Mods / Medieval expansion patch
Author: Elocrypt
Side: Both
Created: Jan 26th at 12:19 AM
Last modified: Oct 21st at 4:16 AM
Downloads: 85978
Follow Unfollow 898
Recommended download (for Vintage Story 1.21.0-rc.1 - 1.21.5):
medievalexpansionpatch-1.3.4.zip
1-click install
This acts as a standalone release (continuation of the original), if you use this disable/remove the original and use this mod instead.
I patched this for VS v1.20.* and VS v1.21.*
Notes:
Everything should be working without crashes.
- The Aurochses have a placeholder attack animation, they did not have any keyframes so I improvised. Spawns rebalanced.
- The Cellar Ice should work, now without any texture issues.
- Flumes should be placeable and function normally without crashes.
- Repairkits no longer have incorrect recipe.
- Gates are now air tight, meaning you can use them as doors to your builds and they will count as a valid room.
This patch will be deprecated and removed as soon a new release of an official update has been made or
upon request by the original author.
Use it at your own risk!
If you're the original author and need to get in contact with me please message me via Discord!
Support
Credits:
Author - Medieval expansion: Rhonen
ORIGINAL AUTHOR DESCRIPTION:
Main features of Mod
- Portcullis in different sizes (3x3 to 5x5)
- Drawbridges in different sizes (3x4 to 5x7)
- Gates in different sizes (3x3, 4x4 and 5x5)
- Waterwheel Mechanical Power (breastshot, undershot and overshot technics)
- Lampposts
- Firebrazier
- Floor-Plates for auto-open/close Vanilla-Doors, Portcullis and Gates
- Animals:
- Aurochses
if you have question, bug reports, please use the forum
https://www.vintagestory.at/forums/topic/2014-medieval-expansion/
So i get notificated then.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.4 | medievalexpansionpatch | 14762 | Oct 21st at 4:16 AM | medievalexpansionpatch-1.3.4.zip | 1-click install | ||
|
Added - Real Smoke support by XyrVexus | |||||||
| 1.3.3 | medievalexpansionpatch | 9013 | Oct 4th at 8:08 AM | medievalexpansionpatch-1.3.3.zip | 1-click install | ||
|
Fixed | |||||||
| 1.3.2 | medievalexpansionpatch | 4094 | Oct 2nd at 12:15 PM | medievalexpansionpatch-1.3.2.zip | 1-click install | ||
|
Added - Flume with hatch and Hatch for penstock can now be crafted with Iron or Meteoric Iron plates, previously only accepted steel plates. - Gates that were placed before updating to the latest version would cause log spam, being stuck in an open/close state and eventually causing servers to shutdown. They should now self normalize and no longer spam errors. | |||||||
| 1.3.1 | medievalexpansionpatch | 12870 | Sep 9th at 6:56 PM | medievalexpansionpatch-1.3.1.zip | 1-click install | ||
|
-Compiled for 1.21.1- | |||||||
| 1.3.0 | medievalexpansionpatch | 7505 | Aug 13th at 8:12 PM | medievalexpansionpatch-1.3.0.zip | 1-click install | ||
|
-Compiled for VS 1.21- | |||||||
| 1.2.2 | medievalexpansionpatch | 10755 | Aug 11th at 10:10 PM | medievalexpansionpatch-1.2.2.zip | 1-click install | ||
|
- Added: Aurochs, Floor Plates, and Ice Mix can be enabled/disabled through config. (Enabled by default) Notes: | |||||||
| 1.2.1 | medievalexpansionpatch | 7360 | Jul 14th at 12:12 PM | medievalexpansionpatch-1.2.1.zip | 1-click install | ||
Fixed
Changed
| |||||||
| 1.2.0 | medievalexpansionpatch | 835 | Jun 14th at 2:03 AM | medievalexpansionpatch-1.2.0.zip | 1-click install | ||
|
Updated for latest version, everything should be functioning properly. Fixed
Know issues: - Cellar ice z-fighting or something, I am not really sure what is causing the visual issue (transparent faces from inside the block). | |||||||
| 1.0.1 | medievalexpansionpatch | 13057 | Jan 26th at 8:21 PM | medievalexpansionpatch-1.0.1.zip | 1-click install | ||
|
- Fixed aurochses attack animation | |||||||
| 1.0.0 | medievalexpansionpatch | 505 | Jan 26th at 12:41 AM | medievalexpansionpatch-1.0.0.zip | 1-click install | ||
|
Initial Release | |||||||



There seems to be an issue where cows killed on a server seem to persist as some kind of ghost entity.
