Rhonen Posted March 18, 2022 Author Report Share Posted March 18, 2022 On 3/17/2022 at 11:24 AM, Dampus said: You know stuff like this. This is a good idea. i will think about it, how i can solve such models. Link to comment Share on other sites More sharing options...
Dampus Posted March 18, 2022 Report Share Posted March 18, 2022 Ideal for me would be having two different types. One with just bars and one with the horizontal support beams. Then you can customize the look a bit, if you want less or more horizontal bars Link to comment Share on other sites More sharing options...
Aledark Posted March 18, 2022 Report Share Posted March 18, 2022 8 hours ago, Rhonen said: This is a good idea. i will think about it, how i can solve such models. or like pallisades : https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.imgur.com%2FHkY7kgp.jpg&imgrefurl=https%3A%2F%2Fforum.keenswh.com%2Fthreads%2Fpalisade.7321046%2F&tbnid=GSZiXjEcj33EGM&vet=12ahUKEwjB78W-1ND2AhWfsHIEHT5qCwoQMygcegUIARCHAg..i&docid=vqJMB6CeHeFO2M&w=701&h=472&q=medieval defensive palisade&hl=en&client=firefox-b-d&ved=2ahUKEwjB78W-1ND2AhWfsHIEHT5qCwoQMygcegUIARCHAg and oubliettes https://www.google.com/imgres?imgurl=https%3A%2F%2Fpreview.redd.it%2Fjm0cttkvpn181.jpg%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3D8ba0cddba60182332d45d7e8760fcc009146a3f9&imgrefurl=https%3A%2F%2Fwww.reddit.com%2Fr%2FDamnthatsinteresting%2Fcomments%2Fr1m7tq%2Fthe_lower_dungeon_of_warwick_castle_its_an%2F&tbnid=VRS59ftWjwCZtM&vet=12ahUKEwigqa-U1ND2AhUxYzUKHax7DlAQMygDegQIARA3..i&docid=6icWdKI9kMnPpM&w=640&h=853&q=oubliette iron medieval concept&client=firefox-b-d&ved=2ahUKEwigqa-U1ND2AhUxYzUKHax7DlAQMygDegQIARA3 Link to comment Share on other sites More sharing options...
Rhonen Posted March 19, 2022 Author Report Share Posted March 19, 2022 9 hours ago, Aledark said: or like pallisades : i tried something like that in the past with the modelmaker, but it does not look well i fear palisades are not that easy with block-styles 12 hours ago, Dampus said: One with just bars and one with the horizontal support beams i am not sure what you mean exactly. Link to comment Share on other sites More sharing options...
Dampus Posted March 19, 2022 Report Share Posted March 19, 2022 So you got bars just going I I I as one blocks and then one with the horizontal bar like TTT. If that makes sense? Well whatever, do whatever you feel works best if you decide to do it Link to comment Share on other sites More sharing options...
Rhonen Posted March 19, 2022 Author Report Share Posted March 19, 2022 (edited) 3 hours ago, Dampus said: If that makes sense? i think i understood. Edited March 19, 2022 by Rhonen Link to comment Share on other sites More sharing options...
Thorfinn Posted March 19, 2022 Report Share Posted March 19, 2022 9 hours ago, Rhonen said: i tried something like that in the past with the modelmaker, but it does not look well i fear palisades are not that easy with block-styles Why are they different than fences? Link to comment Share on other sites More sharing options...
Aledark Posted March 19, 2022 Report Share Posted March 19, 2022 Nod i remember suggesting a while back. Np man Link to comment Share on other sites More sharing options...
Rhonen Posted March 20, 2022 Author Report Share Posted March 20, 2022 14 hours ago, Aledark said: i remember suggesting a while back ye you did and i tried. ^^ Link to comment Share on other sites More sharing options...
Scout Posted April 13, 2022 Report Share Posted April 13, 2022 Got a question concerning the aurochs food mix. Is it better than just feeding them grass or hay? If yes, how much better is it? Thanks! Link to comment Share on other sites More sharing options...
Rhonen Posted April 15, 2022 Author Report Share Posted April 15, 2022 On 4/13/2022 at 6:44 PM, Scout said: Is it better than just feeding them grass or hay no, it's only introduced while we had to much grass and lazy:straw and not enough possibility to use them. Link to comment Share on other sites More sharing options...
Flutterc4t Posted May 18, 2022 Report Share Posted May 18, 2022 How do i repair waterwheels? Link to comment Share on other sites More sharing options...
