :)

But I wanted to ask, is there some hidden internal multiplier in the reinforced rotors, in addition to the better sails? Because I'm getting weird results in my creative test world.

I've built a setup that just stalls out a vanilla windmill rotor with maximum sails. The mouseover of that rotor shows that the sails add 100 kN of torque.
If I switch to a three-blade reinforced rotor and give it three sets of sails (90 kN on mouseover), the mechanism will slowly begin spinning.
If I switch to a four-blade reinforced rotor and give it two sets of sails (80 kN on mouseover), the mechanism will spin, a little faster than the three-blade one even.
If I switch to a six-blade rotor and give it a single set of sails (60 kN on mouseover), the mechanism spins even faster than the four-blade one.
All of this is at the same wind strength, fixed via console command.

Basically, the reinforced rotors seem to be able to spin faster with less torque, scaling up further with the number of blades. Is that intended?

Or is this a bug / unintended side effect? I know the mechanical power math can be a bit arcane at the best of times...

💬 SpearAndFang , Mar 4th at 5:37 AM

Xinimer
Sorry nothing yet. I bit of a bit more than I could chew on with some other major changes to this mod so it's in a bit of a funky state right now.

💬 Xinimer, Mar 4th at 1:08 AM
💬 SpearAndFangAuthor, Jan 2nd at 3:22 PM

A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead

I was curious if you made any progress on this regard? I love the way the axle passthroughs look in my base but hate how much power is lost using them.

💬 Vedrit, Mar 1st at 2:08 AM

Is there a patch to allow using Wool & More wool to make Millwright sails?

💬 Lightpowder, Feb 25th at 9:06 PM

Can you please make a compatibility patch for Extended Food? Every vanilla mechanism can use oil or lard from that mod and only new rotors are locked to fat only (my friend converted all our fat to lard lol).

💬 CobbleCobbler, Feb 23rd at 10:00 PM

Since theres more available sails on rotors with more spokes, can there be a hard version of recipies with more plates required. Maybe have it be an iron plate per spoke. This would feel more balanced for me.

💬 SpearAndFang , Feb 20th at 3:25 PM

Pawelot
Thank you! I have added it for the next release.

💬 Pawelot, Feb 19th at 10:30 AM

SpearAndFang Hi I made Polish translation of yours mod https://pastebin.com/faXtxqxH

💬 SpearAndFang , Feb 15th at 6:05 PM

Ladyhawke LoneWolfREM
❤️

💬 Ladyhawke, Feb 15th at 11:11 AM

Thank you very much LoneWolfREM for testing, installing it now.

And a big thanks for Spear and Fang - gosh you are making so good mods, unbelievable. Can't think of a playthrough where most of you're mods are not installed. Thank you!

💬 LoneWolfREM, Feb 13th at 12:48 PM

This seems to be working with version 1.20.4-rc.4. Tested it today by making an 8 sail rotor. My existing windmill tower is all 8 sail rotors and it looks right and funtions. An FYI

💬 SpearAndFang , Feb 3rd at 5:31 AM

Larz151
I'm not sure what you mean. It's compatible with all the vanilla mechanical stuff, so I suppose that it's Steam Power mod friendly?

💬 Larz151, Jan 31st at 3:56 AM

Would it be possible to make this compatible with the Steam Power mod?

💬 Gorfinhofin, Jan 28th at 5:52 AM

I was tinkering with the issue RuneScholar had with paired pass-through axles turning opposite directions. It seems to happen consistently when the rotor is facing north. It also occurs if you remove a rotor that has been turning, and then place it on the opposite end of the pass-throughs, though this is probably a rare scenario in normal gameplay. Hope that helps!

💬 SpearAndFang , Jan 18th at 4:11 PM

SteAStro88
Hell yeah.  Although there is mod config option "SailRotationModifier" you can use if you are uncomfortable with that.

💬 SteAStro88, Jan 15th at 10:55 PM

Wide sails spin faster than tesla turbines 😆

💬 Perturbee, Jan 2nd at 5:22 PM

SpearAndFang
Thank you, I'll give that a try for now.