Flumes currently don't work with sea water is it possible to add this functionality with a coming patch?
paulogabbi you can go into \User\<yourname>\AppData\Roaming\VintagestoryData\ModConfig\medievalexpansion\config.json and change the WaterWheelDamageMultiplier to 0
any whay to disable the waterwheel damage ? it not only is a VERY expensive thing to make it also takes too much damage and even the best repair kit Aka Steel only repairs by 50%
TheGuiltyPillow you could try disabling the auto-door floor pads on the config files, they have a setting to enable or disable plate sensors
Something that's bugging me, is how do I make the waterwheel use the overshot mode? The initial video from 4 years ago implies its a different recipe but there's only one in handbook.
Rutraz It is very realistic but not practical. Why would you even want to?
You wouldn't use wind or water to open a gate because: 1, you woulnd't forgo defence so that you could include a waterwheel or windmill in the structual design of your wall. 2, you arent using the system enough to justify it. Why would you spend time and money to build a powered wheel to open something like a gate? Youre only opening or clossing it during emergencies or at night.
The reason the counter weight was so popular is that not only did it help open the gate, it allowed you to slam the gate shut by cutting the weights loose in an emergency. This would lock the enemy out and keep them from opening it if they breeched your walls. Which was much easier than trying to wreck an entire clutch assembly or a one way gear mechanism that a windmill or waterwheel would require.
So on our server we've been getting repeated client freezes [bad enough that windows forces the program to close without a crash log] when passing through or interacting with doorways or door-like blocks. EVERY time we passed through a doorway the game would stutter for just a moment. On a hunch, I had our admin remove this mod, given the auto-door floor pad system baked into the mod which we never once used. The issue stopped completely.
Given I am the only one here that I'm aware of complaining of this issue, it may well be a conflict with another mod, but I figure I should share here, anyhow.
Elocrypt
Any chance of a config to change the use rate of cellar ice? Or fixing it so we can stack up multiple blocks worth and it uses it all from the top down? Currently each block of uses a layer independently, so 2 blocks stacked up each use a layer at the same time 😂
Rutraz mechanical power does not mean wind/water only. Hand crank is still mechanically powered.
Teagan
The later iteration used counterweight and was operable by a single person.
im okay with it as long it can be used by hand, but if i need power for it its a goner for me. how every this wouldnt be realistic at all couse there is no gate that used wind or water to operate.
I agree with DracaBro, the drawbridge would be awesome if it required mechanical power/contraptions to work. It is a technology that only came after mechanical power/rotary power was discovered/invented
You know what would be awesome.... if the draw bridge and portculis worked realistically, with the requirement of mechanical components, where the portculus has holes in it's edge for a gear to lift it up with a rotational lever.
Then the Draw bridge uses chains, that then are reeled up with a long gear and gets locked into place, then dropped with a lever.
I love this mod. And I know this is not the orginal, but is there a way to have 1x3, 2x3 and and max x6 wide portcullis. I absolutly love using them but have a few parts in several builds that need a slightly bigger gate or would like a portcullis for a prison section.
Elocrypt Thanks for keeping alive this mod!
I encountered a bug: the water wheel has texture issues, is there a way to fix this?
VS 1.21.1 stable with some mods
UPD1: I removed several mods (Tankards & goblets, Spyglass and Shelf Obsessed) and the wheel color changed.
UPD2: SOLVED
The mod that breaks water wheels is Floral Zones: Mediterranean Region.Thank you for the help. I found a video on the waterwheel and got it working, too. The handbook is a bit vague :D
Sameal
I posted on the Medieval Expansion discord page in the Vintage Story discord how to add them.
hey Elocrypt is there any way to make the Aurochs compat witth Butchering?
Xordaii
Just right click the from the bottom front side of the lamp post and the lantern will attach as shown in the images
Thank you for the auroch fix!
I went back in and tested the lanterns and oil lamps. They aren't attaching with shift, control, left or right mouse. Is there a specific combo of keys to use? I tried aiming at every part of the post just in case, and it only places it to the side of the base on the floor.
Really want to use these as I tried making my own. I wasn't happy with any of them. They have to be pretty wide-faced to attach a lantern to.