Shoddyfrog 1 Posted May 19, 2022 Report Share Posted May 19, 2022 (edited) Hi, Rhonen. Thank you for this mod. I really like it. EDIT - I solved my problem myself in the end. I would like to be able to switch from wind power, to the water wheel, when the wind drops. But I can't think of any way to do that with the mechanical parts we have. Other than having two machines, one connected to a windmill and one to the water wheel. Would you ever consider "inventing" some kind of device which has two axle inputs, and one output. Which allows the player to select which input axle powers the output axle? EDIT - Once I had thought about it for a bit. I realised you can do what I asked for with the vanilla parts. Just connect the windmill and the water wheel to a large gear, via clutches. Then have the one output axle connected to that same large gear. This allows you to turn off the power source you don't want to use currently. Not even sure if you really need the clutches, I was just not sure how it would affect things if the windmill was not powered but connected to the large gear, and the water wheel was turning and connected to the same large gear. Would the water wheel be effectively powering the windmills sails and using some it's power to turn them? And vice versa when using the windmill's power, but the water wheel is not running. Not sure. Anyway I would still like a more compact device, like the one I described. That would be nice. Edited May 19, 2022 by Shoddyfrog 1 Link to comment Share on other sites More sharing options...
Rhonen Posted May 24, 2022 Author Report Share Posted May 24, 2022 On 5/18/2022 at 12:50 PM, Flutterc4t said: How do i repair waterwheels? use the repair kits. Link to comment Share on other sites More sharing options...
Rhonen Posted May 24, 2022 Author Report Share Posted May 24, 2022 (edited) On 5/19/2022 at 11:34 AM, Shoddyfrog 1 said: Would the water wheel be effectively powering the windmills sails and using some it's power to turn them? What does not deliver any kind of power, can not be used - so your thoughts makes no sense for me.On the contrary, the resistance consumes power. so there can be no power winning. Edited May 25, 2022 by Rhonen Link to comment Share on other sites More sharing options...
mond schwarz Posted June 16, 2022 Report Share Posted June 16, 2022 Hi there, sorry to bother you. I've been trying to get the overshot on the waterwheel to work for a few days now. I have watched the mod showcase video (is it a bit outdated? there don't seem to be flume-outputs in it?) and I have read the about the similar looking problem on page 8, however I just couldn't get it to work... Is there anything obvious I a missing? I do have a some other mods installed by now, however this problem has been with me since when the medieval expansion mod was the only one I had installed. Oh also the wheels seem to turn in the wrong direction, but I kinda don't really care about that ... Thanks in advance and for your great work! Link to comment Share on other sites More sharing options...
Rhonen Posted June 17, 2022 Author Report Share Posted June 17, 2022 22 hours ago, mond schwarz said: Is there anything obvious I a missing? May be the showcase is not longer up2date, see date But the positioning is still the same: there is a limitation: position of the wheel to the flume. In your test building, switch the wheel to the other side, then it will work. Link to comment Share on other sites More sharing options...
Kyle Stemen Posted August 21, 2022 Report Share Posted August 21, 2022 In 1.17.0-rc.5 with the mod installed, typing 'b' in the creative inventory search crashes. In survival mode, searching the help page does not crash. Running on 64 bit Linux with 62 GB. Game Version: v1.17.0-rc.5 (Unstable) Loaded Mods: ancienttools@1.4.6, backpackpack@1.0.3, bettercrates@1.4.2, cavecontent@1.0.1, chiseltools@1.5.4-pre.1, extrachests@1.5.2, fancydoors@1.1.1, weaponpackg@1.0.1, hideandfabric@1.2.5, instruments@1.1.2, moreroads@1.4.3, primitivesurvival@3.0.5, qptech@1.10.3-pre.5, rustandrails@1.0.1-pre.1, stackables@2.0.5, locustmod@2.3.5, tradeomat@1.6.1, viescraftmachines@1.17.2, game@1.17.0-rc.5, wildcraft@1.3.1, alchemy@1.6.4, egocaribautomapmarkers@2.4.0-pre.1, carrycapacity@0.6.5, fromgoldencombs@1.3.14-pre.1, medievalexpansion@3.7.1, petai@1.5.3, playercorpse@1.4.1, prospectorinfo@3.2.0, sluicefork@1.0.0, creative@1.17.0-rc.5, survival@1.17.0-rc.5, xrowboat@0.0.3, bricklayers@1.0.0-pre.3, bullseye@2.4.0-pre.2, cats@1.5.1, magicmushrooms@1.0.0, feverstonehorses@1.2.9, wolftaming@1.5.2 