Mods / True Archimedes Screw
- Tags:
- Authors:
- Grym7er, MiraLeaps
- Side:
- Both
- Created:
- Apr 8th at 4:45 AM
- Last modified:
- Jun 9th at 6:56 AM
- Downloads:
- 11877
-
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
thetruearchscrew-0.2.0.zip 1-click install
⚠️ AI Use Disclaimer ⚠️
The creation of this mod used generative AI via various LLMs. The author has experience with software engineering, but not with C#, hence using ultra super fancy autocomplete for code-creation.
Edit: However, since posting this mod and this disclaimer, I also made a separate mod from scratch, and maintained and implemented several fixes for another mod, so while I am unlikely to re-write this mod without AI on account of it being such a simple mod that there isn't really a point, I am able to fix, debug, support, and maintain this mod, with or without the use of AI.
Note: The mod thumbnail was colourized using ChatGPT. Original image was taken from here.
💱 Changelog 💱
v0.2.0-rc.1 and subsequently V0.2.0
Completely refactored the mod and removed pretty much all of the fluff. The mod is now extremely simple and basic, because there are other mods that does the rest of the functionality much better:
- Removed ALL functionality EXCEPT the basic archimedes screw: the screw will now output a single water source block, while it is powered, and remove that source block again, when it is unpowered.
- It should be compatible with Realistic Water, but I didn't check yet (hence the rc.1).
- Since it now outputs a vanilla source block, it should work with pretty much everything else.
- Seizing of water source blocks and such has been removed - I recommend using the NoSourceTransport option in stead of Waterfall, if you want to make proper use of this mod. Otherwise, feel free to cheese.
IMPORTANT NOTE: Switch off ALL screws and make sure there is no remaining archimedes water blocks in the world before upgrading. MAKE A WORLD BACKUP.
v0.1.40
Added "disable vanilla source regen" as toggleable option in config. Might need to delete your existing config if you're not seeing it.
Recommended settings with disable vanilla source regen = false:
- Disable relay creation (relay removal is unreliable with vanilla source regen off)
- Use a mod like HCW:TE (here or here) to transport water long distances (can keep using waterfall as well, HCW does not affect what waterfall does)
- Use something like Realistic Water (here) if you want reliable and efficient in-world water propagation (but be careful with the mod - can create oceans if you're not careful)
v0.1.39
- Minor tweak to compat with Hardcore Water Forked - no need to update if you don't use HCW Forked.
- Cleaned the zip file so that old versions aren't included.
v0.1.38:
- Fixed crash caused by mismatch between client/server access to WorldSize.
v0.1.37:
- Fixed model and texture conflict with vanilla archimedes screw
v0.1.36:
- Added harmony patch to disable vanilla source regeneration
- Because who needs it anyways
- Allowed me to remove a ton of spaghetti that was purely there to make sure that everything got removed on drain
- Removed a lot of obsolete code with regards to draining
- Reworked drain logic to make it more reliable, cleaned up the code
- Added full Realistic Water compatibility (see description for details)
Mod Overview:
Water is the most vital resource to human survival. If all drinkable water disappeared today, 99% of humanity would be dead in a week. In games like Vintage Story, survival is trivialized because as soon as you have a bucket, you effectively have infinite water, and even with Hydrate or Diedrate, that doesn't really pose much of a challenge.
This mod does not address that, like, at all. In fact, it kinda does the opposite. What it DOES allow you to do, is to transport water uphill using mechanical power. That's it. Nothing else. No hacky water propagation, no silly seizures of water source blocks, nada.
If you want to use this mod to the max of its potential. play with NoSourceTransport enabled. Otherwise this mod serves zero purpose.
💠 Features 💠
-
A fully functional, craftable Archimedes Water Screw that uses mechanical power to transport water source blocks upwards.
- It hopefully works in multiplayer! (Untested - let me know)
🔧 Compatibility & Recommended Mods🔧
Aqueducts and Sluices:
- Transport your output water block over long distances.
