Mods / TentBag-Reworked
- Tags:
- Authors:
- safwyl, El_Neuman
- Side:
- Both
- Created:
- Mar 14th 2025 at 2:29 AM
- Last modified:
- Aug 1st at 10:22 PM
- Downloads:
- 12528
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.6):
TentBag Reworked v3.2.4.zip 1-click install
Summary:
Rework of BillyGalbreath's VS-Tentbag (now this mod is removed, so, it's only in our memory) to scale satiety cost of packing/unpacking based on the number of solid blocks in the "tent".
This mod allows for the user to pack an in game build within a pre-determined maximum size into a "TentBag" to be quickly re-deployed in a separate location.
Behold what is perhaps the hardest Vintage Story server yet.
If you're tired of survival that's basically "baby mode," then welcome. A real challenge awaits you:
- Your journey begins in the Far North.
- No map - only a sextant and a compass... if you can find one.
- You start with only 5 HP.
- Monsters are smarter and deadlier. Shivers run faster and can climb walls.
- Boarthorns no longer retreat during combat, and their attacks hit much harder.
But the server isn't just about suffering. It's packed with carefully selected mods that I chose with great care. And if there's a mod you'd love to see, let me know—I might add it.
Most importantly, there's a goal beyond simply surviving. You can travel south, where daytime temperatures average around **15°C (59°F)**. That's where you'll find all the story locations and the rest of the game's content.
No starter resources, no spawn, just you, your clothes, and the freezing cold! Prepare to suffer! Sounds awesome, doesn't it?
Pack your camp, begin your journey south... and see if you can survive.
164.152.123.227:27503
A tent has now been added to the mod. If you’re a server admin, you can import it through the World Edit import menu.

Changes:
- Localization support for zh-CN, be, cs, de, en, es-es, fr, it, ja, pl, pt-br, ro, ru, sv, uk, cn, and es-419.
- Building placement preview before construction. Press B to toggle it on/off.
- Added an area preview when packing up the tent, toggled with the P key
- Added the ability to rotate the tent before placing it. Press R to change its default facing.
- Protection against accidentally picking up a tent when clicking on a wall.
- BuildEffort is per solid block
- When packing/unpacking the mod counts solid blocks (not air) and multiplies this by build effort to reduce the player's satiety
- If the player's remaining satiety is lower than the required amount to pack/unpack then the game will show an error to the player
- Creative mode disables satiety check before packing/unpacking
- New bag shape and textures (use colored linen to make colored bags)
- Schematics are saved to disk with a rolling count of 10 per user (saved server side in ModData/TentBagReworked)
- Waypoint drop on unpack, removal on pack
- Fixed the lighting bug; it now turns on after placing the tent
- If you like the tent from this mod, you can find it in the WorldEdit window. It has already been conveniently copied to the main folder for you - just enable the Import tab and place it in your world!
Mod Configuration
- Build Radius
- Build Height
- Build Effort (satiety cost per block)
- Clear Rocks/Grass
- Copy Mode (copies build rather than picking it up)
- Auto Pickup of Tent Item
- Error Highlight Color
- Waypoint Drop
- Waypoint Icon
- Pin Waypoint
- MaxSchematicHistory (rolling files saved to disk per user)
- Chat Notification with block count and saturation expense
- Allow List Mode (only allows packing of explicitly defined blocks)
- Banned Blocks
- Allowed Blocks (block whitelist for allowListMode, ignored otherwise)
Sample (Default) Config:
{
"maxRadius": 10,
"maxHeight": 20,
"buildEffort": 3.0,
"requireSolidGround": false,
"grabFloor": true,
"copyMode": false,
"replacePlantsAndRocks": true,
"putTentInInventoryOnUse": true,
"highlightErrorColor": "#2FFF0000",
"dropWaypoint": true,
"waypointIcon": "home",
"waypointColor": "crimson",
"pinWaypoint": true,
"maxSchematicHistory": 10,
"allowListMode": false,
"showChatNotification": true,
"bannedBlocks": [
"game:log-grown-*",
"game:log-resin-*",
"game:log-resinharvested-*",
"game:statictranslocator-*",
"game:teleporterbase",
"game:crop-*",
"game:herb-*",
"game:mushroom-*",
"game:smallberrybush-*",
"game:bigberrybush-*",
"game:water-*",
"game:lava-*",
"game:farmland-*",
"game:rawclay-*",
"game:peat-*",
"game:rock-*",
"game:ore-*",
"game:crock-burned-*",
"game:bowl-meal",
"game:claypot-cooked",
"game:anvil-*",
"game:forge"
],
"allowedBlocks": [
"game:soil-*"
]
}
💬 Credits
I'm not sure, but I think that tent structure is from the BetterTraders mod.