8/21/2022 10:31:01 AM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object at Vintagestory.API.Client.GuiElementItemSlotGridBase.FilterItemsBySearchText (System.String text, System.Collections.Generic.Dictionary`2[TKey,TValue] searchCache, System.Collections.Generic.Dictionary`2[TKey,TValue] searchCacheNames) [0x00090] in <dd02eb3223a5453a83e1fa3625df3e8b>:0 at Vintagestory.Client.NoObf.GuiDialogInventory.OnTextChanged (System.String text) [0x00053] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at Vintagestory.API.Client.GuiElementEditableTextBase.TextChanged () [0x0001c] in <dd02eb3223a5453a83e1fa3625df3e8b>:0 at Vintagestory.API.Client.GuiElementEditableTextBase.OnKeyPress (Vintagestory.API.Client.ICoreClientAPI api, Vintagestory.API.Client.KeyEvent args) [0x000cb] in <dd02eb3223a5453a83e1fa3625df3e8b>:0 at Vintagestory.API.Client.GuiComposer.OnKeyPress (Vintagestory.API.Client.KeyEvent args) [0x0001a] in <dd02eb3223a5453a83e1fa3625df3e8b>:0 at Vintagestory.API.Client.GuiDialog.OnKeyPress (Vintagestory.API.Client.KeyEvent args) [0x00039] in <dd02eb3223a5453a83e1fa3625df3e8b>:0 at Vintagestory.Client.NoObf.GuiManager.OnKeyPress (Vintagestory.API.Client.KeyEvent args) [0x00028] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at Vintagestory.Client.NoObf.ClientMain.OnKeyPress (Vintagestory.API.Client.KeyEvent eventArgs) [0x00017] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at Vintagestory.Client.GuiScreenRunningGame.OnKeyPress (Vintagestory.API.Client.KeyEvent args) [0x00000] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at Vintagestory.Client.ScreenManager.OnKeyPress (Vintagestory.API.Client.KeyEvent e) [0x00016] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyPress (System.Object sender, OpenTK.KeyPressEventArgs e) [0x00033] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 at (wrapper delegate-invoke) System.EventHandler`1[OpenTK.KeyPressEventArgs].invoke_void_object_TEventArgs(object,OpenTK.KeyPressEventArgs) at OpenTK.NativeWindow.OnKeyPress (OpenTK.KeyPressEventArgs e) [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.NativeWindow.OnKeyPressInternal (System.Object sender, OpenTK.KeyPressEventArgs e) [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 at (wrapper delegate-invoke) System.EventHandler`1[OpenTK.KeyPressEventArgs].invoke_void_object_TEventArgs(object,OpenTK.KeyPressEventArgs) at OpenTK.Platform.NativeWindowBase.OnKeyPress (System.Char c) [0x0000e] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.Platform.X11.X11GLNative.ProcessEvents () [0x00784] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.NativeWindow.ProcessEvents (System.Boolean retainEvents) [0x00035] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.NativeWindow.ProcessEvents () [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.GameWindow.Run (System.Double updates_per_second, System.Double frames_per_second) [0x000da] in <a4886e33f9fc416195d24950e7205b94>:0 at OpenTK.GameWindow.Run () [0x00000] in <a4886e33f9fc416195d24950e7205b94>:0 at Vintagestory.Client.ClientProgram.Start (Vintagestory.Client.ClientProgramArgs args, System.String[] rawArgs) [0x003dc] in <b9cdf349ac844cf2ad1f5d8ef396f19f>:0 at Vintagestory.Client.ClientProgram+<>c__DisplayClass14_0.<.ctor>b__0 () [0x00000] in <b9cdf349ac844cf2ad1f5d8ef396f19f>:0 at Vintagestory.ClientNative.CrashReporter.Start (System.Threading.ThreadStart start) [0x00007] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0 ------------------------------- Link to comment Share on other sites More sharing options...
Rhonen Posted August 22, 2022 Author Report Share Posted August 22, 2022 (edited) 21 hours ago, Kyle Stemen said: In 1.17.0-rc.5 with the mod installed thats absolutely possible. current mod version is not flagged for 1.17. There where many API changes / reworks / removes. so currently i am low on time to fix all problems - but its not lost so, stay tuned. Edited August 22, 2022 by Rhonen Link to comment Share on other sites More sharing options...
melodelic Posted September 1, 2022 Report Share Posted September 1, 2022 I know you said it'll take a bit, but as of 1.1.1 I can no longer put a waterwheel on the waterwheel base and the ones that I had working have vanished from the save file. I do not crash while trying to place it though. Link to comment Share on other sites More sharing options...