Realistic Water (Untested in 0.2.0-rc.1)
- With Realistic Water installed, all relay functionality is disabled and switched over to Realistic Water's system
- Archimedes Screw can use realistic water's custom water blocks at the input
- Screw assembly outputs and sustains (while active) a level 6 sublevel 20 water block, which then propagates and drains using Realistic Water's propagation system.
- The archimedes screw functions purely as a vertical elevator, almost all water logic (except for some compat thingies to ensure water drains and spreads properly) are handled by Realistic Water
❔ How To ❔
Archimedes Water Screw:
Craft it like you would the vanilla copper one, but using lead! Now you can give lead poisoning to entire communities from the comfort of your chair! (Lead poisoning not implemented).
Crafting Recipes:
Lead Pipe Section:
Smithed from a lead ingot, same recipe as the copper chute section, but with lead.

Archimedes Water Screw Parts:
Crafted using Lead Pipe Section, hammer, shears, and lead plate:

Usage:
- Place an endcap in water (only vanilla water is currently supported)
- Stack up to 30 (configurable) pipe sections on top.
- Add another endcap.
- Apply mechanical power to top or bottom.
- You can at any point right-click on the assembly to figure out what is missing and what needs to be done to get it working.

🐞 Known Bugs, Issues, and Troubleshooting 🐞
If you find a bug or have an issue, please rather post it in the issue tracker than the comments. It will help me a lot because then I can learn how to use the issue tracker on git properly.
Known Issues:
- The mod is vibe coded. I haven't had time to redo from scratch myself, but will maybe get to that eventually. However the mod is now so simple that I don't really know if it is possible for AI to really screw it up.
Feedback:
Use the github issue tracker for feedback as well, but try to be nice. I'm going to copy-paste all of the comments into Cursor, so when the AI Overlords attack they will know who wronged them and who to spare.
💡Ideas 💡
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.0 | thetruearchimedesscrew | 3616 | Jun 9th at 6:56 AM | thetruearchscrew-0.2.0.zip | 1-click install | ||
|
Release of rc.1. No other changes. | |||||||
| 0.2.0-rc.1 | thetruearchimedesscrew | 365 | Jun 6th at 6:40 PM | thetruearchscrew-0.2.0-rc.1.zip | 1-click install | ||
|
Completely refactored the mod and removed pretty much all of the fluff. The mod is now extremely simple and basic, because there are other mods that does the rest of the functionality much better:
IMPORTANT NOTE: Switch off ALL screws and make sure there is no remaining archimedes water blocks in the world before upgrading. MAKE A WORLD BACKUP. | |||||||
| 0.1.9121 | thetruearchimedesscrew | 18 | Jun 7th at 6:43 AM | thetruearchscrew-0.1.9121.zip | 1-click install | ||
|
Recompiled with net8.0 for 1.21.6 and made API compatible. Dropped mod version to 0.1.9121 to try to not break mod updaters. | |||||||
| 0.1.40 | thetruearchimedesscrew | 3714 | May 11th at 4:14 AM | thetruearchscrew-0.1.40.zip | 1-click install | ||
|
Added "disable vanilla source regen" as toggleable option in config. Might need to delete your existing config if you're not seeing it. Recommended settings with disable vanilla source regen = false:
| |||||||
| 0.1.39 | thetruearchimedesscrew | 697 | May 7th at 7:34 AM | thetruearchscrew-0.1.39.1.zip | 1-click install | ||
|
Minor tweak to compat with Hardcore Water Forked - no need to update if you don't use HCW Forked. Cleaned the zip file so that old versions aren't included. | |||||||
| 0.1.38 | thetruearchimedesscrew | 619 | May 3rd at 7:30 PM | thetruearchscrew-0.1.38.zip | 1-click install | ||
|
Hopefully fixed crash caused by mismatch between client/server access to WorldSize. | |||||||
| 0.1.37 | thetruearchimedesscrew | 1077 | Apr 29th at 8:49 AM | thetruearchscrew-0.1.37.zip | 1-click install | ||
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| 0.1.36 | thetruearchimedesscrew | 103 | Apr 29th at 5:04 AM | thetruearchscrew-0.1.36.zip | 1-click install | ||
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| 0.1.35 | thetruearchimedesscrew | 666 | Apr 23rd at 10:02 AM | thetruearchscrew-0.1.35.zip | 1-click install | ||
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| 0.1.34 | thetruearchimedesscrew | 216 | Apr 22nd at 4:10 PM | thetruearchscrew-0.1.34.zip | 1-click install | ||
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| 0.1.33 | thetruearchimedesscrew | 317 | Apr 13th at 4:18 AM | thetruearchscrew-0.1.33.zip | 1-click install | ||
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| 0.1.32 | thetruearchimedesscrew | 235 | Apr 9th at 5:52 PM | thetruearchscrew-0.1.32.zip | 1-click install | ||
Changelog:First release: (Edit 10/04): Reverted versions back to 1.21.6.