💬 SpearAndFang , Jan 2nd at 3:22 PM

Perturbee
A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead
https://mods.vintagestory.at/show/mod/1809


💬 Perturbee, Jan 2nd at 12:37 PM

I noticed that the passthrough axles somehow add a lot of resistance or lower throughput by a significant amount, so much so that it stops my helve hammer at 110% wind, whereas before with just regular axles it worked fine.
(The axles were my reason for installing this mod, I haven't done anything else with it)

💬 SpearAndFang , Jan 2nd at 1:45 AM

Phelan21
Not intended, no.  I'll see what I can do.

💬 Phelan21, Jan 1st at 6:20 PM

Is it intended that the windmills keep speeding up and slowing down all the time, while the wind stays the same? It feels more like the interia/resistance/friction/... of the connected stuff takes some time to take effect, and then for some reason (overcorrection/"memory" issues/...), the rotor speeds up again...

💬 SpearAndFang , Dec 17th 2024 at 11:56 PM

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.  

💬 Hasitan, Dec 17th 2024 at 6:41 PM

Would it be possible to add Wool & More materials for sail crafting?

💬 SpearAndFang , Dec 7th 2024 at 5:26 AM

TheInsanityGod
Thanks for the heads up. I've added to my laundry list!

💬 TheInsanityGod, Dec 6th 2024 at 8:25 PM

@SpearAndFang, it's not that big of deal but the sailwide shapes are missing faces on the beams

💬 SpearAndFang , Nov 25th 2024 at 12:38 AM

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.

💬 propaneko, Nov 24th 2024 at 9:33 PM

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.

💬 SpearAndFang , Nov 16th 2024 at 5:42 PM

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....

💬 SalazarWindriver, Nov 15th 2024 at 2:17 PM

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 

💬 SpearAndFang , Nov 12th 2024 at 3:46 PM

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!

💬 DanekJovax, Nov 12th 2024 at 8:33 AM

@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)

💬 SpearAndFang , Nov 6th 2024 at 3:15 AM

Merci Raathur !

💬 Raathur, Nov 5th 2024 at 8:52 PM

Hi, here is a french translation for the mod https://pastebin.com/xgWBg2yn

 

💬 RuneScholar, Sep 16th 2024 at 3:35 AM

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.

💬 SpearAndFang , Sep 12th 2024 at 5:34 AM

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.

💬 RuneScholar, Sep 12th 2024 at 12:55 AM

Can the pass through axle go through multiple blocks? For example, if your wall is 2 blocks thick, instead of one.

💬 SpearAndFang , Sep 10th 2024 at 5:00 PM

impyre
I've fixed it in the latest release. Thanks for the heads up and the kind words!

💬 impyre, Sep 8th 2024 at 6:33 AM

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.

💬 SpearAndFang , Sep 1st 2024 at 2:54 PM

FrostyTunaDance
Not sure what you're saying but you need 2 of them and they do only orientate in three directions - NS, EW, UD

💬 FrostyTunaDance, Sep 1st 2024 at 12:42 AM

pass-through axle won't orientate in any direction other than the same three

💬 SpearAndFang , Aug 8th 2024 at 4:50 AM

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.

💬 xXx_Ape_xXx, Aug 7th 2024 at 6:14 PM

SpearAndFang

The passtrough axles don't seem to retain the speed trough the blocks, is this a known issue or intended?

💬 SpearAndFang , Jul 15th 2024 at 5:07 PM

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?

💬 Ptahil, Jul 15th 2024 at 3:27 PM

@SpearAndFang well its hapen when I go for exploracion Mining, hunting etc. came back and they stop work

💬 SpearAndFang , Jul 13th 2024 at 2:34 PM

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.

 

💬 Ptahil, Jul 13th 2024 at 8:04 AM

@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

💬 SpearAndFang , Jun 28th 2024 at 7:22 AM

@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"?

💬 l33tmaan, Jun 28th 2024 at 4:03 AM

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.

💬 SpearAndFang , Jun 24th 2024 at 4:53 AM

@SoulReaperz
Sorry no. That will not be possible.

💬 SoulReaperz, Jun 24th 2024 at 2:50 AM

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

 

💬 SpearAndFang , Jun 20th 2024 at 1:56 AM

zackadiax24
Maybe this mod is more to your liking: https://mods.vintagestory.at/biggerwindmills

💬 zackadiax24, Jun 20th 2024 at 1:34 AM

Any chance you could make the sails larger? Or make a version with larger sails?

💬 SpearAndFang , Jun 10th 2024 at 3:58 PM

Salieri
Exit and reload the world?  Not enough wind?  SailRotationModifier set to 0.0?