JustaKobold Histrit Mrozak
The aurochs should for sure no longer spawn with the "EnableAurochs" set to false in the config with the new update. I am not really sure how they were bypassing the method I had before. They can be spawned in via creative spawn item now though, but they should not be able to naturally spawn anymore. If there are any in the world, restart the server and that should despawn the pre-existing ones and should no longer spawn naturally.
Xordaii
In the latest update, the aurochs should no longer be able to spawn for sure with the "EnableAurochs" set to false in the config.
And to attach lanterns to the lamp post, I know its weird, but its the very bottom block of the lamp post you need to attach it to, not sure why the author decided on that but it is what it is.
goonalgaib
I would need to remake the gates from scratch, with how the author made them they are nothing like the vanilla gates which is why they are the way they are.
DracaBro
In the config you can disable floor plates, aurochs, and the icemix (cellar ice) by setting their values to false. Currently there is no option for disabling lamp posts.
I can confirm that aurochs spawn with config set to false.
The aurochs still spawned with the config for them off, and can't seem to attach the lantern to the lamp post.
Thanks for the mod! Am enjoying a lot.
Can you fix the issue where locks only work on a single block of the gates instead of the whole gate or is that not really possible?
fipil
I appreciate the in depth report, and apologize for the issue to begin with. The latest update should fix the issue hopefully without requiring any of the gates to be replaced.
Hello! Thanks for the patch.
I want to delete cows so i can use other mods for Butchering mod, but i cant open your Discord links? Its like they are not working.
How can i delete aurochs from mod? Is it "EnableAurochs":False in medievalexpansion config json?
Hi,
after upgrade our map file to 1.21, we experienced one bug. When someone opens or close a gate (size doesnt matter), it started generating those error to server log:
It generates an error per tick, so it's quite big problem, because it can silently make huge log file and eat all disc space on server.
Please, would you be so kind and look at it?
How to reproduce:
Workaround:
The workaround is to break the gate and place it again. After that, the gate works as expected and errors are gone.
We can use that workaround, but the problem is that some player who rarely plays has a gateway somewhere that we don't know about, and when they log in after a while and open it, it starts generating those errors, the log file fills up the disk, and the server crashes.
If you could take a look at this and find the error, that would be great.
Thanks a million!
Fipíl
Do you know if there's a setting to disable what recipes I'd like to disable?
Not a fan of the preasure plates nor the animals, and the lampposts are kinda useless when they don't match the stuff already in game we can chisel together.
Elocrypt
Thank you so much!!!
Poxxs
You may refer to this from the Medieval Expansion mod channel in the Vintage Story discord link.
Works for any version, just replacing a file in the assets folder of the mod with the one I provided in that discord message.
Hello, I am setting up a new server. I was wondering if there is any easy way to disable the Aurochses? I would much rather use the Fauna of the Stone Age mod for the cows. I like everything else about medieval expansion I just need to know if there is a way to disable the cows. Thank You!
We had the aurochs spawn in the middle of a village inside a house.
Strangely enough, it was just one group of 3 - there are no other aurochs within 20K blocks from that place.
Why would they spawn there? and why only there, why no others anywhere withing 20K blocks?
(not that i want to have more, but i am trying to understand what makes them spawn, so i can at least prevent them from spawning inside ppls houses)
Elocrypt hi, i traslated mod to es-es (Spanish Spain).
Elocrypt Thank you!
ChiefKrogan Sneezingprince
Updated for 1.21.1
berserkus
Not sure why its not working for you, but here is an alternative method I shared in the Medieval Expansion discord
Kril08
The butchering mod is currently patching the original version of medieval expansion but I provided a way to fix this to work for this version of medieval expansion in the Medieval Expansion discord
Will there be an update please?
Any plans to update this mod for 1.21, or will you wait for the original mod to update?
It seems like the config isn't working, I disabled aurochs and they still spawn in the new worlds I'm generating. Double checked the config file to make sure it saved and EnableAurochs is 100% set to false.
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
Is it possible that this version doesn't work with the Butchering mod? I tried picking up an auroch and it did not work, maybe I did something wrong, just asking!? :D great job on the mod tho
Thank you Elocrypt, appreciate the rapid response.
I found the config and made changes to it, the more I increased the multiplier the seemingly worse my ice effectiveness was, increasing the perish speed. In my experimenting I was in a small 5x5x3 hole in the ground with one storage vessel, with some grain & fruit.
Am I to increase this with a negative or am I doing something wrong?