| |||||||
| 0.1.32-rc.22 | thetruearchimedesscrew | 11 | Apr 10th at 7:10 AM | Release Retracted | |||
Retraction Reason:.NET 10 recompilation alone wasn't enough. 1.22 changes the API for mechanical things, it'll take a little more work to make it compatible. Shelving the 1.22 version until 1.22.0-stable releases. Changelog:Built with .NET 10, untested on 1.22 | |||||||
| 0.1.31 | thetruearchscrew | 1 | Apr 8th at 7:29 AM | Release Retracted | |||
Retraction Reason:I forgot to fix a lang bug that I intended to fix, whoops. Changelog:First release:
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For some reason, this is not working =( only works if I place it like this:
Has anyone seen this happen?
Give a screenshot showing the side view of the non-functional setup, with the aqueduct inline with the screw? Want to try recreate the behavior myself.
And it does work normally without the aqueducts
See what happens if you place a solid block underneath the first aqueduct? Which versions of Archscrew and Aqueducts are you using?
Nothing happens with a block underneath
Aqueducts v1.4.6
Archimedes v0.2.0
Ok so I did some testing, and it looks like the last update for the mod 'Realistic Water' v.0.3.0 is causing the issue! I removed the mod and the one on the right, where the water lost textures so they have their own water block I guess? might be causing the issue; the one on the left works fine now without Realistic Water
Sorry for only responding now - I thought I had but seems like I forgot.
I'm guessing it's a compat issue with RW and Aqueducts&Sluices. I'll look at it when I get a chance.
awesome, Thank you
7.6.2026 17:31:46 [Warning] [hardcorewaterforked] Archimedes compatibility inactive: WaterManager property missing on Archimedes mod system
getting this warning on my server-main.log
anything i can do? something with this mod or is this something one can ignore?
...
or should i contact Grym7er since this is their forked mod throwing the error?
Hi
Issue is with Hardcore Water Forked (Now Aqueducts and Sluices) - the archscrew compat I wrote over there relied on some stuff that was removed in this mod's 0.2.0-rc.1. You can safely ignore the warning when using the rc.1 version of this mod - there is literally no compat needed. I will update that mod to fix the warning soon, however.
thank you for the replies on my comments.
glad to know the warning can be safely ignored.
also thank you for the continued mod support :D
Just wanted to say thank you for your mods.
I use all of em. Love em.
<3
<3 Your kind words warm my heart : )
hi there, opening up VS launcher i got an update notification for this mod, but it says 90% incompatible and the versions listed are old.
i'm seeing the update here as well in the files list so... just letting you know that something wonky is going on i guess.
or is this one made specifically for the older versions of the game? seeing the 0.2.XXX versioning here.
Hi
Ok I think I know the problem. I will pop down the 1.21 release's version to 0.1.21, which should fix it. Will get to it tomorrow.
Edit: the 0.2.121 version is just backported to 1.21.6, so no need to change versions
Howdy - Really cool mod! I'm interested in using this for the ability to move water up and create aqueducts with Hardcore Water. Just wanted to double check that I can turn the other parts of this mod off?
