IndigoCactus Posted February 17, 2025 Report Posted February 17, 2025 Can you use Archimedes Screws to transport water upwards into flumes, or is the only way to get max-power waterwheels starting with a water source above it?
Blaankket Posted March 6, 2025 Report Posted March 6, 2025 @Elocrypt I'm crashing when the Auroch bull attacks me. Running on 64 bit Windows 10.0.19045.0 with 32702 MB RAM Game Version: v1.20.4 (Stable) 3/5/2025 7:38:38 PM: Critical error occurred System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97 at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255 at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271 at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt) at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Cazzacattack Posted March 12, 2025 Report Posted March 12, 2025 (edited) Okay so Question I downloaded the patch that fixed the Aurochs attack animation crash. And Now My aurochs have despawned and I haven't seen a single one since then. Is this a new bug or is this normal. I'm also in winter. I should note that before I downloaded the new patch and got rid of the old mod I would see like 2-4 aurochs a day so they were pretty plentiful. Edited March 12, 2025 by Cazzacattack
JediLie Posted April 27, 2025 Report Posted April 27, 2025 How do I milk the cows? I take a bucket and I milk them but the milk doesn't go into the bucket
flackstacks Posted May 21, 2025 Report Posted May 21, 2025 Does the cellar ice still make your cellar hotter and food rot quicker?
Adam Brunn Posted July 22, 2025 Report Posted July 22, 2025 Hey im having trouble when i look at the bulls and cows it crashes my game for some reason any advice?
Mr Apothic Posted August 7, 2025 Report Posted August 7, 2025 I'm VERY certain you've heard requests near or to the exact point as this request, but would it be possible to include some documentation for the Animals within their section, it shows only the mod they are attached to, past that there is nothing or suggest that they are even breed-able and I ended up getting a pair to spawn where I was planning my bee plot area, but with them spawning in I choose to build the barn nearby and moved them into it. I realize to get milk a cow must been having some time with a male after eating but again, the tool tips aren't the most useful for what I should be doing here to attract\feed the animals with and it would be helpful like the other creatures in the game to get some documents regarding the cow. Either being a expanded document for animal husbandry or something else it would make things FAR easier to handle as the internet doesn't provide that much on the cows from your mod. Past that I really love the mod, very fleshed out! And I hope this is something able to be included if it's not too much of a hassle.
EffortOfUsername Posted August 24, 2025 Report Posted August 24, 2025 is this mod still being worked on, as the Auroch Cow crash is starting to get annoying, and none of the patch mods seem to be working for me
swedishclover Posted August 30, 2025 Report Posted August 30, 2025 Sir, my game on my personalized computer crashed because of a crictical error when all I did was try to put a single lantern onto a lamppost that I made all by myself. But because I don't want you have to check every single file, here's the crash report 8/30/2025 4:10:52 PM: Critical error occurred in the following mod: medievalexpansionpatch@1.2.1 Loaded Mods: riftweapons@1.1.6, somedisassemblyrequired@1.7.7, temporalsymphony@2.1.1, game@1.21.0, betterruins@0.5.0, medievalexpansionpatch@1.2.1, stepupcontinued@0.0.1, vanillaarmory@1.7.6, creative@1.21.0, survival@1.21.0, woodenshuttersandmore@1.2.3 System.MissingFieldException: Field not found: 'Vintagestory.API.Common.CollectibleObject.LightHsv'. at medievalexpansion.src.blockentity.BEStreetlightLantern.Initialize(ICoreAPI api) at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1110 at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1326 at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 122 at Vintagestory.API.Common.Block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 928 at medievalexpansion.src.block.BlockStreetlightLantern.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) at medievalexpansion.src.block.Streetlight.TryAddLantern(ItemSlot slot, IPlayer toPlayer, BlockSelection blockSelection) at medievalexpansion.src.block.Streetlight.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 886 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 544 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1024 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 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 113 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
Mrozak Posted September 10, 2025 Report Posted September 10, 2025 So, this mod also adds aurochs... I was keen on adding the mod to our server, but i missed the info regarding aurochs being included. I am not against having them, but i would like to know more details. What are the spawn conditions? I don't want to see them everywhere, or replacing any other animals that would otherwise spawn there, or having some overpopulation problem, or seeing them where they do not fit, etc. How does it interact (if at all) with other animals, and players? Is it hostile? is it hostile only when having young? Can it be domesticated? after how many generations? Can i disable them in case i ever feel like getting rid of them?
TheKobold Posted October 3, 2025 Report Posted October 3, 2025 The config for turning aurochs off doesnt seem to be working in the newest version
Олег Кобзар Posted October 5, 2025 Report Posted October 5, 2025 Hello, beautiful people! I've encountered this bug. The water is turning black after the hatch and is not being supplied to the watermill at all. It was also kind of blue, depending on the block, which was the "source". Does anyone have any idea what is wrong? I was searching for the answer to my problem, but I didn't find one. Sorry if I've missed it somewhere here.
Ben Donaghue Posted November 1, 2025 Report Posted November 1, 2025 Hi, I'm having an issue with the waterwheel texture (see enclosed). Anyone able to help me understand what's happening here/how to fix it? Other medieval expansion textures appear to work perfectly, but I can't imagine this is the intended texture for the waterwheel. Many thanks,
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