Mods / [Inactive] ViesCraft

Category: #Crafting #Technology #Utility
Author: Vies
Side: Both
Created: Jun 24th 2021 at 9:03 PM
Last modified: Jan 13th at 12:22 AM
Downloads: 3993
Follow Unfollow 5

THIS MOD IS ONLY UP TO 1.16.0. For the new version of the mod CLICK HERE or search for 'ViesCraft-Machines' in the VS Mod DB!


VS version : 1.16.0   |   Current version : 2.0.0

This mod adds machines to Vintage Story. Supports singleplayer and multiplayer servers. To get started, find the handbook guides "Vol.I : The 'Vies' Craft" and "Vol.II : Machine and You". It goes over recipes and basic info on machines. 


Features :

    Current machine types : Flying (Airship) - Airships are single player machines. They start off with 4 slot inventories. There are 3 variants of the Airship.

    Core systems : 

        Fuel system : All machine require fuel to run. Machine accept Charcoal, Brown Coal, Black Coal, and Machine pellets to run. All fuel types burn for different times.

        Energy system : While a machine is running (burning fuel), they will slowly gain 'Energy'. Energy is used to modify machines via textures, models, renaming the machine, colors, etc.

        Durability system : While a machine is running (burning fuel), they will slowly loose 'Durability'. Lower durability will lead to engine troubles.  Currently will start smoking and only have kickback, which will stop you randomly and make an soft "tink" noise. Next update will introduce minor and major engine issues. replenish durability with a Durability Kit.

        Upgrade system : All machines can be enhanced via applying upgrade kits. The upgradable parts are:

              Frame : Max Health, Max Energy, Max Durability, Turn Speed.

              Engine : Forward Speed.

              Module : +4 Storage Spaces, Max Altitude, Verticle Speed.

        Ownership system : Machines are only usable to those who throw them. To remove ownership of a machine, convert the machine back into an item. The item can be given to another player and when they throw it, wil will belong to them. 'Creative' players can enter any machine to break them down (thinking server admins). Offline players on multiplayer servers will have their machines tagged as "Offline player".

        Customize system : Machines can be customized in a few ways:

              Textures : There are 4 texture types that can be changed. These are labeled as frame, engine, module, and base (rope + seat). This costs machine energy to change. To have textures properly displayed to other players, machines must be converted into an item and thrown again.

              Name : Machines can have any name. Names can be composed of letters, numbers, symbols, and spaces. This costs machine energy to change.

              Models : There are 3 model variants. They can be changed in the customize tab of the machine. This costs machine energy to change.


Known issues :



Next update :

- Not sure! Will probably rely on feedback.


Planned features :

- More qol things like sounds, particles, and overall visual ques.

- A temperature system? Leaving a machine outside during winter not running could lower durability and health as it sits. Like the idea of storing machine in a hanger or something.

Version For Game version Downloads Release date Changelog Download
v2.0.0 693 Jan 13th at 12:22 AM Show
v1.2.2 363 Nov 29th 2021 at 7:29 PM Show
v1.2.1 200 Nov 29th 2021 at 3:29 AM Show
v1.0.5 669 Sep 7th 2021 at 10:39 AM Show
v1.0.4 519 Jul 26th 2021 at 10:48 PM Show
v1.0.2 352 Jul 20th 2021 at 8:32 PM Show
v0.9.0 252 Jul 19th 2021 at 10:04 PM Show
v0.7.0 363 Jul 1st 2021 at 7:32 PM Show
v0.4.24 308 Jun 28th 2021 at 1:02 AM Show
v0.4.0 274 Jun 24th 2021 at 9:04 PM Show

28 Comments (oldest first | newest first)

💬 Minni6in, Feb 2nd at 12:26 AM

oh sweet I didn't realize 😃

💬 Vies, Feb 2nd at 12:21 AM

@Minni6in The new version is out, it is like night and day. I rewrote the whole mod and it was totally worth it! lol Next update will have a more polished model too and a lantern you can place on the machines to light an area.

