Mods / Medieval expansion patch

Tags: #Crafting #QoL #Technology
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

If you want to support me:
Heart Support Sticker by Ko-fiimageMy Wishlist

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.4 medievalexpansionpatch
1.21.0-rc.1 - 1.21.5
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
1.21.0-rc.1 - 1.21.1
9013 Oct 4th at 8:08 AM medievalexpansionpatch-1.3.3.zip 1-click install

Fixed
- Aurochs spawning still with the config option set to false (can still be spawned in via creative spawn item for admin purposes, they shouldn't be able to naturally spawn)

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.

Fixed (hopefully)

- 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
1.21.0-rc.1 - 1.21.0-rc.4
7505 Aug 13th at 8:12 PM medievalexpansionpatch-1.3.0.zip 1-click install

-Compiled for VS 1.21-

1.2.2 medievalexpansionpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
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:
If updating to version 1.2.2 of the mod I would recommend deleting your cache and the ModConfig\medievalexpansion\config.json.

1.2.1 medievalexpansionpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
7360 Jul 14th at 12:12 PM medievalexpansionpatch-1.2.1.zip 1-click install

Fixed

  • Cellar Ice transparency

Changed

  • Medieval Expansion Gates

    • 3×3, 4×4, 5×5 and 8×5 gate variants now count as solid (airtight).

    • Fixed the missing top row index for gates
  • Aurochs spawn rates

    • Aurochs should spawn less, and should be more balanced in multiplayer.

1.2.0 medievalexpansionpatch
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
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

  • Players colliding with the north and west face of floorplates
  • Cellar ice not stacking properly

 

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

- Fixed Repairkits recipe.
- Fixed Cellar Ice.
- Fixed Aurochses attack (placeholder attack animation)


126 Comments (oldest first | newest first)

💬 JohnTidont, 5 days ago

There seems to be an issue where cows killed on a server seem to persist as some kind of ghost entity.

💬 Binki, Nov 20th at 10:17 PM

Flumes currently don't work with sea water is it possible to add this functionality with a coming patch?

💬 Binki, Nov 20th at 10:05 PM

paulogabbi you can go into \User\<yourname>\AppData\Roaming\VintagestoryData\ModConfig\medievalexpansion\config.json and change the WaterWheelDamageMultiplier to 0

💬 paulogabbi, Nov 20th at 9:14 AM

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% 

💬 Alejo98, Oct 30th at 4:12 PM

TheGuiltyPillow you could try disabling the auto-door floor pads on the config files, they have a setting to enable or disable plate sensors

💬 Duzzit, Oct 28th at 12:03 AM

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.

💬 MythOceanas, Oct 27th at 5:07 PM

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.

💬 TheGuiltyPillow, Oct 26th at 5:13 AM

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.

💬 FatherSarge, Oct 21st at 4:42 AM

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 😂

💬 Teagan, Oct 10th at 1:47 PM

Rutraz mechanical power does not mean wind/water only. Hand crank is still mechanically powered. 

💬 Rutraz, Oct 10th at 9:11 AM (modified Oct 10th at 9:14 AM)

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.

💬 Teagan, Oct 9th at 1:40 PM

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 

💬 DracaBro, Oct 6th at 1:16 PM

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.

💬 Mordakaiser, Oct 5th at 6:55 PM

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.

💬 RedXtreme, Oct 5th at 9:46 AM (modified Oct 5th at 10:32 AM)

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

Waterwheel
Waterwheel


UPD1: I removed several mods (Tankards & goblets, Spyglass and Shelf Obsessed) and the wheel color changed. 

Waterwheel 2

Waterwheel_2

 

UPD2: SOLVED

The mod that breaks water wheels is Floral Zones: Mediterranean Region.
💬 Xordaii, Oct 5th at 8:13 AM (modified Oct 5th at 9:20 AM)

Thank you for the help. I found a video on the waterwheel and got it working, too. The handbook is a bit vague :D

💬 Elocrypt , Oct 5th at 12:39 AM

Sameal
I posted on the Medieval Expansion discord page in the Vintage Story discord how to add them.

Screenshot



💬 Sameal, Oct 4th at 9:08 PM

hey Elocrypt is there any way to make the Aurochs compat witth Butchering?

