Mods / VS Siding Mod
- Tags:
- Author:
- Graphight
- Side:
- Both
- Created:
- Sep 25th at 3:43 AM
- Last modified:
- 4 days ago
- Downloads:
- 1571
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
vssiding_1.3.0.zip 1-click install
v1.3.0: floors are in
Adds thin walls and floors, a quarter of a block thick, built in layers the way a "real wall" is: a timber frame, some form of infill between the timbers, and a finish on each face. Each layer is picked separately, so you can mix and match materials. I guess I could have also called this mod "Framing", but that might have gotten confusing given the focus of this mod on the finishes.
Heavily inspired by the VS Roofing Mod. I tried to add 3D textures to the finishes that needed it too, but it turned out kind of jank (let us go with "charming"). Click a drawer below to open it.
Floors NEW
Pick Floor in the saw menu and right-click the side of a block, a deck or another floor with boards to lay joists. Right-click the top of a floor with boards to carry it on up to four blocks, which is how you get a floor out over water (sneak if you want floorboards on it instead).
- Fill it the same way as a wall.
- Right-click the top with a finish for floorboards, and the underside for a ceiling. Daub ceilings get lath strips.
- Glass floors work too, and merge into one pane like glass walls. CAUTION: FLOOR MAY BE GLASS
- A deck takes the same layers, so a floor runs right up to the wall. That is fall protection: nobody drops between storeys. OSHA would be proud.
Rugs and carpets sit on a filled floor, and lanterns, oil lamps and chandeliers hang from the underside.
Building a wall
Each side takes its own finish (corners too). Breaking a wall takes off one layer at a time, outermost first, and gives the material back.
Right-click a standing wall with a stair to fill its open side beside a staircase. The step takes the stair's material and turns to match the stair next to it. A cell takes a deck or a step, not both.
No guards were removed from any saws in the making of this mod.
Saw modes
Pressing F with the saw in your off hand brings up the saw menu. It is split into rows, and each row keeps its choice. Click a pick again to turn that row off and use default behaviour.
- Framing: Wall (a flat panel), Corner (an outside corner) or Floor (a thin floor across the top of the block). A bare frame can be turned into a corner in place.
- Deck: a thin floor across the top of the wall, so an upper storey meets it with no gap. New frames get one as they go up, and right-clicking a standing wall with boards adds one. Right-click the deck itself to fill and finish it like a floor.
- Boards: Weatherboard, Vertical boards or Horizontal boards (plank finishes only). On floors this sets which way the floorboards run.
- Logs: Shakes or bare logs (log finishes only).

Materials
Hold one of these in your main hand to place that layer (full disclosure: I have not balanced the numbers at all, I just pulled out random numbers that seemed fair at the time, happy to tune if people are uncomfortable). Treat it like any tradie quote: give or take, and probably more than you expected.
| FRAMING | |
| Wall frame | 2 boards, any wood |
| Floor joists | 2 boards, any wood |
| Deck | 2 boards, any wood |
| Step | 1 stair (any kind) |
| INFILL (walls, floors and decks) | |
| Wattle | 4 sticks |
| Straw | 4 dry grass |
| Clay | 4 clay (blue, red or fire) |
| Rubble | 4 stones, any rock |
| Glass | 1 glass block, any colour |
| FINISH (walls, floors and decks) | |
| Daub | 2 raw daub |
| Planks | 2 boards |
| Shakes | 1 log |
| Brick | 2 fired bricks |
| Cobblestone | 1 cobblestone block |
| Drystone | 4 stones |
| Ashlar | 2 stone bricks |
| Polished stone | 1 polished rock block |
| Metal plate | 1 metal plate (any metal) |
Wood from other mods (Wildcraft Trees, for one) works for framing and finishes.
Rooms and cellars
A framed and filled wall seals a room like a solid block, and a filled floor seals the room below it. Stone or clay infill counts as a cellar wall, wattle and straw do not. Glass infill seals the room but lets daylight through. Look at a wall or floor to see its layers and whether it seals. These are also watertight.
Only wood and straw things should burn. Fire takes a wall apart one layer at a time, and clay or stone infill stops it. This means if your house burns down and you used non-flammable infill, a husk will remain for you to easily build back up.