If you don't mind a couple of suggestions - It could be worth including the config in your description so that we can see which parts of the mod are customisable. Could it also potentially be worth splitting this into two separate mods? Might help with the maintainability but obviously no worries if not.
Hi MaxVZD,
Edit: For point 3, the mod should remain backwards compatible after the rework, so any existing worlds shouldn't be affected.
Perfect, thanks for the quick response - great minds think alike ;)
This is going to sound rediculous, and sorry if this has already been asked but, can you make it so that the screw also picks up the game's "Rapid Flowing Water"? I guess it could be an option in the config if you don't want it to just do it outright or anything.
Edit: Just realized you have source code for this mod, I could just add it and make a pull request or just build the mod for myself instead. Sorry.
Does this mod drain water sources because I'd like to move water vertically with this but I don't want to completely drain my lakes or rivers
qlVegetalp It doesn't drain water from the input body of water, but any output water (toggleaable in config - relay system) created will be drained.
For purely "move water vertically and nothing else", play with relays disabled.
Is there any noticeable performance hit from this mod for the server?
It depends on what size of water bodies you make. If you play with relay propagation turned off (i.e just use it for vertical elevation, not for trying to spread water long distances), then there's pretty much zero performance impact. If you have a large number of screws that control large bodies of water that needs to be removed/replaced frequently, you will probably start seeing some impact. The configs also allow you to control how much work gets done per tick, which places an upper cap on server impact.
Saw this on the Dr. Stone anime (S4E30) and thought it was so cool that I immediately knew what it was because of this mod lol
Yeah VS (especially vanilla) has that effect - you learn (to a reasonable extent) how stuff is/was done IRL, just by playing.
Decided to remove this mod, due to the (honestly unexpectedly) large number of instances that blocks have fallen into water, or where I accidentally place something in the water, or whatever, and I don't have any buckets to replenish the water. While I understand the algorithmic importance of the removal of that feature, it feels like way too intrustive a change to water, in general, for anyone who wants to play with things like instability, collapsestory, or even just doesn't want to hold a bucket while building around water.
Valid.
I'll make the harmony patch that disables water source regen toggleable in config. If you play with it off, then I'd recommend also turning off relay propagation, and rather use either realistic water, or one of the hardcore water: transport edition forks to move water over long distances.
I appreciate the config option! And tbh, I already use waterfall, though hardcore water would work better with this mod and I wouldn't mind switching.
abculatter_2 Ok I added it as a config option. You can (and should, if you want the same functionality) keep using Waterfall, even if you use Hardcore Water. Hardcore Water only adds aqueducts, it doesn't influence water source creation anymore.
Hello, I just downloaded the 0.1.39 version and something strange(?) I noticed is that in the file it also contains the 0.1.38 version which then also contains the 0.1.37 (contains 0.1.36 and then 0.1.35) AND 0.1.36 version (contains 0.1.35). I don't know if this is maybe some sort of versioning/backwards comptability thing I don't understand or what? I figured I would ask.
Hi,
Thanks for pointing that out. That is totally on me, the shell script I wrote to build and zip the mod didn't remove the old mod from the directory, so everytime it got zipped, the previous version was included. I'll reupload a cleaned version.
Deleted a pointless argument from here.
Doesnt seem to be stable on 1.22.2, Having crashes occur for all players after random period of time, I filled out a bug report in github for it with the log.
MischievousCloud Thanks for the report - taking a look now.
Edit: Hopefully fixed in 0.1.38 - I don't have a server to test right now.
Ill add it back on to my playtest server and we shall see! Consider no news good news. :)
Okay, so not great news. This mod is the cause of frequent server crashes due to autosave failure. It appears its locking threads up, so I take it some garbage collection is not happening when it should be. That my best guess, im not a modder of VS but I am developer. It seems that the flowing water from mod is the issue. This issue is related to another another mod. not this one.
```vbnet
3.5.2026 23:26:50 [Server Warning] Server suspend requested, but reached max wait time. A thread is possibly deadlocked/in an endless loop. Will resume again.