💬 Salieri, Jun 10th 2024 at 12:16 PM

Why could a windmill not have animation?

It works, don't get me wrong, it's just not the same without the SPEEEEEEEN.

💬 SpearAndFang , May 28th 2024 at 4:08 AM

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.

💬 ManaWei, May 27th 2024 at 8:59 PM

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..

💬 SpearAndFang , May 25th 2024 at 5:38 PM

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.

💬 Varius, May 25th 2024 at 3:41 PM

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!

💬 SpearAndFang , May 25th 2024 at 2:43 PM

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...

💬 Varius, May 25th 2024 at 1:32 PM

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!

💬 SpearAndFang , May 17th 2024 at 1:04 AM

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

💬 DejFidOFF, May 16th 2024 at 5:45 PM

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

 

💬 MrTango, May 10th 2024 at 8:56 PM

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.

💬 l33tmaan, Apr 30th 2024 at 2:56 AM

You've done it again. The passthrough axles are great! Thank you!

💬 Unum, Apr 20th 2024 at 10:34 AM

Hi SpearAndFang, thank you, we updated configlib and it works like a charm.

💬 SpearAndFang , Apr 19th 2024 at 9:23 PM

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

💬 Unum, Apr 19th 2024 at 4:01 PM

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

💬 SpearAndFang , Mar 22nd 2024 at 5:49 PM

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.

💬 Aki_II, Mar 17th 2024 at 10:25 PM

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

💬 SpearAndFang , Feb 27th 2024 at 8:06 AM

@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.

💬 Jessterr, Feb 27th 2024 at 6:26 AM

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.

💬 SpearAndFang , Feb 2nd 2024 at 3:00 AM

@DasPrinzip
I replied to you via your message on Discord

Bulwyz
noted - I'll check it out

💬 Bulwyz, Feb 1st 2024 at 4:19 PM

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.

💬 DasPrinzip, Feb 1st 2024 at 3:29 PM

- deleted -

💬 SpearAndFang , Jan 7th 2024 at 3:02 AM

@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!

💬 Kwegar, Jan 6th 2024 at 11:57 PM

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.

💬 SpearAndFang , Dec 31st 2023 at 8:21 PM

@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!

💬 haro, Dec 31st 2023 at 10:26 AM

awesome mod! do you have a patreon page? 

💬 SourOne, Dec 31st 2023 at 7:33 AM

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.

💬 SpearAndFang , Dec 3rd 2023 at 8:20 PM

@iodide
I just now added a 1.19 release.

💬 iodide, Dec 3rd 2023 at 6:48 PM

Can anyone confirm if this works using v.1.19pre?

💬 Ionite, Nov 9th 2023 at 5:27 PM

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.

💬 SpearAndFang , Nov 9th 2023 at 3:48 AM

Ionite
Sorry this mod does not support that.  But there IS this one: https://mods.vintagestory.at/biggerwindmills

💬 Ionite, Nov 9th 2023 at 2:56 AM

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

💬 SpearAndFang , Nov 6th 2023 at 3:16 PM

Jimzawy
The different sails are purely asthetic.  That *could* be customized via the mod config file.

💬 Jimzawy, Nov 6th 2023 at 2:32 PM

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

💬 SpearAndFang , Nov 5th 2023 at 9:00 PM

@Ven
Noted.  And thanks!

💬 Ven, Nov 5th 2023 at 1:47 PM

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)

💬 SpearAndFang , Nov 4th 2023 at 12:04 AM

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!

💬 Jimzawy, Nov 3rd 2023 at 11:23 PM

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 ?

💬 SpearAndFang , Oct 14th 2023 at 3:30 PM

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.

💬 Zulthar, Oct 13th 2023 at 12:46 AM

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.

💬 SpearAndFang , Oct 11th 2023 at 12:18 AM

@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

💬 Frepo, Oct 10th 2023 at 10:25 PM

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

💬 SpearAndFang , Oct 10th 2023 at 2:40 AM

@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.

💬 Chumber, Oct 10th 2023 at 1:29 AM

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?

💬 SpearAndFang , Oct 9th 2023 at 3:08 PM

Yanazake
Appreciate it my guy. Will be in the next release.

💬 SpearAndFang , Oct 9th 2023 at 3:06 PM

RikeiR
My pleasure. I have received a Japanese translation file from Macoto Hino yesterday, but thanks!

