Mods / Millwright

Tags: #Cosmetics #Crafting #Technology
Author: SpearAndFang
Side: Both
Created: Jun 23rd 2023 at 4:43 AM
Last modified: 20 hours ago
Downloads: 307192
Follow Unfollow 2735

Recommended download (for Vintage Story 1.21.1 - 1.21.5):
millwright_1.3.1.zip  1-click install


 


 

Need more vertical windmill types?  Be sure to check out Nanotect's very cool add-on!

Millwright VAWT Addon

 



Build reinforced rotors (with iron plates) and then craft improved sails to attach to them, in order to power your gear more effectively.

The new sails are twice as efficient as vanilla sails, and up to twice as many can be mounted to the proper reinforced rotor in order to achieve quadruple the output power or more. Pro-tip: search for "rotor" and "sail" in the handbook.

Any sail (plus a knife) in the crafting grid will let you can recover your linen in order to build different sail types more easily.

 


 

NEW in version 1.2.1.  Vertical axis windmills! There's an example in the screenshot section above.  Requires a Three sail vertical axis windmill rotor and then 1-8 Sail Assembly (for vertical axis windmills).


NEW in version 1.2.1.  Improved passthrough axles (which will eventually replace passthrough axles).  They're not perfect yet, but should function without power loss, and take up much less space.

NEW in version 1.1.6: Several of the windmill types can now have more than 5 sets of sails:

  • 8 blades = 5 sets of sails max
  • 6 blades = 6 sets of sails max
  • 4 blades = 7 sets of sails max
  • 3 blades = 8 sets of sails max

NEW in version 1.1.1 - Wide sails - They look a lot like vanilla sails, but are twice as wide for extra oomph! 

NEW in version 1.1.0 - Build two passthough axles and place them on either side of a solid block, to easily transfer power through walls and ceilings while still maintaining room integrity!

NEW in version 1.0.9: Build reinforced brakes to actually (possibly) stop these high-octane windmills!



Thanks to Chumber, DaymanSenpai, Mercatto, OutcastZeroOne, and Eliandir for the photos!
Thanks to Maltiez for the mod configuration gui!




Mod Configuration

OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]).

If you want to customize this mod the old fashioned way, see %appdata%/VintagestoryData/ModConfig/millwright.json

    AllowSailDeconstruction - set it to false to prevent recovering linen from sails in the crafting grid - default = true
    BrakeResistanceModifier - the braking modifier for reinforced brakes - default = 2.0
    SailCenteredModifier - the output power modifier for the improved "centered" sails
    SailAngledModifier - the output power modifier for the improved "angled" sails
    SailWideModifier - the output power modifier for the improved "wide" sails
    SailRotationModifier - the rotation speed of the new rotors/sails. 1.0 = 100%, 0.5 = 50%, etc. Cosmetic only

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.3.1
1.21.1 - 1.21.5
887 20 hours ago millwright_1.3.1.zip 1-click install

New: Korean translation - thanks Orsy!

1.3.0
1.21.1 - 1.21.5
22827 Oct 26th at 4:22 PM millwright_1.3.0.zip 1-click install

New: recipe patches to allow making windmill parts from Floral Zones logs and with buckets of oil from Oils if these mods are installed.
thanks Droseran
New: added some recipeGroup properties to the windmillrotor.json recipes - thanks Marshy

1.2.9
1.21.0 - 1.21.5
18567 Oct 11th at 3:02 PM millwright_1.2.9.zip 1-click install

updated Ukrainian translation - thanks Gabriel Flame

1.2.8
1.21.0 - 1.21.4
28473 Sep 13th at 3:58 PM millwright_1.2.8.zip 1-click install

Fix: Prevent crash when attempting to place a sail assembly (vertical) onto a regular rotor (horizontal)

1.2.7
1.20.0 - 1.21.0
46987 Jun 30th at 4:42 AM millwright_1.2.7.zip 1-click install

Millwright 1.2.7 - Last Release before move to 1.21 (hopefully)

Update: Spanish translation (es-es) thanks C4BR3R4
Update: Shored up mod configuration loader

1.2.6
1.20.0 - 1.20.12
11869 Jun 15th at 7:49 PM millwright_1.2.6.zip 1-click install

hotfix: aw hell I made the tooltip for the improved passthough axle a less than perfect on that last release.  sorry.