Please tag my nickname with @ in the comments, because I don’t see notifications from messages under this mod.
You can also contact me on Discord: DeadSigma:6666, or on Telegram: @El_Neuman.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 3.2.4 | tentbagreworked | 1784 | Jul 20th at 7:50 AM | TentBag Reworked v3.2.4.zip | 1-click install | ||
| |||||||
| 3.2.3 | tentbagreworked | 1817 | Jun 26th at 7:31 PM | TentBag Reworked v3.2.3.zip | 1-click install | ||
| |||||||
| 3.2.2 | tentbagreworked | 365 | Jun 25th at 7:20 PM | TentBag Reworked v3.2.2.zip | 1-click install | ||
| |||||||
| 3.2.1 | tentbagreworked | 266 | Jun 24th at 5:00 PM | TentBag Reworked v3.2.1.zip | 1-click install | ||
| |||||||
| 3.2.0 | tentbagreworked | 815 | Jun 11th at 8:09 PM | TentBag Reworked v3.2.0.zip | 1-click install | ||
| |||||||
| 3.1.1 | tentbagreworked | 5513 | Apr 6th 2025 at 4:01 AM | tentbagreworked_3.1.1.zip | 1-click install | ||
| |||||||
| 3.1.0 | tentbagreworked | 185 | Apr 4th 2025 at 9:09 PM | tentbagreworked_3.1.0.zip | 1-click install | ||
| |||||||
| 3.0.5 | tentbag-reworked | 1136 | Mar 23rd 2025 at 11:34 PM | TentBag-Reworked_3.0.5.zip | 1-click install | ||
|
- Changed dependencies to 1.20.*, this will work with any version 1.20.0 or above | |||||||
| 3.0.4 | tentbag-reworked | 182 | Mar 22nd 2025 at 5:06 PM | TentBag-Reworked_3.0.4.zip | 1-click install | ||
| |||||||
| 3.0.2 | tentbag-reworked | 327 | Mar 15th 2025 at 4:08 PM | TentBag-Reworked_3.0.2.zip | 1-click install | ||
| |||||||
| 3.0.1 | tentbag-reworked | 136 | Mar 14th 2025 at 9:02 PM | Empty | TentBag-Reworked_3.0.1.zip | 1-click install | |




needs a small delay, sometimes when shit gets wonky you will pack repack pack repack and starve to death.
Hi. I am having the issue where my tent registers as a ghreenhouse rather than a cellar as mentioned by someone previously. Has there been a fix for this?
Is this compatible with VSRoofing? You can make a tent from cloth and roof frames in that, which I think would pair well with this but I don't know if it'll save correctly
It's compatible; I made my tent that way and it works great!
Hi I did a search but couldnt find anything. Can the tent bag be stored on the back of an elk on the mattress slot? If not, this would be maybe a great addition to consider. Thanks!
"Fixed a bug where tent doors would lose their collision for monsters and other mobs after placing a tent."
This is a hella old bug, I'm glad it got fixed! Thank you!
Thank you for the improvements!
<3
Having the 'bug' where the cellar in my tentbag is counted as a greenhouse./ That just visual, or affects spoil times? Not sure how to 'fix' it.
Could you send a screenshot of your tent while it's fully deployed?