Rhonen Posted September 2, 2022 Author Report Share Posted September 2, 2022 17 hours ago, melodelic said: I know you said it'll take a bit, but as of 1.1.1 I can no longer put a waterwheel on the waterwheel base and the ones that I had working have vanished from the save file. I do not crash while trying to place it though. the current version is not compatible to 1.17. update should be ready on monday evening european time 2 Link to comment Share on other sites More sharing options...
melodelic Posted September 3, 2022 Report Share Posted September 3, 2022 On 9/2/2022 at 9:44 AM, Rhonen said: the current version is not compatible to 1.17. update should be ready on monday evening european time Ah! I'm glad there is a update planned that quickly! 1 Link to comment Share on other sites More sharing options...
Robert Milligan Posted September 4, 2022 Report Share Posted September 4, 2022 Thanks for this mod and for the time to update it. It is a beloved mod for so many. Thanks 1 Link to comment Share on other sites More sharing options...
Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 Released Medieval expansion 3.8.0 for VS 1.17.x API fixes of VS 1.17.x https://mods.vintagestory.at/show/mod/280 1 Link to comment Share on other sites More sharing options...
melodelic Posted September 5, 2022 Report Share Posted September 5, 2022 Just got the following crash while trying to put a waterwheel down on the waterwheel base before I broke the base up and put it back down. Replacing the base down and then placing the wheel did not give me a crash Running on 64 bit Windows with 16 GB RAM Game Version: v1.17.2 (Stable) 9/5/2022 11:00:55 AM: Critical error occurred in the following mod: medievalexpansion@3.8.0 Loaded Mods: bettercrates@1.5.1, betterruins@0.0.2, extrachests@1.6.0, moreclay@1.0.0, moreminerals@1.0.3, leadroof@1.2.1, game@1.17.2, vshud@2.1.0, zoombuttonreborn@1.3.0, carrycapacity@0.6.5, farmlanddropssoil@1.4.0, fromgoldencombs@1.3.14-pre.1, medievalexpansion@3.8.0, prospectorinfo@4.0.0, roadworks@1.0.1, creative@1.17.2, survival@1.17.2, workbenchexpansion@1.5.0, accessibilitytweaks@3.0.0, campaigncartographer@2.2.2, em@1.0.0, bricklayers@1.0.1 System.NullReferenceException: Object reference not set to an instance of an object. at medievalexpansion.src.block.mechanical.WaterWheel.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 890 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 536 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 201 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1174 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1362 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 202 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 709 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 613 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/3/2022 1:18:22 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0 Event Name: AppHangTransient Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.17.2.0 P3: 63120498 P4: unknown P5: unknown P6: unknown P7: unknown P8: P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE638.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE658.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE667.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE6A6.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: 5eef9801-4b16-4124-b7ff-5ccea39ac545 Report Status: 2049 Hashed bucket: Cab Guid: 0 } -------------- { TimeGenerated = 9/2/2022 11:59:35 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1883176495466600515, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.17.2.0 P3: 63120498 P4: KERNELBASE.dll P5: 10.0.19041.1889 P6: e9ede6d6 P7: c0020001 P8: 0000000000034fd9 P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9988.tmp.mdmp \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B1F.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B30.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B3E.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B6E.tmp.txt These files may be available here: \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_9f09074b69d2780248206727c76ccd6a4bfa9_84fbe18f_8771913f-fc7d-41f7-8afa-350a24d6dca3 Analysis symbol: Rechecking for solution: 0 Report Id: 4cb9fb19-0b12-4d40-a621-fa1ed1c0630d Report Status: 268566528 Hashed bucket: 7bf47298b594d6f8ba22630b8da6d843 Cab Guid: 0 } -------------- { TimeGenerated = 9/2/2022 11:59:34 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.2.0, time stamp: 0x63120498 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1889, time stamp: 0xe9ede6d6 Exception code: 0xc0020001 Fault offset: 0x0000000000034fd9 Faulting process id: 0x11374 Faulting application start time: 0x01d8beda18aeeef1 Faulting application path: C:\VSTEST\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 4cb9fb19-0b12-4d40-a621-fa1ed1c0630d Faulting package full name: Faulting package-relative application ID: } Link to 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