1.2.5
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
322 Jun 15th at 6:19 PM millwright_1.2.5.zip 1-click install

new: Chinese translation courtesy of Aimli_!
fix: prevent any weirdness and eventual crash when middle clicking the improved passthrough exle in creative mode - thanks Dishonored609
https://github.com/SpearAndFang/millwright/issues/8

1.2.4
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
7544 Jun 7th at 3:11 PM millwright_1.2.4.zip 1-click install

Bugfixes and tidying up compatibility between this mod and Nanotect's "Millwright VAWT Addon".  More specifically:

  • prevent changing assembly types when placing them on rotors
  • fix block overlay help so it displays only the proper info
  • some improvements to the language files
1.2.3
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
4280 Jun 1st at 6:45 PM millwright_1.2.3.zip 1-click install

Updated: A few code changes to the vertical axis rotor to make them more modding friendly - thanks Nanotect!

Udpated: Additional code refactoring of the rotors to make them more consistent (but still quirky) a lot like the vanilla rotor.

Fix: the improved passthrough axle now prevents water from going through it.  You may need to break and place the axle to realize this change  - thanks Exletalis!

Skip: Investigated snow buildup breaking the vertical axis windmill.  Seems like this was not the issue reported - In fact, much like vanilla windmills, snow layers and blocks seemingly has no effect on them.

1.2.2
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
3159 May 30th at 5:10 AM millwright_1.2.2.zip 1-click install

HOTFIX:  Vertical axis rotor would crash under some conditions when placing it - oops - thanks Marlim!
New: es-es translation courtesy of C4BR3R4. Thanks!

1.2.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
2011 May 27th at 4:03 AM millwright_1.2.1.zip 1-click install

NEW:  Vertical axis windmills - There's an example in the screenshot section.


NEW:  Improved passthrough axles (which will eventually replace passthrough axles).  They're not perfect yet, but should function without power loss, and take up much less space.

1.2.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10
19322 Apr 15th at 3:26 PM millwright_1.2.0.zip 1-click install

HOTFIX: Prevent sail duping and stacksize issues - thanks Devit!

1.1.9
1.20.0 - 1.20.3 1.20.5 - 1.20.7
12540 Mar 29th at 5:17 PM millwright_1.1.9.zip 1-click install

UPDATED: Polish translation courtesy of Pawelot
UPDATED: Russian translation courtesy of GobStar
FIXED: modconfig centered and angled modifiers were both using centered modifier - thanks propaneko
FIXED: the sailwide shapes were missing faces on the beams - thanks TheInsanityGod

1.1.8
1.20.0 - 1.20.3 1.20.5 - 1.20.7
51411 Nov 11th 2024 at 6:17 PM millwright_1.1.8.zip 1-click install

NEW: French translation courtesy of Raathur!

1.1.7
1.19.8 - 1.20.0-pre.0
12335 Sep 10th 2024 at 4:59 PM millwright_1.1.7.zip 1-click install

- Added more rotor recipes to allow for cedar and other "logsection" type logs - thanks impyre
- Added a couple more new rotor recipes (four sail reinforced) for consistency
- Removed newtonsoft from package

1.1.6 9122 Jul 26th 2024 at 11:42 PM millwright_1.1.6.zip 1-click install

NEW: Several of the windmill types can now have more than 5 sets of sails:

- 8 blades = 5 sets of sails max
- 6 blades = 6 sets of sails max
- 4 blades = 7 sets of sails max
- 3 blades = 8 sets of sails max

1.1.5 12997 Apr 17th 2024 at 6:58 AM millwright_1.1.5.zip 1-click install

OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]). Thanks Maltiez!