Signed off by the building inspector. He did not actually come out, but it sounded fine over the phone.
Furniture
A wall only fills part of its block (like 1/4), so chests, pots, torches, signs, trunks, and beds can be placed against it. The wall stays behind them and keeps sealing the room, and torches and lanterns placed against a wall light the room properly. A bed can go head-first against a wall, or laid along a straight wall (they will overhang the block next to them a little but this was nicer than phasing them into the wall). To change the wall's layers, break the furniture first.
Known issues (the snag list)
- The lighting for interiors was a massive pain to get working properly and you might still see some weirdness, a cheeky breaking and replacing of a nearby roof block should probably fix it.
- A floor laid right up against solid ground can show a dark strip on its underside where it meets the ground. You only see it if you crawl into the gap under it, so I have left it alone.
- Decks built before 1.3.0 now show bare joists instead of a solid slab. They still seal, and filling them closes them up again.

The site manual is in the game: the handbook page VS Siding Mod: Guide covers all of this.
Report defects to the site foreman on the issue tracker. The plans are on GitHub too, if you want to check my working.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.0 | vssiding | 405 | 4 days ago | vssiding_1.3.0.zip | 1-click install | ||
|
Features:
Fixes:
Warning! Walls and decks built before 1.3.0 may look a little different. Decks now show bare joists and still seal, fill them to close them up again. | |||||||
| 1.2.1 | vssiding | 240 | 6 days ago | vssiding_1.2.1.zip | 1-click install | ||
|
Fixes
| |||||||
| 1.2.0 | vssiding | 150 | Sep 29th at 4:24 AM | vssiding_1.2.0.zip | 1-click install | ||
|
Features:
Fixes:
| |||||||
| 1.1.0 | vssiding | 496 | Sep 26th at 5:42 AM | vssiding_1.1.0.zip | 1-click install | ||
|
Features: Fixes: Note: saw modes picked in 1.0.x reset to Wall after updating. | |||||||
| 1.0.1 | vssiding | 181 | Sep 25th at 1:02 PM | vssiding_1.0.1.zip | 1-click install | ||
|
Features:
| |||||||
| 1.0.0 | vssiding | 99 | Sep 25th at 4:20 AM | vssiding_1.0.0.zip | 1-click install | ||
|
Initial release huzzah! Features:
Requires Vintage Story 1.22.7 or later (in theory it would be fine for 1.22.X but I mainly tested on 1.22.7 macOS so to be safe I set it to that). | |||||||










would it be possible to make plaster block (or quicklime) a possible finish for interiors? Also would adding compat with the dyed wood mod be possible? If not i understand. I dont want to be asking you to do more than you need to.
Thank you IAmMoss for all the suggestions, I appreciate them.
I have added plaster as a finish to the list and will get to it after the primitive walls and floors. I was pretty busy this weekend so did not get much time for side projects. I should have some time after work this week to get a decent way through my backlog of requests and issues here.
Insanely cool mod, hope things go far and it gets a tad more fleshed out! Would want to use this soon (:
Great mod! Some things I noticed, it's possible I haven't discovered your fix for it yet, but:
-Internal walls create a subdivision in the house that won't fill.
-Putting two walls back-to back (for room symmetry) makes it so there is a gap between them, and since the facing is technically covered I have been unable to place the final siding component to complete either wall. floor joists wont fill this space either.
-Lanterns do not appear place-able on your walls.
I haven't tested it, but will placeable objects, such as anvils, barrels, chests, etc. sit flush with the wall? or be gapped by a block.
is there plans to add a universal layer to walls to allow for passthrough objects such as axles or wires?
for internal walls it may be value-added to include a 4-way room corner
Everything above is stated from a position of interest and not criticism , I like what you've done and I completely understand if my suggestions do not align with your own vision!
I actually didn't think about some of this. Hmmmmm.
it worked with my build, but at least in terms of visuals, i fixed butting walls by chiseling a door frame as wide as the wall and made it an open doorway
Thanks, this is all useful and I do not take it as criticism.