3.5.2026 23:26:50 [Server Warning] The following threads were not suspended: chunkdbthread
3.5.2026 23:26:50 [Server Notification] A client reconnected, resuming game calendar.
3.5.2026 23:26:50 [Server Notification] Server ticking has been resumed
3.5.2026 23:26:50 [Server Notification] Unable to autosave, was not able to pause the server
3.5.2026 23:26:50 [Server Warning] Server overloaded. A tick took 3036ms to complete.
3.5.2026 23:26:57 [Server Warning] Server suspend requested, but reached max wait time. A thread is possibly deadlocked/in an endless loop. Will resume again.
3.5.2026 23:26:57 [Server Warning] The following threads were not suspended: chunkdbthread
3.5.2026 23:26:57 [Server Notification] A client reconnected, resuming game calendar.
3.5.2026 23:26:57 [Server Notification] Server ticking has been resumed
3.5.2026 23:26:57 [Server Notification] Unable to autosave, was not able to pause the server
3.5.2026 23:26:57 [Server Warning] Server overloaded. A tick took 3033ms to complete.
```
MischievousCloud Is it confirmed to have been a different mod? Because I know similar behaviour happens when the config settings for my mod is very aggressive (super fast archscrew ticks with loads of work per tick) - let me know.
I have been running the server with players on here and archimedes moving water 24/7, so far so good. I think we can call it confirmed working well now! The issue appears to be with the farseer mods new heightmap feature.
I tested it and it does seem to work with Hardcore Water: Transport Edition (Evolved)
Although it is a little funky as sometimes it won't start to flow down the entire aquaduct depending on how everything is put together
Desi Yeah it should work alright-ish. The in-world water propagation system is unlikely to work right, but the aqueducts themselves should be workable. But if you use aqueducts, you don't need to use the in-world water propagation system anyways.
would be nice if we could use other materials, lead has always been hard for me to find
I haven't had a chance to test, but this seems like it should be compatible with Hardcore Water, too! (lol, just saw that you already included that in your HWTE fork's description, haha) Cool mod idea. Have you determined how bad the performance impact is (what with the temporary source block tracking, and the flood fill search)?
MacroAggressor
I've not tested it with multiple controllers outputting large water networks, but I can create and drain a whole network at the 'highest settings' with very little noticeable impact. There is also multiple adjustable throttles on how much work gets done (how frequently controllers tick, how large their networks get, how many sources can be drained per tick, how many sources can be created per tick, etc).
Hello there so i got an idea regarding the mod that being it could look if a layer of water is completely just source blocks and if thats the case and the source block amount in the layer are smaller than a certain amount it could start laying down another layer aslong as its below or the same level as the screws output which could allow for ship sluices to be possible using this mod
Hi Slipte,
Yeahh that's pretty much next on the to-do list : )
MrRogvold go for it. You can also do feature requests in the github issue tracker - there you can flesh out your request without having a wall of text in the mod comments (just do new issue -> feature request)
Hello Grym7er
May I share with you my suggestions?
I feel like this came out just for me. I started playing again after a long break just over a week ago and then a few days later this comes out, right when I was complaining about not having this option!
Thank you so much for making it and best of luck learning the programming you want to.
If I could ever make a request it'd be for diagonal screws to make lofting from a river easier. But I understand that may be difficult.
But either way thank you so much!
Stefil
Можете немного подробнее объяснить, что вы имеете в виду (я использовал Google Translate)?:
"Возможно также добавления оросительных желобов (структур размером 1:5 блока) для полива непосредственно культур."
Резервуары — это функция, которая находится в списке задач, и если мощность ветра упадет достаточно низко, перекачка воды прекратится, и резервуар пересохнет. Вы можете настроить параметр minimum_network_speed (увеличить его), чтобы установить более высокий минимальный порог; если мощность ветра упадет ниже этого значения, механическая мощность будет потеряна, и винт перестанет работать.