💬 AzuliBluespots, Oct 9th 2023 at 12:30 PM

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"
}

💬 RikeiR, Oct 9th 2023 at 8:14 AM

Thank you for making a great mod.
I have uploaded the Japanese translation file for v1.1.1.

ja.json

💬 Kirona, Sep 22nd 2023 at 5:04 AM

@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)

💬 SpearAndFang , Sep 20th 2023 at 4:34 AM

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 😉 ).

💬 SpearAndFang , Sep 18th 2023 at 7:19 AM

@Kara @Kirona
Sounds reasonable to me. I'll see what I can do.

💬 Kirona, Sep 18th 2023 at 5:51 AM

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....)

💬 Kara, Sep 18th 2023 at 1:41 AM

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

💬 SpearAndFang , Sep 6th 2023 at 1:55 AM

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!

💬 RogueRaiden, Sep 4th 2023 at 5:56 PM

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.

💬 SpearAndFang , Aug 11th 2023 at 2:46 PM

With great power comes great re...volutions. 🤷‍♂️

💬 RogueRaiden, Aug 11th 2023 at 1:58 PM

guess we're stuck with helicopter windmills lol

💬 SpearAndFang , Aug 7th 2023 at 5:55 AM

RogueRaiden
idk, I like them just the way they are.  Maybe this mod is more to your liking...
https://mods.vintagestory.at/biggerwindmills

💬 RogueRaiden, Aug 7th 2023 at 4:12 AM

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 :(

💬 Nikkolai, Aug 6th 2023 at 11:50 PM

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.

💬 SpearAndFang , Jul 31st 2023 at 7:33 AM

oops. Thanks @Nebux

💬 Nebux, Jul 30th 2023 at 7:16 PM

6 blades rotor can't be made it has the recipe of 3 blades and that takes precedece

💬 sushieater, Jul 29th 2023 at 9:03 AM

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).

💬 Bopa, Jul 19th 2023 at 7:01 PM

Blessings upon you SpearAndFang

💬 Ultimaheart4, Jul 17th 2023 at 11:32 PM

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.

💬 Vinter_Nacht, Jul 13th 2023 at 1:02 AM

Would you believe, Spang, that I didn't even notice who wrote this until after I wrote my comment? XD

💬 SpearAndFang , Jul 9th 2023 at 4:41 PM

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.

💬 Vinter_Nacht, Jul 8th 2023 at 11:08 PM

And here I was hoping someone was adding wear and tear to the windmills, and perhaps a structural support requirement.
Good stuff though!

💬 SpearAndFang , Jul 8th 2023 at 5:55 PM

New version up!  Power outputs - fixed.  Corner sails - inverted.  New 3 blade and 6 blade variants - added.
Thanks for keeping me honest @Alatyr

💬 SpearAndFang , Jul 7th 2023 at 12:00 AM

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. 🤪

💬 Alatyr, Jul 6th 2023 at 8:14 PM

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.

💬 McThrill, Jul 4th 2023 at 9:31 AM

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.

💬 SpearAndFang , Jun 26th 2023 at 6:06 AM

❤️

💬 rboys2, Jun 26th 2023 at 12:57 AM

Yet another great mod! Keep up the good work

💬 SpeedRider, Jun 25th 2023 at 8:05 AM

@SpearAndFang
oh no sorry hope all is good

 

💬 Milk, Jun 24th 2023 at 10:39 PM

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 😄

💬 AzuliBluespots, Jun 24th 2023 at 10:20 AM

Another one to the translation bin!

💬 macoto_hino, Jun 24th 2023 at 1:16 AM

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!

💬 Mendall, Jun 24th 2023 at 12:38 AM

wow, really nice looking windmills.

💬 SpearAndFang , Jun 23rd 2023 at 5:02 PM

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.  

💬 SpearAndFang , Jun 23rd 2023 at 4:59 PM

@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.

💬 Mendall, Jun 23rd 2023 at 1:09 PM

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.

 

 

💬 BavarianViking, Jun 23rd 2023 at 10:59 AM

SilverBird I think, same size, more power

Bigger Windmills is not exactly the same, just resembles this one in some points

 

💬 SilverBird, Jun 23rd 2023 at 10:22 AM

How does this compare to "Bigger Windmills"?

💬 SpeedRider, Jun 23rd 2023 at 7:18 AM

pictures?

 (edit comment delete)