UPDATED: japanese language file - thanks Macoto_Hino

1.1.4
1.19.0 - 1.19.3 1.19.5 - 1.19.7
11628 Jan 26th 2024 at 5:51 AM millwright_1.1.4.zip 1-click install

Added modconfig option
"AllowSailDeconstruction": true
Change to false to prevent free linen cheese when using this mod in conjunction with the more classes mod - thanks Kara Gryphon

Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option

1.1.3
1.19.0-pre.0 - 1.19.1
3840 Dec 3rd 2023 at 8:19 PM millwright_1.1.3.zip 1-click install

1.19 ONLY - All the same bugs as the previous release.


UPDATED: cleaned up (now) obsolete code, refactored more, rebuilt with the latest Visual Studio, used new mod template, and tested with the pre-release.

UPDATED: Japanese translation courtesy of Macoto Hino!
NEW: Brazilian Portuguese translation - thanks Yanazake!

1.1.1
1.18.6 - 1.18.7 1.18.9 - 1.18.15
10348 Oct 8th 2023 at 5:18 PM millwright1.1.1.zip 1-click install

NEW: Wide Sail! Looks like vanilla, but twice the width and twice the power.
TWEAK: Changed angled sail recipe slightly
TWEAK: Language file cleanup
NEW: ModConfig option SailWideModifier - the output power modifier for the improved "wide" sails

Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option

1.1.0
1.18.6 - 1.18.7 1.18.9 - 1.18.14
1155 Oct 8th 2023 at 12:49 AM millwright1.1.0.zip 1-click install

NEW: Build two passthough axles and place one on either side of a solid block to transfer power through walls and ceilings while still maintaining room integrity

1.0.9
1.18.6 - 1.18.7 1.18.9 - 1.18.14
2522 Sep 20th 2023 at 4:30 AM millwright1.0.9.zip 1-click install


NEW: Reinforced brakes, along with a configuration for it - thanks Kara, Kirona

Modconfig option: BrakeResistanceModifier (the default is 2.0) - increase this for even more braking power

Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option

1.0.8
1.18.6 - 1.18.7 1.18.9 - 1.18.10
1669 Sep 6th 2023 at 1:53 AM millwright1.0.8.zip 1-click install

NEW: modconfig option "SailRotationModifier". The default (1.0) is full speed. Reduce the number (i.e. 0.5 for 50%) to reduce the rotation speed of the sails/rotor. This is a cosmetic only CLIENT side setting

Delete your ..\VintagestoryData\ModConfig\millwright.json to have it recreated with the new option

1.0.7
1.18.6 - 1.18.7 1.18.9 - 1.18.10
4492 Jul 31st 2023 at 3:00 PM millwright1.0.7.zip 1-click install

Tweak: Reworked angled sail and 6 blade rotor recipes to eliminate overlap - thanks Nebux

1.0.6
1.18.5 - 1.18.6
1760 Jul 18th 2023 at 3:30 PM millwright1.0.6.zip 1-click install

New: Ukrainian translation courtesy of CakesTwix!

1.0.5
1.18.5 - 1.18.6
1383 Jul 9th 2023 at 4:47 PM millwright1.0.5.zip 1-click install

NEW: Polish translation courtesy of NanobotZ!
UPDATED: Japanese translation courtesy of Macoto Hino!

1.0.4
1.18.5 - 1.18.6
576 Jul 8th 2023 at 5:39 PM millwright1.0.4.zip 1-click install

FIXED: Incorrect power calculations and inverted sails - thanks Alatyr
NEW: 3 and 6 blade variants
TWEAK: Big code refactor to simplify things

 

1.0.3
1.18.5 - 1.18.6
923 Jul 2nd 2023 at 6:01 PM millwright1.0.3.zip 1-click install

New "Angled" sail type
More recipes

1.0.2
1.18.5 - 1.18.6-rc.2
949 Jun 25th 2023 at 10:51 PM millwright1.0.2.zip 1-click install

NEW: Japanese translation courtesy of Macoto Hino!