 

💬 Elocrypt , Oct 4th at 7:30 PM (modified Oct 4th at 7:42 PM)

Xordaii
Just right click the from the bottom front side of the lamp post and the lantern will attach as shown in the images

Images
💬 Xordaii, Oct 4th at 11:22 AM (modified Oct 4th at 11:25 AM)

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.

💬 Elocrypt , Oct 4th at 8:20 AM

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.

💬 JustaKobold, Oct 3rd at 11:51 PM

I can confirm that aurochs spawn with config set to false. 

💬 Xordaii, Oct 2nd at 10:21 PM

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.

💬 goonalgaib, Oct 2nd at 1:04 PM

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?

💬 Elocrypt , Oct 2nd at 12:16 PM

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.

💬 Histrit, Sep 28th at 7:27 AM (modified Sep 28th at 7:31 AM)

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?

💬 fipil, Sep 21st at 9:29 AM

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:

Crash Report
20.9.2025 14:37:47 [Error] At position 529375, 153, 532826 for block medievalexpansion:gate3x3-model-baldcypress-opened-east a GateEntity threw an error when ticked:
20.9.2025 14:37:47 [Error] Exception: Object reference not set to an instance of an object.
at gates.src.blockentity.AbstractMultiBlockEntity.GetOtherOpenBlock(BlockPos pos)
at gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock()
at gates.src.blockentity.AbstractMultiBlockEntity.OnServerGameTick(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
20.9.2025 14:37:47 [Error] At position 529315, 151, 532804 for block medievalexpansion:gate3x3-model-baldcypress-closed-west a GateEntity threw an error when ticked:
20.9.2025 14:37:47 [Error] Exception: Object reference not set to an instance of an object.
at gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos)
at gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock()
at gates.src.blockentity.AbstractMultiBlockEntity.OnServerGameTick(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25

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: 

  1. Run VS 1.20 and create a map (in singleplayer).
  2. In creative mode place a Medieval Expansion gate. Test that it works, so you can open/close the gate.
  3. Save the world.
  4. Copy the world map file to the Saves in your VS 1.21 installation.
  5. Run the VS 1.21 and open the world in singleplayer.
  6. It offers remapping old blocks, so let it run and restart the world (Save and close + Load again)
  7. Try to open the gate.
  8. Gate opens, but it stops reacting to right mouse button, you cannot close. To the Logs/server-main.log file is now written the errors described above each tick.
  9. Save and close the world.
  10. Look into the server-main.log file, you can see those errors, a lot of them.

 

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

💬 DracaBro, Sep 19th at 1:12 PM

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.

💬 Poxxs, Sep 17th at 3:00 PM

Elocrypt 
Thank you so much!!!

💬 Elocrypt , Sep 17th at 3:16 AM (modified Sep 17th at 3:19 AM)

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.

💬 Poxxs, Sep 17th at 12:06 AM

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!

💬 Mrozak, Sep 12th at 3:35 AM (modified Sep 12th at 3:36 AM)

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)

💬 C4BR3R4, Sep 10th at 7:18 AM

Elocrypt hi, i traslated mod to es-es (Spanish Spain).

💬 ChiefKrogan, Sep 10th at 12:48 AM

Elocrypt Thank you!

💬 Elocrypt , Sep 9th at 7:06 PM

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

💬 ChiefKrogan, Sep 8th at 7:31 PM

Will there be an update please?

💬 Sneezingprince, Sep 3rd at 7:31 PM

Any plans to update this mod for 1.21, or will you wait for the original mod to update?

💬 berserkus, Sep 1st at 9:40 PM

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.

💬 Swedish_Clover, Aug 30th at 11:31 PM

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

 
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
💬 Kril08, Aug 30th at 1:19 PM

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 

💬 MightyN0ob, Aug 29th at 8:13 PM

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? 

💬 Elocrypt , Aug 28th at 2:03 PM

MightyN0ob
The config folder is in the C:\Users\USER\AppData\Roaming\VintagestoryData\ModConfig\medievalexpansion\ directory.

💬 MightyN0ob, Aug 28th at 1:01 PM

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.

💬 Elocrypt , Aug 26th at 10:06 PM

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!

💬 Falcat, Aug 26th at 8:50 PM

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.

💬 Elocrypt , Aug 26th at 9:43 AM

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

💬 JessiJane, Aug 26th at 9:34 AM

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. ;)

💬 TrainDoc, Aug 25th at 5:52 PM

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.