Apologies, I missed this. I'll send a screenshot later (Just logged off and heading to bed, too tired to wait for it to boot up again.), but if it's of any noteworthy: The 'cellar' was made of Material Needs: Geology's Monzonite Cobblestone. 2x3x7 in interior size, all full blocks (no chiselling). Used Wulk's Stone Doors, 2x3 sized. Initially built, it worked fine. Interior had shelves, barrels, and storage pots. Issues arose when I moved it (and vaguely remembering this to be an issue in this mod for years? Or at least in older versions)
The size of the tentbag was expanded to a radius of 4 and a height of 9, to accomodate my player's 125% size (which requires 3 high doors).Seems that filling every space inside the structure, then breaking them out caused it to 'fix' itself... but had to essentially empty the room first.
Thank you for taking the time to explain everything in such detail. I'll try to reproduce the bug and see if I can fix it. You don't need to send a screenshot anymore since your description was very thorough. Though I have to admit, I'd still be interested in seeing what your tent house looks like.
Not too much to look at, at least this version. Was more of a provisional relocation pack than a proper movable tent. (At some point I'll be redesigning and rebuilding my 5-pack movable tent system, was effectively a mobile base. Central tent goes down first, and four pots on each side held the bag for the sides in a caravan wagon. I miss it...)
Also, a very short test found a slight hiccup with trying to diagnose it: Something about shelves stores whatever's causing it. Filling in the cellar with shelves doesn't fix the issue, but filling in the cellar without shelves sets it back to being a proper cellar. My bet is that it's somethign to do with air blocks, or... something? Maybe it's not updating the light levels properly, and still assumes that light is getting in/ exists in the room.
https://prnt.sc/rOQE5OvMWNtt
https://prnt.sc/vYzg1ofduVk2
https://prnt.sc/e7XWefg0Jioe
https://prnt.sc/EGMmOrdFIIGi
LAst one is of the cellar "fixed", though it breaks when moving the tent again.
https://prnt.sc/t2kSC1ugPbQG
https://prnt.sc/-w5IQSKcYQrf
Bonus shot of the beginnings of that plan, at least in a practical sense.
Looks like a proper mobile base, that's awesome. Do you usually settle down in one place, or do you travel around?
Thanks for the tip about the shelves! I'll test it while keeping air blocks and different block types in mind.
Varies, honestly? I play with a group of friends, and in general I spend my time tinkering with stuff like this to see how far I can push it. Last time we played, the whackiest thing I accomplished was a three-bag windmill setup that layered up into a respectably powered unit... On that note, don't let a large gear get cut by a tent bag. Or... allow it to exist in one, period. Unless that's been fixed, it did some funky stuff and nearly broke our server, so it became a "break this, THEN pack the windmill up" (IT saved each segment of the large gear individually, making phantom blocks and generally causing some severe issues to the point rendering it in caused a crash. Barely salvaged that one.)
Damn, I need to keep that in mind. Thanks a lot for letting me know!
El_Neuman sorry for posting this before trying out the mod yet, however, as I previously used the other tent bag mod, I was wondering: Reading the description you say you place a waypoint when dropping the tent. One thing that always bothered me on the old tent mod was forgetting or mistaking which block was the center of the tent whenever I wanted to pick it up again, and sometimes chopping off a bit and having to place it and pick it up again this time properly. Would it be possible that, while holding an empty tent bag, you display an indicator in 3d space where the waypoint is, so to mark the center point of the tent? I think it would really help.
The mod has a visual preview of the area you're about to capture, so I think that should help))
Well, I thought maybe if you're inside of it it won't be so clear, but guess I'll test it out soon first :)
If you have any ideas on how to improve it, feel free to let me know!
Could it ever be possible to rotate your structure before unpacking?
Hi, in theory it's possible to add, though it might cause bugs when rotating complex structures. It's a lot of work either way, but I've added it to my to-do list.
It would be sick if you could pull that off. Either way, great mod
Looks like he's managed :)
What a legend.
THX 4 your Work
Is it Temporal Storm Save?
Hi! You can also finish this tent by adding doors and covering the openings with hides, which makes it safe. Here's how I built mine. I left the openings at the top because it looks nicer, but if the tent is in a low-lying area, Bowtorns can still shoot arrows through the top.