Lanterns are a bug, I have logged it on GitHub. Torches work, lanterns do not yet (I cannot believe I did not think to test this during the "hanging lanterns" feature)
Chests, barrels and other furniture sit flush: right-click the open side of the wall and they share the block with it. There are some hold-outs (especially from mods) that have weird block settings (`solid = True`) which I have to manually account for so please help me build the list of weird furniture items that need updating from my side.
A 4-way corner should already work with the Corner piece. Put a Corner in the block where the two walls cross, and keep each line of walls on the same side of its blocks. I have not explained that anywhere, so I will add it to the guide.
For the internal walls and the back-to-back gap, I want to make sure I fix the right thing. Could you please post a screenshot, or tell me which side of their blocks the two walls are on? If it is the floor that will not fill above a wall, try the Deck option in the saw menu.
Axles and wires through walls are not planned yet, but chiselling walls is on the list and could potentially cover it (can add it to the list of things to do if not though).
I use the vintage engineering and progressive electric mods, and I tend to keep machinery flush to walls. I also use hexsmech and boric alchemy. Hexsmech tends to have very large equipment and need walkaround space, and boric equipment tends to be place able on tables so neither of those are of major concern, though looking into their object types may be insightful in the long run. I haven't tested it yet but the primitive survival mod has things like tables, racks, hooks, etc. That either mount to walls or the ceiling or sit flush to the wall.
As far as walls abutting... place two walls back-to-back, then fill and side both. Next look where the two walls would touch on the inside edges and you'll note that there is a gap. The quickest fix I can think of is door/window joist framing to cover the gaps. Or allow for edge-on placement of siding. Sorry i'm not near a computer or I would snip a pick as requested.
Separate from the other stuff, I use trellises in my kitchen area so smoke ventilates (non vs siding house) but this causes heating issues, it may be value added to look into how ovens or hearth spaces can be merged into your walls, or cannibalize the existing trap door behaviors to create a flue, so cooking can be done with out being exposed to the elements..
Ohhhh my gODDDD i've been grappling with this for YEARS!!! *YEARS!* This is amazing! Like... "I don't want the floor to be unrealistically thick...but either I can hang things from the ceiling, OR put them flush with the floor...or the roof is too high or too thick". But this fixes it all. omgggggg
Happy to help, o7
it would be cool if you added plaster as a finish, the daubs just dont go light enough in my opinion
Good shout. Plaster is planned as a finish (after I do the primitive walls and floors), using the vanilla plaster blocks (plain, plus the timbered patterns).
Graphight
I have a very, very dumb request some folks might like-
Can we get a version of the logs option for walls, where it is the "base game log outer texture" both horizontal, or vertical?
I like to frame my houses with logs, but I can't frame, and use your wall mod in the same block, because the only options for fulling are shake or , stack? I guess it is, not, OG log texture sideways or vertical, which would be a nice add. I don't think I saw this suggestion anywhere yet-
I also just had a very weird issue-
I finished a wall, and couldn't place my bookshelves on the y? axis wall, but on the x axis wall I could, I shift clicked, and it placed the bookshelf, and deleted the walls? including the corner wall? Essentially taking their place-
Edit:
I tried to replicate it, and no dice, just a weird so far- one-off error?
Edit:
a "fill block" sort of like Vs Roofings "CTRL" to fill the block, and still have a flooring type on the top side, so I can have full block sides and everything else, but a proper floor inside the wall wthout seeing the log. And adding "log texture" carry up on the corners outside, but proper siding inside. If this could be chisel-able, like the ctrl fill blocks on VS roofing, that would make it, 100% as far as it needs to be complete wise, because we can trim it if we need to to have funky ceiling shapes, like wall trims lol.
This would be a HUGE addition I recognize, but honestly, it feels like it would truly put this mod OVER the moon, and you HAVE ALREADY put it over the moon in so many ways.
Edit edit edit edit:
A single wide "stair well" option for framing, that just is a wall on the "insides of a block , like that left wall, but both left and right, and an option for "left" "right" "back" That would fill that block face direct across in the photo too. Then it would just fill with a staircase like you have it normally, after applying fills, boards, etc to all the faces.
I just realized I didn't have an option for this as you can see, the tight space framing here is, unique between the walls for the railing below, and the walls needed this stairwell are uhh, conflicting as you can kinda see.
Editeditediteditedit:
Can you make compatability with Kevins furniture cabinets etc?