💬 STKing, Aug 25th at 3:14 AM (modified Aug 25th at 3:16 AM)

Love the mod everything seems to work fine except for the water wheel

busted water wheel

busted wheel 2

💬 LingLongJonn, Aug 24th at 5:51 PM

Elocrypt thank you so much its working great for me and my boys 

💬 Kaggeswe, Aug 22nd at 5:58 PM

for some reson the windmill/rotor dosent work any more when useing this mod

💬 LastXsile, Aug 20th at 10:59 PM

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.

💬 Elocrypt , Aug 17th at 3:10 AM

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.

💬 LingLongJonn, Aug 16th at 6:58 PM

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!

💬 Elocrypt , Aug 15th at 6:00 PM

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.

💬 LingLongJonn, Aug 15th at 5:18 PM

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!

 

💬 Soulbringer, Aug 14th at 5:14 AM

Thank you , i was not sure

💬 Elocrypt , Aug 13th at 11:53 PM

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.

💬 Soulbringer, Aug 13th at 11:41 PM

Do we still need the original mod Medieval expansion to use this mod ?

💬 FatherSarge, Aug 13th at 9:07 PM

based

💬 Elocrypt , Aug 13th at 8:14 PM

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.

💬 FatherSarge, Aug 13th at 5:16 PM

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.

💬 B0YAR, Aug 13th at 3:41 PM

Elocrypt

Thank you! all work fine!

💬 Elocrypt , Aug 13th at 3:31 PM

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.

💬 Sakari, Aug 13th at 10:02 AM
Crash Report
13.8.2025 19:28:49 [Server Error] Error ticking animations for entity medievalexpansion:aurochs-male at 512119, 155, 512441
13.8.2025 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.
Crash Report
Im having a skill issue with the formatting, but yeah this is happening
💬 Elocrypt , Aug 12th at 3:56 PM

RiceTrispy B0YAR
Delete your cache and the ModConfig\medievalexpansion\config.json, do you still get this crash after doing this?

💬 B0YAR, Aug 12th at 3:37 PM (modified Aug 12th at 3:40 PM)

Game Version: 1.20.12
Mod Version: 1.2.2

same problem

Crash Report

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
💬 Elocrypt , Aug 12th at 3:24 AM

RiceTrispy
I reuploaded version 1.2.2, redownload and it should be fine hopefully.

💬 RiceTrispy, Aug 12th at 1:53 AM

Updated the mod and was hit with this:

Crash Report
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
💬 Elocrypt , Aug 11th at 10:18 PM

Marlim DarkThoughts TankHUnt3r GarnetAnimations

There is now config options to enable/disable Aurochs, Floor Plates, and Ice Mix in the lastest update. Cheers!

💬 MarkusAureus, Aug 11th at 9:37 PM (modified Aug 11th at 9:39 PM)

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

 

💬 GarnetAnimations, Aug 9th at 8:45 AM

Is it possible too get a config to disable the Aurochses?

💬 PureWinter, Aug 8th at 8:29 AM

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!

💬 Elocrypt , Aug 5th at 1:41 AM

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.

💬 Elocrypt , Aug 4th at 12:49 PM (modified Aug 4th at 12:50 PM)

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.

💬 LongZhun, Aug 4th at 6:04 AM

Elocrypt How Can I Fix This Error ?

💬 TankHUnt3r, Aug 1st at 4:11 AM

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.

💬 TroubleGameTown, Jul 25th at 5:19 PM

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 hi command 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.

💬 DarkThoughts, Jul 23rd at 6:00 PM

Is there a config option to disable the aurochs? I already use the FOTSA ones, which imo fit much better into the game.

💬 DejFidOFF, Jul 20th at 2:09 PM

in 1.2.1 bug with gate spaming server console

Crash Report
20.7.2025 15:56:06 [Error] At position 12798, 112, 12990 for block medievalexpansion:gate5x5-model-acacia-closed-north a GateEntity threw an error when ticked:
20.7.2025 15:56:06 [Error] Exception: Object reference not set to an instance of an object.
   at gates.src.blockentity.AbstractMultiBlockEntity.GetOtherClosedBlock(BlockPos pos)
   at gates.src.blockentity.AbstractMultiBlockEntity.SwitchEntityBlock()
   at gates.src.blockentity.AbstractMultiBlockEntity.OnServerGameTick(Single dt)
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
💬 _Ale1ster, Jul 17th at 9:00 PM

Just now started having crashes from the auroched bull while using the original mod. thank you for making this.