1.0.1
1.18.5 - 1.18.6-rc.1
633 Jun 24th 2023 at 5:51 AM millwright1.0.1.zip 1-click install

Added grid recipe to recover linen from vanilla sails ( knife + sail) in order to reuse it when making improved sails.

1.0.0
1.18.5 - 1.18.6-rc.1
647 Jun 23rd 2023 at 6:47 AM millwright1.0.0.zip 1-click install

Initial Release


259 Comments (oldest first | newest first)

💬 TheFancyCrow, 7 hours ago (modified 7 hours ago)

SpearAndFang I did now know the in game mod config worked that way but it does make sense. As for the windmill issue, something has happened between my first comment and this one and now the issue is gone when I load into a single player world. However, I also host a dedicated server for myself and some friends and the issue is still there on the dedicated server. This is probably because the server has not restarted today, I cannot restart it currently but I will try when I can and see if that fixes it. I have also noticed that my client will crash if I load into single player first, then try to load into my dedicated server, it says something about a mod switching versions. Both instances should have the same mod list. I can provide the mod list if needed but to my understanding it exists somewhere in the log files you have asked for. Below I have provided 4 files, the client, and server main files which you asked for, along with the server main file from my dedicated server, and the crash report I'm getting when trying to load into my dedicated server after loading singleplayer. As far as I can tell the issue is fixed but maybe this helps to determine the reason it broke earlier?
Logs: https://drive.google.com/drive/folders/1XSv02dFWiPnu2b-zbGz-x4ZCNqNQ_2u5?usp=sharing 

 

 

 

💬 SpearAndFang , 12 hours ago (modified 12 hours ago)

TheFancyCrow

That mod file thing is typical.  Not many mod config changes happen in real time, and if a mod has that functionality it is an exception to the rule.

GoGoShrimpDaddy

Considering that this mod is on 835 servers, I can still only assume that this is a mod conflict (or there's not enough blades on the windmill to drive things).
But until somebody takes the time to post log files (server-main.log and client-main.log at least), there's no way I can investigate this.  There's like 5000 mods on the modDB.

Also, I have seen people playing with the mod on servers over on Twitch, and everything seems fine.

💬 TheFancyCrow, 13 hours ago

GoGoShrimpDaddy I'm also experiencing this issue, they work for just a moment and very rapidly lose all power. Changing the configs doesn't fix the issue but does seem to do something. I have also noticed that using the in-game GUI to change the configs does not seem to work, the file is effected but the changes don't happen in real time and require a restart to work.

 

💬 GoGoShrimpDaddy, 14 hours ago

Running into the same issue that Keys123 and multiple others are running into. Once again, vanilla rotors are unaffected however Millwright rotors only seem to work for a minute or two before completly losing all power. With high wind speeds, optimal power, etc. Hopefully this issue is identified and addressed at some point as this really is a fantastic mod but entirely unusable for my server currently.

💬 SpearAndFang , 2 days ago

Orsy
Good to hear, and thanks for the translation!

💬 Orsy, 4 days ago (modified 4 days ago)

Hi! I’ve translated your mod into Korean.

I’m really enjoying it❤️ thank you so much for your wonderful work! :)

💬 Wahazar, Nov 20th at 12:30 PM

OK, I will remove millwright and check results. 

💬 SpearAndFang , Nov 20th at 6:54 AM

Wahazar
Anything is possible I guess. I can't think of a single report like yours though

💬 Wahazar, Nov 18th at 11:14 PM

I noticed strange behaviour of our server, it was not very responsive, one of processors had almost 100% usage.