Учитывая зависимость мельниц от ветра, они в неподходящий момент могут не работать, должны присутствовать резервуары для хранения воды виде видеводонапорных башень, размеры которых зависят от игрока (рецепты частей корпуса структуры). Возможно также добавления оросительных желобов (структур размером 1:5 блока) для полива непосредственно культур. Дополнение к пластинам: возможность создать шлюзы для судоходных каналов.
Okay, seems y'all made up, so i'll say this. Please stay respectful with each other and especially with the author about the AI code. You can criticize the mod all you want, but going after the modder or anyone else is not acceptable.
Runovaris All good on my side : )
Runovaris You are forgiven. We've all been there. Thank you for this. May your frustrations give way to peace <3
MiraLeaps Grym7er I want to apologize for my unneeded hostility, things outside of this convo caused me to be a tad too frustrated and it ended up being vented through the oddest of places. GoNyan did indeed put everything far more succinctly than I and expressed the underlying concerns better. Thank you and my apologies.
Grym7er thanks for clarifying! apologies for the skepticism- i've seen many people try the shortcuts when they don't know the craft in the first place. Cheers :)
I'm on mobile, you can't @ on mobile.
That doesn't make sense.
If someone is going to make a mod using AI...and it has errors or bugs or breaks....why would that person not also use the AI to fix the issues?
The one thing an LLM would be even better at than actually coding a mod is debugging especially with proper logs, crash reports, and user feedback. So if that's your concern about LLM use, you can rest easy...and hell, if you want to see it in action for yourself, next time you have a crash, take the log to Claude or whatever and toss it in. It will give you a readable explanation and you can get a solid idea of which mod to contact.
I wholeheartedly doubt that you meant something so benign with your initial comment, or you really need to learn how to express concerns in a more constructive manner.
I'll be sure to edit this to properly @ you when I'm at a PC next. Runovaris
Runovaris You can learn a thing or two from GoNyan360. He said effectively the exact same thing you did, using fewer words.
Edit: being nicer
GoNyan360 100% valid concerns, and full disclosure:
Yes, I have coding knowledge. I am an electronic engineer by education and a machine learning engineer by trade, so while these days I mostly code in python in a more research-oriented context, I started out coding by learning C, did a semester of Java, then used a fair bit of C# with Unity during my masters degree. I have no "code deployed to a production environment" experience outside of Python, however.
I created the mod for a few reasons:
I did not ask the AI to make something and it made something satisfactory. There was multiple rounds of planning, a fair amount of debugging, initial feature creep that got scrapped, and solving problems that the AI just didn't manage to. All the AI did was write the code, and made some suggestions regarding improving performance.
However, your maintainment concern is valid. My day job keeps me very busy most of the time, so I cannot guarantee that this mod will be frequently updated. The code is open source, however, with an MIT licence, so anyone that wants to ( Runovaris you're more than welcome to make a PR to fix the AI code) can change code and I will gladly add you to the authors list ( MiraLeaps I still need to add your fixes to the uploaded version, sorry). So, while my goals for the mod are lofty, and I am motivated to keep working, I am a busy person with a busy schedule and only so much energy.
The most you can expect in the near future is an update to 1.22, and after that I'd rather spend more time properly understanding the code (and C# in general, its been a while) before implementing too many new features, because the AI will start breaking features when adding new features, and then things get extremely frustrating.
Before I get invested in this mod I'm curious- do you have any coding knowledge yourself? Or did you just tell the AI to make something and it made something satisfactory? I've been waiting for a mod like this but i'd rather not use something half-baked that is unlikely to be well maintained, hope you understand.
MiraLeaps How about next time you properly @ me you wanna talk shit. I'm not afraid of using AI-coded works because of the possibility they won't work - any code can and will break eventually. What I'm against is the OP not properly knowing how to fix shit when it does eventually break, as any genuine passion for doing the dirty work of coding is not there due to letting AI do it. At least with human-coded work I can know the maker has at least some know-how and interest in keeping a mod in working condition.
"half-working" is a funny way to describe a mod you haven't used. The code needed only minor clean up, the mod functions fine, Luddite.