💬 Elocrypt , Jul 17th at 8:01 AM

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. 

💬 DirtyLesion, Jul 16th at 8:39 PM

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 

 

💬 Marlim, Jul 16th at 3:30 PM

Would an option in modconfig be possible?

💬 Elocrypt , Jul 16th at 10:53 AM

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

💬 beetlbi, Jul 15th at 10:11 PM

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

💬 Marlim, Jul 15th at 12:21 AM

It is possible to disable the aurochses?
Elocrypt

💬 dergahn, Jul 14th at 2:28 PM

Hey, ist it possbile to just use the waterwheels? I don't need the rest of the mod. 

💬 Elocrypt , Jul 14th at 12:13 PM

TroubleGameTown

Thanks for the suggestion, the gates are now air tight! They will work like any sturdy door would.

💬 TroubleGameTown, Jul 8th at 2:16 PM

Hello there, just wanted to ask you if the Gates are Insulating? If not would it be possible to do so?

💬 DejFidOFF, Jun 16th at 5:10 PM

Elocrypt

no and no.. still the same, no matter what I do...

💬 Elocrypt , Jun 15th at 9:10 AM

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

💬 DejFidOFF, Jun 15th at 8:16 AM

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

💬 Elocrypt , Jun 14th at 11:25 PM (modified Oct 4th at 7:49 PM)

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. 

Image

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

💬 DejFidOFF, Jun 14th at 4:55 PM

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



 

 

💬 Elocrypt , Jun 14th at 10:40 AM

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.

💬 DejFidOFF, Jun 14th at 10:34 AM

Elocrypt

no, questionmark block from cellar ice still remains as a bug in 1.2.0

💬 Elocrypt , Jun 14th at 2:05 AM

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.

💬 Pamela, Mar 30th at 4:38 PM

On VS 1.20.7 and your mod 1.0.1 - the floor plates do not work.

💬 7dast, Mar 26th at 7:32 PM

Elocrypt any idea if you can make this compatible w/ 1.20.4?

💬 Blaankket, Mar 6th at 3:43 AM

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

💬 DejFidOFF, Feb 24th at 5:03 PM

Elocrypt

put down two high blocks with cellar ice causing spawn question mark block and touch that causing client crash:
ME 1.0.1

Running on 64 bit Windows 10.0.22631.0 with 81842 MB RAM
Game Version: v1.20.4 (Stable)
24.02.2025 17:58:55: Critical error occurred
Loaded Mods: game@1.20.4, medievalexpansionpatch@1.0.1, creative@1.20.4, survival@1.20.4
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.SystemRenderDecals.UpdateDecal(BlockDecal decal) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 252
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockBreaking(BlockDamage blockDamage) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 384
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 760
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
   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