Hey JesseSpot, first of all, thank you so much for being such an avid tester and bug finder! You have made my job much easier and I appreciate the work you have put in.
The log finishes is not a dumb request at all, I have added it to the list of things to do.
I have also logged an issue on my GitHub repo for the bookshelf in case we can replicate it again in the future.
The chiseling stuff is also on the list (I think it will be the only way for me to get true compatibility with the Roofing mod gables)
As for the single-block stairwells, I might be misunderstanding your request. Could you do something like in this image?
I know I named the "deck" feature terribly (I am open to other names)
Edit: forgot to address the Kevins Furniture thing. Yes, I think I know what the bug is. Some of the furniture blocks in that mod are listed as solid and I had a blanket rule not allowing solid objects to share in my walls (stairs being a manual exception). I will have to manually patch them or revisit my blanket rule.
Bless you for being so responsive.


I want to make sure you didn't miss the "fill block" idea, like VS Roofing has, to be able to place logs and other solid blocks, going down like my original screenshot, which would allow finishing the top of the "floor"/"Deck" with whatever you want, but provide the bottom as a full block to build off without it being weird. - Somehow figure out a horizontal and vertical fill that way so, like,blocks with grain patterns don't look weird lol.
I wish I could do that with the stairs.
Let me see if I can explain with photos, and or words here-
I'm realizing now, that this problem could be solved with full-plank blocks... But something about that feels like it "defeats the point" and that I would "know the difference"
But I also think this idea has other applications besides my exact one, so maybe not worthless--
The issue is, it leaves the underside of the stairwell, if you look up from the stairs below it, like this:
Which, yeah.. I could solve with full blocks... Now that I've said it outloud, but, aesthetically, that wall-with deck, for the floor above would look weird from one finished side or another, because the top is acacia, and the wall for the stairwell is oak, and a full block of either ruins the other :/
So, the inner wall, on the floor above, outlining a different stairwell going up, and these walls you see outside the stairs on the underside screenshot, if there was a wall option that, combined them, on one block?
I don't know what i'm asking for. There are some weird wall, wall, stair, wall, issues here, that leave gaps in true architecture design that my mind doesn't understand how to describe through my hands, but my brain is like, I can't build the thing without using full blocks and then the angle looks dumb, or the material doesn't match, blah blah blah blah.
You might see what I'm talking about from screenshots alone.
Also, you are welcome.
I immediately started a new world of survival, even though I mostly house build creatively once I have for certain the materials, to fly and check angles.. But I wanted to test this mod, play with it properly, and I wasn't going to replace all the walls on my house because I was lazy :/
So, you may see me more, as I think of things, the biggest two things for me, are "a fill block" for floors like how VS roofing does it to "fill gaps between roofs and sides" so we can build floating deck supports, like you see in my original set of screenshots, and log textures on walls so we can pretend that support goes all the way up to support a floor above it on the outside, or I guess inside too, but ideally for the outside so we can plank finish the inside.
This is a very ambitious and good mod but I got two issues with it. corners that end up in other blocks are impossible to construct if they're like a small corner. Other one is the hud block info, I mean it's nice to have more info about where is insulated but I'd rather see the info when I have saw on my off hand. It's just filling top of the screen too much.
Yeah, fair point on the block info, it grew to quite a lot of text as I kept adding things to this mod. I am going to cut it down to one line (whether it seals the room) and only show the full list when the saw is in your off hand.
For the corners, I am not sure I am picturing the right thing. Is it the little square gap you get where two walls meet on the inside of a corner? An annotated screenshot would help heaps if you have one please.
Yes, the little air gap is on the inside of the corners, which is a different block, so maybe a corner finish might be nice


Corner gap above
Also, addressing the above screenshot for you- and the next one below this text line--- Those awful ugly window gaps, that you see where the wall ends like that, and this gap under and below the window. Do you have plans to find a fix for these? And that "inside corner gap"
:3
IAmMoss, Magmabit16, and Mollycoddle Primitive walls are planned as the next thing I work on: a frame you can build without a saw (probably a stone in the off-hand to be honest), plus earth infills and finishes. Roofing integration is a lot harder (their fill blocks are chisel blocks), so no promises there yet (but it is on the list of things to do). Bone frames and pelt, hide, and cloth walls are also planned as part of primitive walls. Is
I need to fully test this but I think the new "Deck" feature you added is allowing snow to pass through. I also have the Extreme Weathers mod and ended up with a house full of snow just now haha
Reylan Thank you for the report, I have logged it so it does not get lost. A few questions to help me track it down if you have time:
Also, the vertical plank seams you mentioned yesterday are fixed for the next release (going out in a few minutes).