This mod is veryyy important to me, thank you so much for your work :)
You're welcome! It's just as important to me. I can't imagine traveling without a cozy tent where I can spend the night and get some rest)
How the hell did you make that tent, it looks so dope
Thanks, but I can't take credit for it. I stole that tent from some trader. :DD
It's most likely from the BetterTraders mod, but I couldn't find the tent schematic in that mod, so I'm not sure.
I demand reparations for the trader!
🤣🤣
Thanks a lot for keeping this alive!
My expeditions to find bauxite finally don't mean sleeping in a 2x1 dirt hole on a straw bed.
The preview feature is an absolutely incredible QoL feature. Big ups
Oh same. Awesome to be able to build something nice to unpack each time as well.
Is there any chance I could hand you just a little idea of making the overlays enabled by default?
Or if you think it could be too cluttery, perhaps a bool that allows for that in the config?
I don't think I'll ever not use the overlays, but right now I need to remember that I have to press 2 keybinds to do so, anytime I load up the game.
It's a stupidly small thing so feel free to entirely discard the idea, just wanted to throw it out there.
Yes, of course - I’ll add saving for that setting so you won’t have to enable them every time. I also forgot to make the hotkey descriptions dynamic in case someone decides to change their keybind settings))
Thank you kindly!
The relighting issue seems to still been present in the 3.2.0 update, making tents not update their cellar state
These lines need to be re-added, as the relight flag on the get acessor call doesn't seem to do anything
Thanks for reporting it, I’ll fix it right away!
Is it possible to make a highlight of the area that is going to be packed up?
Yes ofc, i will do it!)
Hell yeah, I had this in the back of my brain and I am so thankful somebody else already made it!
You're welcome! I just didn't want such a wonderful mod to fade into obscurity! :)
@JustDavid, see https://mods.vintagestory.at/tentbagreworked122plus
Anyone using this in 1.22.0?
is the latest thing with the config fix not in github? I was trying to recompile based on what usagirei said...
But also i tried to reload world but still get the sun icon and the house...
Much thanks to a friend, you can use
/debug chunk relight
Every time you settle to fix the cellar issue in the 3.1.1 version of this mod.
BillyGalbreath, Ruina, idk I removed anvil and forge from the banned list and it works fine. 1.21.6
Hey author, what happens to food inside it? Does time for the food pass while you're outside?
Surprised there's no fork of this. Anyone know if it works on 1.21.5?
Any idea of an ETA for an update to 1.22? No pressure, just wondering. Thanks.
Tested this on today's RC-1 release, and while it doesn't crash anything, it doesn't work either. Something that changed between 1.21.6 and 1.22.whatever seems to have broken this.
How does this mod actually work? I've made an empty tent, configured it to my liking but cannot actually use the empty tent item to pick up a build. My version is newest at time of this comment being made.
Ruina safwyl
2 Lines of code (Link) were removed in a recent update, that makes the chunk not recalculate lighting when the tent is placed.
This makes so placing down a cellar doesn't update its sunlight inside, and becomes not a cellar anymore until a game reload. (StatusHud confirms it updated the room state, but not the sunlight inside state, as it would show a room with a sun icon)
After adding the 2 lines back and recompiling the mod, it works as expected, no crashes with 150ish mods.
---
Edit:
Seems the update was supposed to use a block updater that does re-lighting, but its not working as intended, or its only re-lighting the blocks its placing.
Either way the cellar state isn't updated when a tent is placed down.
Would a partial "grab floor" function be feasible?
As in, don't take the floor itself, just its decorations like matting / carpets
Not sure if it's helpful, but just in case: here's a crash log. I loaded this up on a new 1.21.5 single-player world and the first thing I did was tweak the config (courtesy of ConfigLib+Auto Config Lib). I made an adjustment to the default radius (3 -> 5). The crash-to-desktop occurred when I saved my change. FWIW the change did save successfully, I see it changed in .../ModConfig/tentbagreworked.json. So might just be fiesty about being tweaked through ConfigLib.