I'm sure a ban on AI coded mods will work perfectly. You will absolutely stop seeing mods that have a nice disclaimer saying "AI coded"... And you'll happily use those mods being none the wiser ignorant but blissful that you can be "sure" no AI was used to code the mods you download. Lol.
The only thing I wish for from hobbyists vibe coding mods is that the source is provided like it is here so people with development experience (like I did here) can give the code a look see.
Yes, AI coded mods can be risky to your saves, but you know what else is? Human coded mods. Especially human coded mods with a lot of lines to parse without another set of eyes to look, or say a code analysis algorithm or proper debugging.
I will gladly use the tools available and people who refuse are foolish. I'm not saying handing the keys over completely is the right move but for review, for clean up, for parsing... especially for hobby projects you're not making money off of...
This lack of nuance from some people who absolutely don't know what they are even scared of is getting tiresome.
Amazing that you managed to code a half-working mod with no knowledge and machine learning. Was so happy to see the words "archimedes screw" in the mod list but got instantly disappointed with the AI disclaimer. The modDB really needs a tag for AI stuff so I can skip all of it, or better yet, an outright ban of all AI-made mods.
Grym7er Basically the mod i requested on the forum was the ability to use the Archimedes screw to move water or fluids upward from either a source or container. In the forum post (https://www.vintagestory.at/forums/topic/20565-request-liquid-moving-with-chutes/?_rid=171159) I even posted an image of my windmill I wanted that functionality for. But I will not skirt around the matter. This is a good mod that I could use for Pools or baths
Tegotia I suspected that might be the case. 1.22 adds the "mechanical things burn down" functionality, which changed the API for that, which probably causes the crash.
I'll retract the release for now, and wait for 1.22.0 stable to release before updating.
Sorry about that.
Unfortunately the new version doesn't seem to work in 1.22 either, crash looks similar.
MiraLeaps Go for it. Will take a look when I get a chance, I might even go so far as to try to understand some of it : )
Hey-o, I did code review of the mod and found some issues (nothing super critical), I'm going to send a PR on github so you can review it and merge if you wish.
I appreciate your AI use disclaimer and posting your source (I am so lazy about this, despite having my stuff source controlled lol).
Thank you for making this mod a reality, Deffo going to check it out :)
Grym7er finally someone did it!!!
Thank you very much!!!!
I have some suggestions for you on how to make this mod even more worth of becoming a part of base game ;)
When you will be able to add working pipes it would be cool to add sprinklers systems for green houses so players could automate crop hydration throughout the year
Also speaking of pipes - Hydrate or Dyedrate already adds pipes that work with water, but I am not fully sure about it as the pipe must be connected to aquafier from the mod. Still worth to be explored to my mind ;)
Rogue_Moon Can you elaborate on what you mean by "does it fill fluid containers"?
If you pick it up in a bucket, it gives you regular water, that you can use for all regular water things. But if you place a barrel underneath the stream, it won't fill up the barrel.
Tegotia Zalfeon My bad, the ModDB auto-populated the mod versions. This wasn't tested on 1.22 at all. Sorry about that. I will work on a 1.22 version once 1.22-stable is out. The crash reports will give me a good starting point, thanks.
Edit: It just clicked - the mod was built with .NET 8, so maybe it's just a matter of building with .NET 10 for 1.22. Will see if I can do a build with .NET 10 later today and upload as a new version for testers.
Edit2: Built with .NET10 now, but I don't have 1.22 installed for testing it, so let me know if it still crashes.
Mod does not load on 1.22.0-rc.7, following error appears on world launch:
im on VS 1.22.0-rc.7 and its not showing up for crafting and in creative i am useing 0.1.32v of the mod i have posted the logs in the github issue tracker
Huh. Just posted a request for a mod similar to this. Does it fill fluid containers as well?
Holy shit thats neat....
This is perfect! I'd been thinking ever since I grabbed the Waterfall mod that something like this would be a great companion mod to it. I'm excited to test this out.
This is the mod I’ve been waiting for my whole life!
finally a mod which makes hardcorewater playtroughs cooler