Maybe you already know this but the textures for vertical siding do not align with a vertical plank block texture. But I am also noticing that they don't really match up with the seams even so not sure if theres a way around this, just thought I'd mention :)

1.3.0 is out with the vertical board fix, they line up with vertical plank blocks now. Plank finishes and frames also pick between the plank textures (there are four options based on the location hash) from block to block like vanilla does.
I just wanted to let you know.
Scroll racks- When you place them "in a wall" side by side, normally, you can place scrolls on the racks in between, when they are adjoining in a wall, you can't because they don't count as adjoined to each other. :x
Might be something to look to fix in future updates.
Fixed in 1.3.0, racks side by side in a wall share their slots now. It was only racks facing one direction that missed out, which is why it was so odd. Thanks for the report!
Love this, love it so fucking much. My only question is whether we can get bone frames/walls and cloth/hide/pelt walls? It would go so fucking hard as a 'neolithic tent' option.
Graphight
I just wanna make sure you saw this comment- because honestly, this is an awesome idea for folks who love that style.
suggestion: what about having a primitive frame that doesnt require a saw that can only accept certain materials? ie wattle daub, logs, rammed earth, straw, etc. idk how you would go about implementing it and it being compatible with one roof, but i was just thinking about that. perhaps have sticks in offhand and cattails/cordage in main hand? opposite of one roof primitive frames.
just an idea to mull around with.
This right here is exactly what I'm holding out for. Once it has a way of making "primitive" walls, and proper integration with vs roofing, I'm 100% adding this to my baseline mod pack.
Honestly, if someone can find a way to make furniture work automatically, itd be the best. Not being able to place beds against the walls kinda kills me a little, but I imagine something like bed spawn could break because of that. Still a damn good mod tho! I love seeing the modding tech advance like this.
Good shout, I skipped them when I did the furniture, but had time to look at them again now. I have released them in v1.2.1 just now.
Bed fit against walls, either with the head against the wall or laid along it. They stick out a little from the shared block but I did not want to shrink the model as that is a massive can of worms. On the spawn worry, I have not tested it (assuming you have the bed spawn mod), but honestly, it will probably just work. I did have a weird bug about getting out of bed putting you outside the wall but I fixed that (had to see how vanilla handles it and just copy that). Let me know if anything looks off.
oh my gah
Is it possible to add metal plate finish? For example like copper or iron plates? Would it be difficult to introduce?
Yeah, super easy. I just pushed it out in v1.2.0 alongside stairs. Let me know if you were expecting a different texture/quantity required.
Brother, thast IT!
Epic, thats exactly what I imagined. Thank you so much <3
This is very nice. I see two features I would ask for though.
One, Window sections. You have glass fill so you could just allow cutouts. Your chiseling idea could work best longterm, but being able to select a basic window shaped hole for the outer layers would be good for now.
Two. Proper ability to place these as fill blocks on the underside of the Roofing mod tiles. Yes I know that is gonna be worse than the furniture was to do but it would bring this to perfection.
Thanks!
Unrelated, I am going to attempt to extend this mod to generic flooring too for multi-levelled buildings (underside different from topside without needing to chisel).
The fill/base blocks in the roof are ultimately just chisel blocks. From what I can tell this mod uses custom shapes/data. I don't intend to add any other method of adding fill/base block shapes - for reasons. One way it might be able to work is if the wall blocks could somehow provide a chisel block version of themselves - that said, roofing doesn't yet support adding prechisled blocks. Hope that makes sense.
Sweet as, I think I am following and that it makes sense. If walls become chiselable later (I put it down in the repo as a future plan) and Roofing ever takes pre-chiselled blocks, I would be happy to make them line up. Thanks for taking the time to reply.