Running on 64 bit Windows 10.0.19045.0 with 65401 MB RAM
Game Version: v1.21.5 (Stable)
12/7/2025 4:25:41 PM: Critical error occurred in the following mod: tentbagreworked@3.1.1
Loaded Mods: bettercrates@1.9.0, blackguardadditions@1.1.8, Bluesky@1.1.0, buzzwords@1.8.0, buzzybees@1.1.7, canoemode@1.0.4, canoemodcircuitspatch@2.0.0, carpet@1.0.2, catchledge@0.6.0, cavecontent@1.0.1, Ceramos@0.5.1, ceramoscontentfix@1.0.0, cbr@2.0.0, chiseltools@1.15.4, darcesdriftersredone@1.2.8-dev.1, diversediets@1.0.3, dryablegroundstorage@1.0.1, dye_recipes_fix@1.1.0, feverstonewilds@2.0.0-rc.11, fibersfromtwine@1.0.1, fixedpaths@1.0.2, fogless@1.0.1, falandsknecht@1.2.2, fatemplar@1.4.3, faviking@1.0.0, forlornadditions@1.0.3, freelook@1.0.4, spawngiantwaterlilies@1.0.0, glowtorns@1.0.1, hangingoillamps@1.0.5, HoneyPress@1.1.2, JacksFirewood@1.1.0, manualdishes@0.1.1, mbr@1.0.0, millwright@1.3.1, vichnybackpack@2.5.3, foodshelvesminapatch@1.0.0, handbookdecluttererminapatch@1.0.0, regaliaminapatch@1.0.0, necessariesminapatch@1.0.0, morecrystals@1.3.0, morenails@1.2.0, nadarters@3.0.0, plantstograss@1.0.1, plasterwashes@1.1.0, plumpkins@1.1.3, primitivesurvival@4.0.1, prospecttogether@2.1.2, raredenseores@0.2.9, resmeltableslightfix@0.1.2, ricketytranslocation@1.0.0, rotlotloot@1.2.1, scrollrackable@1.4.0, shelfobsessed@1.9.1, sfaws@1.0.1, snowcaps@0.0.0, sortablestorage@2.4.4, sticksfromfirewoodmallow@2.0.0, storagecontroller@1.2.1, tankardsandgoblets@1.3.4, tprunes@1.1.3, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, thatchexpanded@1.2.1, toastyclasses@1.0.0, game@1.21.5, vsimgui@1.1.16, warmgambeson@1.0.0, aculinaryartillery@2.0.0-dev.11, aemonsessentials@0.0.3, aged@2.0.2, ancestralblissshaders@1.0.0, ancienttools@1.6.0, animalcages@4.0.1, apelanterns@1.3.5, attributerenderinglibrary@2.4.0, autolootreforged@1.0.5, awearablelight@1.1.4, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterjonasdevicesfixed@2.1.4, betterruins@0.5.4, bettertraders@0.1.0, blacksmithname@1.2.3, blocksoverlay@4.6.1, boattags@1.0.1, bodyheatbar@1.0.1, butteflydisplay@1.1.0, carryon@1.12.1, changeclass@1.0.0, classoverhaul@0.0.17, climbmountain@0.2.1, clothierheirloomsmod@1.0.2, commonlib@2.8.0, composter@1.2.1, configlib@1.10.11, cooperativecombatrework@1.0.0, craftablewattleanddaub@1.1.21, Crateful@1.2.8, danatweaks@3.6.0, dirt2clay@1.0.0, enhancedhandbook@1.7.1, extrainfo@1.10.1, farmlanddropswithnutrients@1.2.2, farseer@1.3.2, fieldsofsalt@1.2.4, fixhandbookclutter@1.0.5, foodshelves@2.3.3, footprints@1.1.1, fromgoldencombs@1.9.4, genelib@2.1.4, glidervar@1.1.3, grassiergrass@1.0.0, greenbegone@1.0.0, GuibibiQOLS@1.0.2, handbookdeclutterer@0.6.0, humanskintones@0.0.4, hydrateordiedrate@2.3.2, iceisice@1.0.0, improvedhandbookrecipes@1.1.3, insanitylib@1.1.0, jaunt@2.1.1, justthepepper@2.0.0, maketeaforked@0.7.1, medievalexpansionpatch@1.3.4, boatspeedtweakz@1.0.5, relictools@1.1.1, thecritterpack@1.3.4, naturalfertilizer@1.3.0, noticeboard@1.2.2, optimetime@1.3.5, pelaguswinds@1.2.2, petai@4.0.3, pixelwaypoints@1.