MightyN0ob
The config folder is in the C:\Users\USER\AppData\Roaming\VintagestoryData\ModConfig\medievalexpansion\ directory.
Where would I find the Config for this? Journal says I can edit the ice if needed - Been finding it a bit lack luster, wanted to try and tweak it a bit.
Thanks.
Falcat
You can ignore that, there is a hardcoded string that logs the "version" I just forgot to update that string to say 1.3.0 for this release.
Sorry for the confusion!
I don't understand. 1.3.0 has been installed for the game version 1.21.0. The cache has been deleted. But when trying to create a world, the logs still say that the mod version 1.2.2 is loading.
JessiJane
Either you need to download and use v1.2.2 since you are still running VS 1.20.12 or update to VS 1.21.0 to use v1.3.0.
v1.2.2 is for 1.20.12 and below as its using NET7
v1.3.0 is for 1.21 and above as its using NET8
Hi - Getting error when loading:
26.8.2025 11:27:23 [Error] [medievalexpansionpatch] An exception was thrown when trying to load assembly:
26.8.2025 11:27:23 [Error] [medievalexpansionpatch] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
Please help, I want the gates. ;)
Does anyone know if a standalone version of the cellar ice mechanic has been made? The other features of this mod are nice but I don't really need those.
Love the mod everything seems to work fine except for the water wheel
Elocrypt thank you so much its working great for me and my boys
for some reson the windmill/rotor dosent work any more when useing this mod
Elocrypt Not sure if its a bug or just a mod conflict but cellar ice doesn't seem to work correclty after a server restart. I have to manually pick up any cellar ice and then place it again everytime i restart it. It functions fine afterward but just thought id make a post because its happens everytime.
LingLongJonn
I would on both server and client just to be sure.
The cache folder is in the C:\Users\YourUserName\AppData\Roaming\VintagestoryData\Cache directory.
The config folder is in the C:\Users\Elocr\AppData\Roaming\VintagestoryData\ModConfig\medievalexpansion directory.
Deleting the cache may prevent possible crashing, so it doesn't hurt if everyone does it.
Although, the config typically only is server side controlled.. it doesn't hurt for everyone to delete it if they have it.
These things will regenerate when you join the game.
You will of course need to start the server once to generate the new config files and then editing them and restarting the server for those settings to take effect.
Elocrypt Hey thank you for the comment with all the help I really appreatie it. when you say the cashe and config files need to be deleated do I need to do that on the server or just on my machine and how do I navagate to thoes folders? and do my players need to go in and get rid of the cashe as well? Thaks again!
LingLongJonn
Backup your server just in case, but you should be able to easily remove the original mod and replace it with this one safely.
Although, it is possible that any of the gates, floor plates, waterwheel items and icemix(cellar ice) from this mod might need to be replaced if placed in the world.
The reason:
Gates now have airtight properties and added missing spacers, already placed ones will not have the new attributes, so if you want the full effect of the changes they need to be replaced.
Floor plates, I did change some code for these to work properly, so already placed ones may or may not work as intended.
Waterwheels and related items I changed code in order for them to work again, these may or may not need to be replaced but if there are problems then they need to be replaced.
Icemix(cellar ice) I fixed the code so it works properly and no longer makes it so you can see through blocks/ground when placed in the world.
I also recommend deleting the Cache folder and the medievalexpansion config folder for it to regen the configs, as those are changed as well.
hey I run a small server with the origanal mod and I saw you say it needs to be removed and this one added. Would I just disable the server take out the old mod out and put this one in and do the same for each players own mod list? the crashing issue with the cows is a real bummer and seeing it fixed makes me really want to use this mod I just dont want to brick my server or somthing im not tech savy. Thanks for any help and keep up the great work!
Thank you , i was not sure
Soulbringer
No you no longer should be using the original mod, delete it as it will conflict if enabled.
This mod Medieval expansion patch is the continuation of Medieval expansion unless Rohnen decides to come back.
Do we still need the original mod Medieval expansion to use this mod ?
based
FatherSarge
Just released version 1.3.0 for 1.21.0-rc.1 - 1.21.0-rc.4 waterwheels should be working in this version for 1.21.
For those curious, seems to be nearly 100% functional in 1.21.0-rc4
Only thing that doesn't appear to work is the waterwheel... getting a silly reading on the tooltip (using extra info) and it doesn't appear to move. Other than that, all seems good.
Elocrypt
Thank you! all work fine!