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 18.02.2025 18:01:10, Site = , Source = Application Error, Message = Název chybující aplikace: Vintagestory.exe, verze: 1.20.4.0, časové razítko: 0x66470000
Název chybujícího modulu: unknown, verze: 0.0.0.0, časové razítko: 0x00000000
Kód výjimky: 0xc0000005
Posun chyby: 0x00007ff8028a359c
ID chybujícího procesu: 0x0x2d7c
Čas spuštění chybující aplikace: 0x0x1db82266ba9ce82
Cesta k chybující aplikaci: C:\Games\Vintagestory1.20\Vintagestory.exe
Cesta k chybujícímu modulu: unknown
ID zprávy: 90c3e09f-e3aa-4cc6-b2d5-a76d67aca9ad
Úplnýnázevchybujícíhobalíčku:
ID aplikace související s chybujícím balíčkem:  }
--------------
{ TimeGenerated = 17.02.2025 12:11:32, Site = , Source = Application Error, Message = Název chybující aplikace: Vintagestory.exe, verze: 1.20.4.0, časové razítko: 0x66470000
Název chybujícího modulu: openal32.dll, verze: 1.23.0.0, časové razítko: 0x63dd31ad
Kód výjimky: 0x40000015
Posun chyby: 0x00000000000df046
ID chybujícího procesu: 0x0x8200
Čas spuštění chybující aplikace: 0x0x1db812c7d2990d9
Cesta k chybující aplikaci: C:\Games\Vintagestory1.20\Vintagestory.exe
Cesta k chybujícímu modulu: C:\Games\Vintagestory1.20\Lib\openal32.dll
ID zprávy: f442e4cd-2b5e-4883-af5b-7caf1379f3bd
Úplnýnázevchybujícíhobalíčku:
ID aplikace související s chybujícím balíčkem:  }
--------------
{ TimeGenerated = 17.02.2025 12:01:55, Site = , Source = Application Error, Message = Název chybující aplikace: Vintagestory.exe, verze: 1.20.4.0, časové razítko: 0x66470000
Název chybujícího modulu: coreclr.dll, verze: 7.0.2024.26716, časové razítko: 0x6647966b
Kód výjimky: 0xc0000005
Posun chyby: 0x00000000001b5988
ID chybujícího procesu: 0x0xa014
Čas spuštění chybující aplikace: 0x0x1db812afeb16699
Cesta k chybující aplikaci: C:\Games\Vintagestory1.20\Vintagestory.exe
Cesta k chybujícímu modulu: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.20\coreclr.dll
ID zprávy: 70c69481-0a02-4ceb-91d0-4e254e8101d4
Úplnýnázevchybujícíhobalíčku:
ID aplikace související s chybujícím balíčkem:  }

 

💬 GlooMeGlo, Feb 11th at 8:16 PM

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.

💬 Elocrypt , Feb 1st at 5:33 PM

Viktoria
Ensure that you are using the latest version v1.0.1.

💬 Viktoria, Feb 1st at 10:59 AM

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.

💬 Elocrypt , Feb 1st at 7:24 AM

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. 

💬 SylviaGrim, Jan 31st at 9:43 PM

Elocrypt I guess I should ping back, sorry.

💬 SylviaGrim, Jan 31st at 9:13 PM

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?

💬 Elocrypt , Jan 31st at 6:30 PM

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.

💬 SylviaGrim, Jan 31st at 1:56 PM

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.

💬 Elocrypt , Jan 29th at 11:25 PM

Yskar
A few people asked for this one, Workbench expansion patch.

💬 DilanRona, Jan 29th at 9:02 AM

Great work with the patch version. Thank you. Could you please add support for the butchers mod though?

💬 iamtibbers, Jan 29th at 4:31 AM

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.

💬 Yskar, Jan 27th at 11:03 AM

Elocrypt could you also patch Workbench expansion to 1.20.x?

💬 Elocrypt , Jan 26th at 8:42 PM

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.

💬 Elocrypt , Jan 26th at 8:40 PM

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.

💬 Paradoxal, Jan 26th at 8:40 PM

1.0.1.zip goes to a blank page that says the file doesn't exist. Elocrypt

💬 PhoenixMastM, Jan 26th at 8:25 PM

@Elocrypt Still throwing that error.

💬 Elocrypt , Jan 26th at 8:22 PM

bringitonwimps
Should be fixed now in v1.0.1

💬 bringitonwimps, Jan 26th at 4:02 PM
💬 stinkstank, Jan 26th at 1:57 AM

That fixed it, thanks man you're awesome

💬 stinkstank, Jan 26th at 1:40 AM

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()

 

💬 Elocrypt , Jan 26th at 1:29 AM

VaelophisNyx
I apologize, it is fixed now. 

💬 NotQuiteNil, Jan 26th at 1:29 AM

Try downloading again, just noticed that myself and it seems to have been fixed.

💬 VaelophisNyx, Jan 26th at 1:19 AM

seems the file is 0 bytes, can't be opened?

💬 NotQuiteNil, Jan 26th at 1:10 AM

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.

 (edit comment delete)
Основной веб-сайт | Почтовый сервер | FTP сервер | Административная панель | API интерфейс | Content Delivery Network | Статические файлы | Ресурсы сайта | Изображения | Файловое хранилище | Блог | Интернет-магазин | Техническая поддержка | Справочная система | Документация | Форум | Новости | Загрузки | Демонстрация | Тестовая среда | Приложение | Медиа контент | Разработка | Промежуточная среда | Бета версия | Безопасная зона | Вход в систему | Панель управления | Портал | Система управления контентом