0.0, playerlist@2.3.4, claywheel@1.1.7, purposefulstorage@1.5.1, realsmoke@1.1.10, redspecsmonstertweaks@1.0.3, regalia@1.2.0, rivers@4.7.3, rustboundmagic@3.1.9, saltandsands@1.1.6, scaffolding@1.2.5, showcraftable@1.2.6, smithingplus@1.8.3, somethinginthewater@1.2.7, spawnhighlightcustom@1.1.0, sprucedup@1.0.3, stillnecessaries@1.3.0, stonebakeoven@1.2.0, stonerailings@1.4.0, strspawnchances@0.1.6, temporalityplus@0.0.8, temporalstormtimer@1.1.1, tentbagreworked@3.1.1, terraprety@7.0.9, th3dungeon@0.4.4, trailmodupdated@1.3.5, unconscious@2.0.1, vanillaplusclasses@1.4.2, visiblebags@1.0.1, volumetricshadingrenewed@1.2.0, creative@1.21.5, survival@1.21.5, waypointtogethercontiued@4.1.0, zippysreseedingreeds@2.1.0, alternativegliderimplementationreforged@1.0.1, autoconfiglib@2.0.9, bbb@1.0.1, brainfreeze@1.3.5, cavebeacons@1.0.9, detailedanimals@0.7.0, equus@1.2.0, em@3.4.0, extraoverlays@1.6.0, sleekdoorglass@1.0.0, draconis@1.1.4, ecrevived@0.0.8, expandedfoods@2.0.0-dev.5, saerinmod@0.4.4, shearlib@1.2.0, snowshoes@2.1.3, soilamendments@1.0.0, storageoptions@2.0.0, toomanyshingleblocks@1.2.0, notenoughsandfix@3.0.1, tailorsdelight@2.1.2, wool@1.8.1, dressmakers@1.7.4
System.Exception: Call to RegisterCallback while game is paused. ExtendedDebug info and developermode is enabled, so will crash on this for reporting reasons.
at Vintagestory.Client.NoObf.ClientMain.RegisterCallback(Action`1 OnTimePassed, Int32 millisecondDelay, Boolean permittedWhilePaused) in VintagestoryLib\Client\ClientMain.cs:line 3292
at Vintagestory.Client.NoObf.ClientEventAPI.RegisterCallback(Action`1 OnTimePassed, Int32 millisecondDelay) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 567
at TentBagReworked.Config.FileWatcher.QueueReload(Boolean changed) in C:\Users\sstep\source\vs_tentbag_reworked\TentBagReworked\TentBagReworked\Config\FileWatcher.cs:line 63
at TentBagReworked.Config.FileWatcher.b__7_0() in C:\Users\sstep\source\vs_tentbag_reworked\TentBagReworked\TentBagReworked\Config\FileWatcher.cs:line 33
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 11/28/2025 5:47:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.224.6711, time stamp: 0x65a895d5
Exception code: 0xc0000005
Fault offset: 0x00000000001d1f48
Faulting process id: 0x10e00
Faulting application start time: 0x01dc60cb4aa21894
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.2\coreclr.dll
Report Id: 6795d57c-e2fe-42a9-a7d8-43b9b1868193
Faulting package full name:
Faulting package-relative application ID: }
Is there any fix for Cellar losing the cellar status?
Ruina
I'm not really sure why, but those were the banned blocks from the original tentbag in jakecool's useful stuff mod. I figure jake did some testing and blacklisted them for a reason.
Why is anvil and forge black listed?
One of the best mods, still working on 1.21.4!)
is it possible to have crops growing in/on the structure?
Here's updated russian translation! Thanks for amazing mod))
working in 1.21 creative.
I have some strange question. Anyone know server with this mod?