Sakari
You must be using an older version of this mod or the original from Rhonen. I fixed that issue back in version 1.0.1, I do recommend using the latest version 1.2.2.
Make sure to remove the original from Rhonen and any older version of this mod to avoid any issues.
Also, if updating to version 1.2.2 of the mod I would recommend deleting your cache and the ModConfig\medievalexpansion\config.json.
13.8.2025 19:28:49 [Server Error] Error ticking animations for entity medievalexpansion:aurochs-male at 512119, 155, 51244113.8.2025 19:28:49 [Server Error] 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 274
at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 110
at Vintagestory.API.Common.AnimationManager.OnServerTick(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 433
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1106
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 602
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 258
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 159
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 932
13.8.2025 19:28:50 [Server Notification] Client 2 disconnected:
13.8.2025 19:28:50 [Server Notification] UDP: client disconnected Sakari
13.8.2025 19:28:50 [Server Event] Player Sakari got removed. Reason: The Players client crashed
13.8.2025 19:28:50 [Server Event] Client 2 disconnected.
13.8.2025 19:28:50 [Server Notification] Client 1 disconnected:
13.8.2025 19:28:50 [Server Notification] UDP: client disconnected Draggie
13.8.2025 19:28:50 [Server Event] Player Draggie got removed. Reason: The Players client crashed
13.8.2025 19:28:50 [Server Event] Client 1 disconnected.
Im having a skill issue with the formatting, but yeah this is happening
RiceTrispy B0YAR
Delete your cache and the ModConfig\medievalexpansion\config.json, do you still get this crash after doing this?
Game Version: 1.20.12
Mod Version: 1.2.2
same problem
12.8.2025 18:30:52 [Server Error] [medievalexpansionpatch] An exception was thrown when trying to start the mod:
12.8.2025 18:30:52 [Server Error] [medievalexpansionpatch] Exception: Object reference not set to an instance of an object.
at medievalexpansion.src.busineslogic.FeatureToggleSystem.DisableRecipesAtFinalize (ICoreServerAPI api)
at medievalexpansion.src.busineslogic.FeatureToggleSystem.Assets Finalize (ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase (Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in Vintagestory Lib\Common\API\ModLoader.cs:line 661
12.8.2025 18:30:52 [Server Error] Failed to run mod phase Assets Finalize for mod medievalexpansion.src.busineslogic.FeatureToggleSystem
RiceTrispy
I reuploaded version 1.2.2, redownload and it should be fine hopefully.
Updated the mod and was hit with this:
11.8.2025 21:51:41 [Error] [medievalexpansionpatch] An exception was thrown when trying to start the mod:11.8.2025 21:51:41 [Error] [medievalexpansionpatch] Exception: Object reference not set to an instance of an object.
at medievalexpansion.src.busineslogic.FeatureToggleSystem.DisableRecipesAtFinalize(ICoreServerAPI api)
at medievalexpansion.src.busineslogic.FeatureToggleSystem.AssetsFinalize(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
11.8.2025 21:51:41 [Error] Failed to run mod phase AssetsFinalize for mod medievalexpansion.src.busineslogic.FeatureToggleSystem
Marlim DarkThoughts TankHUnt3r GarnetAnimations
There is now config options to enable/disable Aurochs, Floor Plates, and Ice Mix in the lastest update. Cheers!
Piling a stack of cellar ice higher than 1 full stack turns it into a corner bottle rack from A Culinary Artillery, for some reason... I have no idea what could have caused that
Is it possible too get a config to disable the Aurochses?
I'm extremely excited to use the gates because of the larger nature of the upcoming equus pegasus and the things added by draconis. :D The wyvern is pretty big. Stable time!
DejFidOFF
You may need to replace old gates with a new ones if they were placed on an older version of the mod. This is due to the change I made making gates count as air tight.
DarkThoughts
There isn't a config option for disabling aurochs, but I provided a method here: Medieval Expansion - Discord Page
TankHUnt3r
Currently there is no way to disable them. I would just ignore them, not use them.
LongZhun
The game is telling you that you are trying to load more than 1 version or instance of the medieval expansion patch mod. Only use the latest version, delete the others, ensure there is only 1 enabled to prevent issues.
And the second screesnshot has to do with Aculinary Artillery mod and has no interaction with Medieval Expansion.
I do have a question, is it possible to lock out the floorplates? I would love this mod, but the floorplate thing throws me out of it.... it feels way to minecraft like to me.