💬 Minni6in, Feb 1st at 8:51 PM

excited for the new version, it sounds like those improvements will be a much smoother experience

💬 Vies, Feb 1st at 8:19 PM

I had to do a redesign on this mod with the new mounting system in 1.16.1 and have been trying to stream the development of it. I have the new mod finished and will be making a new mod page for it. Working on getting it set up now. Going to keep this old one for anything pefore 1.16.1 for those who want it. My ViesBlocks mod is next to be updated.

💬 StewBag, Jan 24th at 5:59 PM

1.16.1 seems to have broken both this and the vies blocks mod. Been using this mod for years on minecraft. It really is special, Hope you find success here in the Vintage World.

💬 bluelightning32, Jan 21st at 8:29 AM

This mod broke in 1.16.1-rc3.

Game Version: v1.16.1-rc.3 (Unstable)
Loaded Mods:
1/21/2022 12:24:43 AM: Critical error occurred
System.TypeLoadException: Could not set up parent class, due to: Parent class vtable failed to initialize, due to: VTable setup of type viescraft.src.common.EntityMachineBaseVC failed assembly:/home/minecraft/vintage_story/live_data/Cache/unpack/ViesCraft-VS1.16.0-v2.0.0.zip_678114735ed7/viescraft.dll type:EntityMachineBaseVC member:(null) assembly:/home/minecraft/vintage_story/live_data/Cache/unpack/ViesCraft-VS1.16.0-v2.0.0.zip_678114735ed7/viescraft.dll type:EntityMachineFuelVC member:(null)
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type) at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <d57a575dd6be4193a54eb87783bbd39c>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x0002e] in <d57a575dd6be4193a54eb87783bbd39c>:0 at Vintagestory.Common.ModContainer+<>c.<GetModSystems>b__35_0 (System.Type type) [0x00000] in <51d71403970348a48fd088cfc0bd201e>:0
at System.Linq.Enumerable+WhereArrayIterator`1[TSource].MoveNext () [0x0002f] in <845e80236f1148c9841914e792f967af>:0 at Vintagestory.Common.ModContainer.InstantiateModSystems (Vintagestory.API.Common.EnumAppSide side) [0x000b3] in <51d71403970348a48fd088cfc0bd201e>:0
at Vintagestory.Common.ModLoader.instantiateMods (System.Collections.Generic.List`1[T] mods) [0x00126] in <51d71403970348a48fd088cfc0bd201e>:0 at Vintagestory.Common.ModLoader.LoadMods (System.Collections.Generic.List`1[T] mods, System.Collections.Generic.IEnumerable`1[T] disabledModsByIdAndVersion) [0x00150] in <51d71403970348a48fd088cfc0bd201e>:0 at Vintagestory.Common.ModLoader.LoadMods (System.Collections.Generic.IEnumerable`1[T] disabledModsByIdAndVersion) [0x00007] in <51d71403970348a48fd088cfc0bd201e>:0
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets () [0x0007b] in <51d71403970348a48fd088cfc0bd201e>:0
at Vintagestory.Server.ServerMain.EnterRunPhase (Vintagestory.API.Server.EnumServerRunPhase runPhase) [0x00084] in <51d71403970348a48fd088cfc0bd201e>:0 at Vintagestory.Server.ServerMain.Launch () [0x0017d] in <51d71403970348a48fd088cfc0bd201e>:0
at ‍.‍‍‍ () [0x000c8] in <7902b468919047d087c39c40959562bd>:0 at _TktYYz6xXh4DsPktoVWPRMJ9BdG._HviuT5VYYDU9qGlJh1elYTk082b (System.Threading.ThreadStart ) [0x00007] in <51d71403970348a48fd088cfc0bd201e>:0

💬 Vies, Jan 11th at 11:06 PM

Almost have a 1.16 release ready, going to test it tonight/tomorrow morning and will hopefully have it out tomorrow!