Floors are out in 1.3.0, so multi-level buildings no longer need chiselled blocks for the floor. Window frames and Roofing fill are still on my list.
as an euroid, i am offended that you call american wood frame construction """real walls""", and now proceed to take my pet limesandstone brick on a pleasant walk to recover from the trauma you inflicted on it, and other proper construction methods.
to be honest, ill keep a lookout for this mod. looks interesting.
Do the walls on the mod are behaved similar to wallpaper on vanilla VS but with more functionality?
Not really. These walls are not applied over existing blocks, the frames themselves are new blocks. They act very similarly to the in-game palisades (the prototype was just a reskinned version)
This is cool but I'd kind of like the ability to fill in the floor between levels of a building, like right up to the wall. I haven't figured out how to do that.
That is a great suggestion and a wild oversight on my behalf. I was only making single-storey buildings in my test worlds. I am working on adding floors now and all the wall/corner bits now.
1.1.0 is out and adds a deck: a thin floor across the top of a wall, so your upper floor meets the wall with no gap. Press F with the saw in your off hand and turn on the Deck row. New frames get a deck as they go up, and right-clicking an existing wall with planks adds one. Let me know how it works in your builds! I am going to build out a proper floor framing system so you do not have to use slabs but wanted this fix out ASAP
Sweet! Gonna have a go right now!
The proper floor system is out in 1.3.0. Pick Floor in the saw menu and you can lay joists, fill them and put floorboards and a ceiling on. Decks take the same layers now too, so the floor runs right up to the wall.
can flat board be placed horizontally?
Currently, no, but I see no reason why they should not be. I will add that as an option.
The "interior face" version of "shakes" is supposed to look like rough-hewn cabin logs that have been debarked but I am not sure that actually comes through.
Horizontal boards are in 1.1.0. They are in the Boards row of the saw menu, next to Vertical boards (the old flat boards) and Weatherboard.
thanks bro. you're awesome
This is a question, not an accusation, but did you use AI in making this?
Yes, I used Claude Code for a lot of the physical coding. The design, decisions, test structure, and play-testing are mine. Every code change went through a thorough review before it made it out of the PR. The full commit history (including notes and 200+ unit tests) is on GitHub if you want to assess for yourself.
I was so hoping someday to get a side-by-side mod for One roof DX Thank you ;-;
Quick complaint- Why can animals climb my walls like it is a ladder? From both sides?
Hmm... the animals should definitely not be climbing walls. Vanilla does have a "Block.Climbable" attribute but I set it to false for these walls so it should be fine.
I tried to recreate this with goats and boars but I could not get them to walk up my walls. I could get bears walking up 2-high walls but they just do that with vanilla blocks, and changing the height to 3 or more walls stops that behaviour. Could you please tell me:
Potentially found it? v1.1.0 gives walls the same setting vanilla fences use, so animals should stay off them now. A bare frame with no infill is still open, like a doorway, so make sure the pen walls are filled. Also bears will probably still be able to climb up walls that are only 1-2 high (same as vanilla)
Walls were 2 blocks, one of the animals was a baby chicken, finished wall, frame, fill, siding on both sides.
And my mods list is like 200 long.
Subsequently, different issue. Do you know why when the block the wall is in gets updated, that the wall disappears entirely, and ceases to exist?
Hmm... not sure how the baby chicken is climbing my walls. Is it still able to do this in v1.1.0 of the mod? I can try some more tests to replicate this behaviour.
As for the disappearing walls, no, this is the first I am hearing of it going away entirely. I am aware of the flickering of walls that have furniture in them (the hack for sharing the block is not ideal and needs to redraw the wall on updates). Some questions to help me debug:
Also, any lines with "vssiding" in server-main.log or client-main.log would help too as I had some error logging when things go wrong.
So, some answers to your questions--
I just checked now-
Yes, it was sharing space, and no, it also wasn't.
So, when using VS roofing, and adding roof boards on your walls, they would sometimes disappear, with or without sharing an item in the wall, commonly without.
When removing ITEMS from the wall, chests, bookshelves, pottery, sometimes the walls disappear- to follow up with that
- You can walk through them
- Other things can walk through them
- I discovered the wall, IS THERE, BUT not for anything important IE me, models, animals, collisions, graphics, HOWEVER, adding a new wall in its place drops ALL the items used to make the wall section that disappeared, and then places the new frame I placed down.