Elocrypt
Thank you for the implementation. I haven’t had much time for Vintage Story since then, but I just checked, and the gates are working as insulating blocks.
This might be just my issue, but when replacing the mod with the latest version, I had to manually replace all the gates in the game, as they didn’t update automatically. The
/debug rooms hicommand initially (pre replacing) didn’t recognize the upper row of the gates when they were in the open state (3x3 gates were detected as only 2x2 blocks). This fixed itself once I replaced the gate.Is there a config option to disable the aurochs? I already use the FOTSA ones, which imo fit much better into the game.
in 1.2.1 bug with gate spaming server console
Just now started having crashes from the auroched bull while using the original mod. thank you for making this.
DirtyLesion
If you can chisel a gate, I suppose so. Although, with the most recent release I made gates have insulation. I am not sure the command, but I just go into the creative menu and grab the entity from there and place it.
TroubleGameTown Elocrypt does the Chiseled Block Retention mod have any effect on insulation on gates dya think or know? Also, whats the command to spawn an auroch i wanna test this too as i ve just added the mod to my server list thanks x
Would an option in modconfig be possible?
beetlbi
Provide a crash log. The aurochs should not be causing any crashes in VS 1.20 using the latest release medievalexpansionpatch-1.2.1.zip
Marlim
I provided a method to prevent the aurochs from spawning in the VS discord: https://discord.com/channels/302152934249070593/1099253166270320721/1394993422527496252
i enjoy this mod, but any interaction with the aurochses causes my game to crash :( is this a known issue/is there a known fix for this?
Elocrypt
It is possible to disable the aurochses?
Elocrypt
Hey, ist it possbile to just use the waterwheels? I don't need the rest of the mod.
TroubleGameTown
Thanks for the suggestion, the gates are now air tight! They will work like any sturdy door would.
Hello there, just wanted to ask you if the Gates are Insulating? If not would it be possible to do so?
Elocrypt
no and no.. still the same, no matter what I do...
DejFidOFF
Maybe its possibly due to how the textures are mapped and cached? Could possibly try deleting the cache and also remapping textures maybe?
/fixmapping applyall
Elocrypt
Ok, but answer this. All servers uses same mods, no big differencies. So, why there are a different outputs? Of course it´s working fine in map created in 1.20.12
DejFidOFF
This seems to probably be incompatibility with different mods you are using. I am quiet confident that this issue is due to mod incompatibility, no one else has reported this issue.
I am unable to replicate your issue in VS_1.20.12 on Singleplayer and Servers
Again, if you could provide steps to replicate the issue you are having so that I could potentially reproduce this I could possibly help.
Cellar ice acts similar to a coal pile, it will fall towards adjacent blocks. It shouldn't even stack above 2 blocks unless making it inside a closed column, but even then if you break the surrounding blocks around that column or the block underneath the first block all stacks above will break into cellar ice pieces.
I am using this mod list for singleplayer:
AltMapIconRendererContinued_v1.4.0,
HUDClockPatch_v1.0.4,
MedievalExpansionPatch_v1.2.0,
MobsRadar_v2.1.7,
RiftWardTweaks_v2.5.1,
RoomTools_v1.3.1,
StepUpAdvanced_v1.0.7,
XSkills_v0.8.19,
XLib_v0.8.16
I am using this mod list for a server:
ACulinaryArtillery_v1.2.5,
equus_v1.1.1,
genelib_v1.0.4,
APrivateMod,
13 FotSA mods (ads various animals),
MedievalExpansionPatch_v1.2.0,
MemLeakInspector_v1.0.0,
RiftWardTweaks_v2.5.1,
StepUpAdvanced_v1.0.7,
XSkills_v0.8.19,
XLib_v0.8.16
Elocrypt
This is a list of my servers affected by Medieval Expansion Patch and what 2nd block of cellar ice does and on which VS versions maps were created. In the meantime all servers are running VS 1.20.12 and MEP 1.2.0
Skyblock — everything OK - map created somwhere in 1.19
CZ Waterworld — Sandstone slab - map created around 1.20rc5 (18.12.2024) https://ibb.co/gMD5cHKw
CZ2 — Questionmark block - map created around 1.20.1 (21.01.2025) https://ibb.co/JjGpS58n
Test Server — Coroded meteoric iron block (coroded) - map created around 1.20pre1 ( 21.09.2024 ) https://i.ibb.co/VZSS3xG/2025-06-14-18-26-47.png
Waterworld — Questionmark block - map created around 1.20.1 (18.01.2025) https://ibb.co/JjGpS58n
DejFidOFF
I am not able to replicate, make sure that you replace all old placed cellar ice. Ensure you are using the new version and not the old version.