💬 Ricco, Dec 8th 2021 at 9:58 PM

Hello. Just reporting something. I think I managed to move into unloaded chunk while flying and got trapped inside a mountain but it looked like I was floating and watched my airship fly away without me. Logged out and back in and I was trapped inside blocks. I was able to break the blocks to free myself and my airship but figured I would let you know. Also is there any chance of disabling shift to exit while the inventory is open? I tried to shift click a stack of items from my bar into my inventory and jumped out of the ship and plummeted to my death. 

💬 Vies, Dec 6th 2021 at 7:47 PM

@WickedSchnitzel That kind of error comes up when an older version of my mod is used with the newer one, either client or server. Someone mentioned that in my Discord a while ago, client was still using the old version of my mod. Updating to the 1.2.2 on both sides fixed it.

💬 WickedSchnitzel, Dec 5th 2021 at 9:15 AM

Related to your mod? Happened when a player tried to connect to the server.

Running on 64 bit Windows with 12 GB RAM
Version: v1.15.10 (Stable)12/5/2021 3:56:25 AM: Critical error occurred
System.Exception: Don't know how to instantiate item of class 'ItemAirshipAdminVC' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(_tdkkczpJk3QZr5xiO7QivogOiwC packet, IWorldAccessor world, ClassRegistry registry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssetsStep1()
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _M3NcP5TH7TMb4K2x8uUbkjXP7iO._oYniXsjcVAWxLpTiLUivE84wTkA(Single )
at _R2SaBRGSTE9aIRQAjhFb2LrMpJb._gq2ZjDtIZ3sLq4OCUiRUzkjv3XA(Single )
at _R2SaBRGSTE9aIRQAjhFb2LrMpJb._tjdmYyEuuoCShcgREvOOHIl2K1G(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _rwEcecUjMyzMSfVPsyS8Wx2kGqk._XiZO0qHpODOJko3v6YCZBF7Z5Se(_2kddpZuU7wcyt2belKg18dkvHxo , String[] )
at _E5WqgB878qvAOVUQ9yfqu340l7G._XiZO0qHpODOJko3v6YCZBF7Z5Se(ThreadStart )


💬 Minni6in, Nov 29th 2021 at 4:45 AM

sweet, made my night

💬 Vies, Nov 29th 2021 at 3:52 AM

matinez Glad you like the mod! I know about that issue, haven't quite figured it out. It is almost like it gets worse the more things you have going on around you. Looking at other people though, everything seems to be alright. I have to look into it when I get more time.

@Berkjay Not an abandoned mod, just not spending 100% of my free time modding. I have been playing other games, may try to find a VS server to play on to get back into it. The update I just put out adds a lot to the mod, including a pretty big speed jump with the tier upgrades. I will eventually put in a config option to either statically set speeds for each tier or a "speed magnifier" global setting. Not sure yet. As for the elevation, you can just set the MaxAltitude_Restriction to false in the config to have no elevation limit. That or just upgrade the machine's Tier module. As for the shaky movement, I addressed that above.

💬 Berkyjay, Oct 16th 2021 at 5:59 AM

I'm guessing this mod is abandoned?  It's a shame really.  I was hoping to use this as an end game way to explore the northern and southern regions of my map.  But as it stands now, the mod isn't really usable.  It's way too shaky, way too slow, and it seems like you can only go to 130 elevation.  Hopefullt you pick it back up and continue working on it.  There's tons or promise here.

💬 Berkyjay, Sep 9th 2021 at 8:42 PM

HAs the ability to change the default speed been added to the modconfig file?

💬 matinez, Sep 8th 2021 at 5:06 PM

@Vies Hi, thank You for great mod. I've got one problem, the vehicle shakes a lot when I fly. Forward, backward, up and down it's moving but no matter of what it shakes so much. I tried with other mods and without any mods. I tried on another computer, same problem. But if a friend joins my save via LAN I can see his aircraft without shaking. 

Plese help

Sorry for my english

💬 Vies, Jul 22nd 2021 at 8:47 PM

@Juliusvanvern Nice video! Someone in my discord showed this to me before I came on here. Thank you for making it!