I really waiting for an update :(
Love it, love it, love it! One of my favorite mods, it's so atmospheric
safwyl
Game Version 1.20.12 Multiplayer
Mod Version 3.1.1
i have changed the size of the tent bags to be greater than default, wanting bigger bags
the issue is it is not properly reloading the packed structure, i have initially tried a radius of 10(21x21 area) with height of 10(plus floor) and radius of 7(15x15 area) with height of 7(plus floor)
both situations only half the structure renders in, the other half does not and you have to force render it by placing stuff or relaunching the game
all stuff is still there and functional, just the rendering issue of half of the tent that requires a reload to get it to render
also an auto remove map marker when you pick up the tent location aswell if at all possible
safwyl
If you are still working on this, it looks like something was changed in 1.21 that stops your mod from correctly recognizing item/blocks (bowls, crocks, with or without food, etc). Would be great if you could look into that, as well as if the mod can detect this stuff when it is on a shelf. I really want to add a large number of these types of things to make camps/tents a bit more involved to setup instead of being a shulker box. Also, I have tested the reinforcement thing RaptorMother asked about, it would be nice to be able to reinforce and place locks on doors for when drifters can open doors (danatweaks thing I believe) but this is just a wishlist item. If you do decide to add this, compat with the Thievery mod would be cool too! https://mods.vintagestory.at/thievery
And I have no idea if it's possible, but a ghost of the structure appearing and the ability to rotate the placement is something I've always wanted for this mod.
Last wishlist I swear, the tentbag item is extremely cool, would love to be able to place them on the ground.
RaptorMother
It does not, currently. The reinforced states are not saved.
Hai! Got a question for usage on servers: does the tentbag respect reinforcements? As is: does a block reinforced to someone in a group you're not in prevent it being packed up?
I've noticed an odd bug. When I built my tent it was registering as a cellar. Once I packed it and placed it again it was registering as a greenhouse. When I relog it shows as a cellar again till I repack and place.
Found a weird bug. I placed a crafted crate in my tentbag and the capacity was changed from 1280 items to 1024 after packing and unpacking it.
I am playing on an SMP with 1.20.11 and version 3.1.1.
Torches also do not relight properly when unpacking.
Mobs are able to go through any door I place after placing down my tent.
More specifically, if there is a door that is part of the tent when I pack it up, placing the tent causes the doors to not block entry to entities; they walk right through it and can throw rocks through it like it isn't there.
Pamela the other tentbag mod? no, they are mutually exclusive since they use the same recipe
Can I not use this mod with the original? I can't get it to craft.....just goes to the old one.
I totally removed the ban list. And I'm not using allow mode.
Pamela can you share your config? Perhaps one of the floor blocks was a banned block? or if youre using allowlist mode it might not have been in the allowlist
So, I removed all the banned blocks, and that didn't do it. I had set the config to pick up the floor, but that was the issue. When I set that to false, it worked.
Pamela make sure there are no banned blocks within the outer bounds of your max size. even if its outside what you built your tent at it will prevent anything from being picked up. Your tent doesn't need to be the max size specified but you do need to make sure the max area specified is clear
I can't pick up my tent bag. My dimensions are set to 17 x 20 and my tent is 11 x 11 x 4. What is the problem?
So, I'm having an issue with picking up my tent. I set the config file to 17 x 20 and BuildEffot to 0.1. My tent is 11 x 11 x 4, but I can't pick it up. Does it HAVE to be the size specified in the config file? It's just a right click to pick it up, correct?
Excarnis %appdata%\VintagestoryData\ModConfig\tentbagreworked.json
Hey, I might seem like a total noob, but where do I edit or place the config file ?
Warlord_Hlt
You'll need to load it in via creative worldedit mode. Go to creative, hit ~ key to open the world edit menu. Load the schematic and place it. If you're not an admin on your server you'll need to ask them to bring it in for you
Thanks I've found it but how do i make it my current file for ingame??
Warlord_Hlt
If you're using the latest version check ModData/TentbagReworked folder for the schematics. They are saved on pack per user
any way to get back tent back save? when placed at world height limit entire buidling with chests and all disappeared.
safwyl
Cheers! The config edits fine now. Thank you for the fix. BTW I love the new tent bag model.