Give me steps to replicate. I spent a lot of time fixing this issue, and was not able to produce this problem anymore.
Are they like this in a new world, or only in a pre-existing world?
If they are just question mark blocks you cannot interact with (i.e. remove), those actually dont exist. You may have to regen that chunk.
Elocrypt
no, questionmark block from cellar ice still remains as a bug in 1.2.0
DejFidOFF
I have fixed this issue in the latest release.
Blaankket
This should be fixed in the latest release.
7dast
This is now compatible, enjoy!
Pamela
Floor plates should now work properly in the latest release.
On VS 1.20.7 and your mod 1.0.1 - the floor plates do not work.
Elocrypt any idea if you can make this compatible w/ 1.20.4?
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
Elocrypt
put down two high blocks with cellar ice causing spawn question mark block and touch that causing client crash:
ME 1.0.1
ever since I installed this on my 20-40 pop server, we've had slow memory leaks on client side. We removed it on the test server and all memory leaks are gone. something in the mod causes it.
Viktoria
Ensure that you are using the latest version v1.0.1.
Getting really bad console spam that seems like it might be causing server overloads?
1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element neck cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element head cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element tail cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element neck cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element head cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element tail cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element neck cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element head cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L ear cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L back foot cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element tail cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element R back leg cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element Body cannot be found. 1.2.2025 04:49:27 [Server Error] Shape medievalexpansion:entity/land/cow-female has a key frame element for which the referencing shape element L front leg cannot be found.
SylviaGrim
I only tested this on a world that didnt have the mod to begin with, so I am not sure. The mod does work, and should be fine using with a pre-existing world.
Elocrypt I guess I should ping back, sorry.
We had tried that, but the patch didn't seem to do anything as all the Medieval Expansion things were removed from the game; do you know if it HAS to be a new world or something similar?
SylviaGrim
This acts as a standalone, so yes disable/remove the original Medieval expansion mod. You would only be using this mod instead of the original.
For this mod, do we need to remove the original Medieval Expansion mod? Or use it alongside? I tried both ways, removing the OG removed all the content, and using it alongside didn't fix the issue of bulls crashing game on attack. I am unsure.
Yskar
A few people asked for this one, Workbench expansion patch.
Great work with the patch version. Thank you. Could you please add support for the butchers mod though?
Hey Elocrypt, I appreciate you updating this amazing mod, I've wondered about this for sometime but the Cellar Ice recipe/item is just an amazing item and has profoundly changed my Vintage Story experience and I'm wondering if it's possible to extract the cellar ice recipe/item from the mod itself? Probably a very strange request but the server I am now won't take the full mod. I don't want to leave because I'm 1 month in to my build but I really want cellar ice.
Elocrypt could you also patch Workbench expansion to 1.20.x?
Paradoxal
Sorry about that, had to delete and re-upload it real fast. Forgot to add a centerpoint to the shape.Should be all good now.
PhoenixMastM
Assuming the error you are talking about had to do with the shape, I re-uploaded and it should be fixed for sure this time.
1.0.1.zip goes to a blank page that says the file doesn't exist. Elocrypt
@Elocrypt Still throwing that error.
bringitonwimps
Should be fixed now in v1.0.1
getting this
https://pastebin.com/5SjMX4nJ
That fixed it, thanks man you're awesome
Patch won't load it says to see log files. which folder do I reference to see the problem? 1.20.3
I'm an idiot, found it
5.1.2025 18:21:07 [Error] [medievalexpansionpatch-1.0.0.zip] An exception was thrown trying to to load the ModInfo:
25.1.2025 18:21:07 [Error] [medievalexpansionpatch-1.0.0.zip] Exception: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
VaelophisNyx
I apologize, it is fixed now.
Try downloading again, just noticed that myself and it seems to have been fixed.
seems the file is 0 bytes, can't be opened?
Man, people have been going wild with these update patches lately. Having all these juicy blocks and decorations updated is wonderful. Hopefully someone can get on the entity animation side of things so stuff like Feverstone and Fantasy Creatures can update, but in the meanwhile, think it's time to snazzy up the fort.