💬 Juliusvanvern, Jul 22nd 2021 at 9:05 AM

Möchtest du wissen, was der Mod macht, dann schau es dir doch hier an.

Want to know what the mod does, check it out here.


💬 Vies, Jul 19th 2021 at 10:23 PM

@Polraudio My pleasure! Glad you are liking it!
@Berkyjay The base airship is suppose to move slow, that is why I have the upgrade system in. After I finish the 1.15.1 update, I will be putting in a config file option that allows users to make the speeds greater for each tier.
@stony I will be upgrading the mod to 1.15.1 in the next update. Things should work better then!
@Verlia, I will send you a message. There isn't a real mounting system in the game yet, but we can chat about that via Discord.

💬 Verlia, Jul 16th 2021 at 3:37 PM

Hey Vies! I was wondering if you could DM me sometime on Discord! I'm Verlia#5712 

I've a mod that has horses, cats, snakes, rats, lizards, frogs, spiders and a couple mythical types Faunling and land griffon (unpublished atm). 

I was hoping maybe you could help me make my horses mountable! Please let me know if you can help! 

💬 stony, Jul 13th 2021 at 11:17 PM

Hello. In 1.15rc3 the recipes for tier2 upgrade kits don´t work. Tier1 ones work though.

💬 Berkyjay, Jul 12th 2021 at 6:02 AM

Is the base airship supposed to move very slowly.  It feels like it's moving as slow as sneak speed, which is pretty useless ingame.

💬 Polraudio, Jul 6th 2021 at 11:19 PM

Love this mod for Minecraft. Thank you for making it for VS.

💬 Vies, Jun 28th 2021 at 1:14 AM

Sorry for the delay, had family visit and been working hard to get the machine all ironed out for multiplayer servers (works great so far)!
@Ravenrune Probably not. I think it would look weird to see a huge machine glitch though mountains and what not. Doesn't really work with how I am implementing these machines. 
@Makuta That would be nice, but not how I am working with my machines. Would be cool if someone came out with that kind of mod though!
@Dundra Glad you are liking the streams! I am so glad I started doing that, and definitely will continue in the future.! /shamelessplug ->
@Ravenrune That should be better in the 0.4.25 update I just released. The max altitude is now calculated by the worlddata's "sealevel" + blocks for each tier. If you have a work that is 1000 blocks high and sealevel is 500, that is your base. The next update now that multiplayer stuff is ironed out, is the upgrade system, and fine tuning those numbers. I want to do a sealevel to max height thing, with % based calculations. 

💬 Runehawk, Jun 25th 2021 at 1:31 PM

Some constructive criticism/encouragement.

This mod pairs really well and compliments the Mod "Caelum Teras" which is a world-gen mod that turns the world into shattered floating islands with a lava/mantle underworld below.

Ever since playing that mod, I've though that an endgame airship would be amazing. The overworld can be quite difficult to traverse, even up to end-game. You can make a climbing rope, climbing picks, and a glider, but that's all you'll have the rest of the game, and it's still a bit difficult. I thought an end-game airship would fit in nicely as a reward for your progress.

Thus, this mod is very promising—although I would love larger ships too—but the one issue is that, with the world setting of the Caelum Teras mod, and the available altitude for the airships, I can only fly up to the bottoms of the islands. Being able to set the Y height in configs for abnormal worlds such as this would be a big bonus.

💬 Dundra, Jun 25th 2021 at 3:42 AM

Looks great! I have been enjoying the developement streams on Twitch that you have been doing for it!

💬 Makuta, Jun 24th 2021 at 9:36 PM

It would be friggin awesome if there was a way to build your airship, just like in Archimedes Ships from Minecraft... That would be badass.

💬 Runehawk, Jun 24th 2021 at 9:15 PM


Any chance for larger airships eventually?

💬 Vies, Jun 24th 2021 at 9:04 PM

Reserved. ;)

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