No, it does not come back because there is nothing to interact with in its space, to hit, punch, update, etc.-- HOWEVER adding an item back into the space with the vanished wall, DOES make it reappear. I tried this with a chest only as of the moment.
I hope this helps you diagnose a little bit. This is a weird one for me lol.
I love the walls so far though, keep it up :)
I think I locked this down now. Your write-up was a massive help, so thank you. 1.3.0 fixes the walls going invisible when you take a chest, bookshelf or pot out of a wall, and a wall that had already gone missing should come back once its chunk loads. The VS Roofing case (roof boards placed onto walls) is not sorted yet, so let me know if you still see that one (better compatibility with the Roofing mod is on my list of things to do).
Do Wildcraft Trees work?
In theory, yes.
I wrote the material picker as a simple family system with wildcards (log-*, planks-*, stone-*, etc - source on GitHub if you are curious), and it just grabs a texture that matches. So as long as other mod authors are naming things in an expected way (same root names as vanilla) and providing all the correct textures (log, debarked, shales, etc) then "It just works." - Todd Howard. I can try testing this weekend but if you want to try this on a creative world then go hard and report back here, please.
Apologies for the late follow-up: Wildcraft Trees wood did not actually show up. 1.3.0 fixes that, and I have tested it properly this time.
This is incredible and has high potential to improve early-game immersion! I don't know how you managed to make the wall not take up the full block space while still allowing chests and other stuff to occupy the same position, but it's insane!
Just a couple of things I noticed while testing in creative: can't break walls if there is something sharing the space; you need to remove it first. Also, light sources inside those spaces are not working.
I really like the direction of your mod, thanks!
Haha thanks! Yeah nah, the co-hosting of multiple blocks in the same space was diabolical to get working (source on GitHub if you are brave, you are welcome to pilfer my implementation for your own mods). The feature has a bunch of really rough edges but I was losing my sanity so got it to a "good enough" state and left it alone. When I get some stamina back I will consider diving back into the lighting issues, the breaking order might have to stick around though.
Took me a while, but 1.3.0 fixes light sources in shared spaces. A torch or lantern against a wall lights the room now. The breaking order is still the same (furniture first, then the wall). Let me know if you are still seeing issues (I also added support for handing lanterns and chandeliers from the thin floors I have added (and disabled collision on the hanging objects).
After a quick test I confirm the lighting is greatly improved!
Only minor things could still be added: adding a light source on the "interior" of a thin wall spills on the other side only from the block shared with the wall. This is solved just by adding a block or slab on the other side, but would be really nice to patch the light flooding method to not spill in the direction of full thin walls.
Oh also right now frame only and frame + glass do let light pass, but wattle does not.
I think placing and breaking infills and finishes could check if the light should be updated (if infills is solid, or if is wattle and the finish is solid) and then do recalculate it.
Those are just armchair suggestions, take your time and thanks for your wonderful additions to the game!
Will it work on 1.22.0 ?
I only tested as far back as 1.22.2 (had an old Intel version lying around), but the apple silicon releases only go back to 1.22.3, and I do not have time until the weekend to try on my Windows machine.
That being said, I see no reason why it should not work on 1.22.0. I have loosened the mod info requirements. Probably best to try on a test world first if you get to it before me.
I'll try tommorow. Big thanks for editing the modinfo, it'll be easier to install on my server
I tried it out and it works on game version 1.22.0. Hope it goes well on your server!
Works fine, onlty issue so far is the wall is flickering while setting or removing block adjacet to the wall, it may be related to ligting updtate mechanic. I only wish for some way to customize the floors
1.3.0 adds proper floors: joists, infill, floorboards on top and a ceiling underneath, all picked separately. I also fixed a flicker when furniture goes into a wall, which might be what you saw. If the flicker still happens on 1.3.0, let me know what block you were placing next to it.
Bro, you are the best modder I met here so far, may God give you good health and prosperity <3
This is a great idea! I'd been using vertical slabs as walls, but this will be much better!
Cool stuff here, following this to see how it progresses
I was literaly think about having walls like this in game. Nice mod!