Can the last version of the mod be compatible with 1.20.6? when I start my save it says the mod requires 1.20.7 (I can't update the game yet because of other mods)
Tisajokt
For multiblock blocks like doors, gates, trunks you'll want to add "game:mulitblock-*" to your allow list. A wildcard like this should be fine since the origin block for the item will still need to be indicated to pick up the whole block.
safwyl
Happy to report that the config works now! I am now encountering a different issue; when I try to include doors in the whitelist, it seems to reject the top half of the door. What code do I need to include in the whitelist to allow the full door? (And I haven't tested it, but might this happen for the secondary halves of beds and trunks as well?)
Tisajokt Zer0Pig316
Figured out the issue with the config not working in single player, the original code I forked was only instantiating the config server side so it never looks for client side changes. As of version 3.1.1 I've reworked the file watcher and config instantiation so it should now work in both single and multiplayer. Please give it a shot and let me know!
Haven't updated to the new version yet, but I just want to put out there that I am also having the issue of the config file not affecting the mod's behavior, in singleplayer. Tried adding a whitelist and changing radius, but no change to the tent bag's behavior.
Zer0Pig316
After some tests with the calendar speed set at 1000x it seems grass just doesnt grow back in general. I removed grass with the tent bag and by hand and both didnt seem to come back even after years. I'm wondering if its something to do with how the game handles grass propagation (or rather doesnt). I did however see that very very slowly exposed dirt blocks will grow a grass texture on them (not tall grass), but its like over in game years.
CHR3S Paddon
Unfortunately, the schematic isn't saved to disk as a schematic json but is stored in the TentBag item's attributes (this is a carryover from the original mod). I'll look at making a backup at the time of pack to a json in case this occurs in the future
Zer0Pig316
1. Not sure why the grass wouldn't grow again. I'll fiddle with how its clearing grass/rocks and see if theres something to it. If I had to guess it's storing a permanent air block in that location. Have you tried placing blocks manually above the area and then removing them? Just out of curiosity
2. Are you playing on a dedicated server? Or single player instance? If on a server you have to edit the config in the server's ModConfig folder. Client edits won't work there. Do you see the config changed notification in the log? I'll try messing with the config in single player, I haven't done much in SP with this mod. No idea if notepad++ is at fault, doubt it, but I use visual studio code as my primary config editor.
I've got the same issue as CHR3S - server seemed to desync and according to the logs, put it in a chest halfway across the world that had crashed my game earlier, it's empty now weirdly. I'm hoping the schematics still exist somewhere for me to spawn it back in
Hello, I am trying to retrieve my tent due to it dissapearing somehow (It was in my tentbag before but now it's gone). Does anybody know where these Schematics or the files for the contents of a tent are stored so that you can restore it?
safwyl Fairly new to the game but I absolutely love this mod and the rp elements it adds for me. Thank you for sharing the rework.
A couple things I noticed:
safwyl
you're a super star! Thanks!
SteelFire
I've changed the dependency in the modinfo.json with v3.0.5 so you shouldn't have issues, it may yell about not finding the game version but you can safely ignore. It should work with any version of the game later than 1.20.0
Can we get this to be 1.20.5 dependency also, instead of just 1.20.6? 1.20.6 is a server-side update that clients don't technically need; especially single player clients.
Murazama
should be fixed now
Crashed entire server placing tent bag :(
Edit 1: Seems to be lighting error. :+(
Edit 2: Much like Britney Spears: Oops, I did it again.
Testing to see if being further from our predesignated safe space will break it or not. Might be something with Paper Lanterns / Lanterns causing lighting errors when near other major light sources?
Edit 3: Seems to be a relighting issue when going to a chunk with prior lighting.
Dythanos
Allow list mode has been added
LiothTheBrave
I've been able to successfully change the size up to a radius of 50 blocks without issue, I didn't change the code related to size though so I'm not sure why it wouldn't work with the other version.
Is it possible to change the size now as well? Changing those parameters in the old mod's config didn't actually do anything.
LiothTheBrave
It should work fine for 1.20.4, I set the minimum required version initially but I've updated it to 1.20.4
Dythanos
I'll look into that and see whats feasible
Update to 1.20.4 please.
Would you consider making the ban list a white list instead or have a configuration option for which to use?
screen shots? Info of any kind?