It happen shortly after adding millwritght to our server. Is it known issue?

💬 SpearAndFang , Nov 17th at 3:52 PM

Beedy
Correct. The improved passthrough axle is meant to replace the other one.
The other one was left in for legacy support

💬 Q_qTip, Nov 17th at 3:10 PM

SpearAndFang Thanks. Cheers.

💬 Beedy, Nov 16th at 10:42 PM

SpearAndFang Wooden Axle Passthrough is real bad, because it loses too much mechanical power. While the Improved wooden Axle Passthrough doesn’t. The Improved version is truly well made.

💬 SpearAndFang , Nov 15th at 3:52 PM

Zsuatem
Thanks, I will take a look

💬 SpearAndFang , Nov 15th at 3:50 PM

Keys123
Vanilla bug or desync issue probably. I personally have the occasional issue with the mechanical network, but nothing that serious.

Sourdough_Lover
Horizontal 8 blade (x5 sails) is the strongest.  

Q_qTip
It's cosmetic only

💬 Q_qTip, Nov 4th at 7:04 PM

Whats the difference between sail types ?

💬 Kartoffelstaerke, Nov 3rd at 7:02 PM

Keys123 Have you tried adding a clutch and transmission? Saw a Video some time ago where a guy had the same problem and solved it with that. Disconnecting the flow of energy and then connecting it again. 

💬 Sourdough_Lover, Nov 2nd at 8:25 PM

are vertical or horizontal windmills stronger?

💬 Keys123, Nov 2nd at 7:45 AM

Hey, I'm experiencing the same issue that SgtKama was having, and when I looked into it a little further, it seems that a few others have had a similar issue (though they were few and far between.) Vanilla rotors and windmills are unaffected, and I don't have any other mods that affect the wind patterns or the mechanical network. It could be a limitation of the base game, but it is rather frustrating to have to reload in order to get my windmills to keep working.

💬 Zsuatem, Nov 1st at 10:07 PM

SpearAndFang
Something seems to be going wrong here

"blockdesc-suitable-block-needed": "potrzebujesz bardziej odpowiedniego bloku, aby podeprzeć tę oś" (pl.json)

image

💬 SpearAndFang , Oct 28th at 1:54 PM

Wulff
Thanks for the follow up.

💬 Wulff, Oct 28th at 5:10 AM

Ok so in your response you mentioned making sure your windows 11 was fully updated and i had been delaying my update. After doing so Im able to download it without the defender flag. thats so weird but any ways its 100% working now. my buddy is on windows 10 however so we will see what happens when we connect next time.

💬 SpearAndFang , Oct 28th at 2:16 AM (modified Oct 28th at 2:31 AM)

Wulff
Ok thanks.  I don't know what to tell you.  I've seen a few such reports over the years with mods here, but such reports are usually reproducable.
I have little doubt this is a false positive, but of course I am unable to confirm this 100%.  I have ensured that my copy of Windows 11 is fully updated, downloaded this mod more than once, and scanned several times. 
I also have another Windows 10 computer here so I tried to recreate this issue on that computer.  Again I was unsuccessful.  I simply cannot reproduce this.

💬 Wulff, Oct 28th at 1:42 AM (modified Oct 28th at 2:02 AM)

no its three in a row trying to get the latest update SpearAndFang

 

https://imgur.com/a/phmN0jw

 

I honeslty dont understand it. i download hundreds of mods and this is the first time. I know its just something weird at this point. i can get the last release again fine but the new one keeps flagging. ill just wait for the next one and hopefully whatever is going on passes.

💬 SpearAndFang , Oct 28th at 12:27 AM

Wulff
Did you post your message in the wrong place?  I just scanned the latest version of this mod with Microsoft Defender and VirusTotal and it came back clean both times.

💬 Wulff, Oct 28th at 12:17 AM

microsoft defender detected Trojan:Script/Wacatac.B!ml 

💬 SpearAndFang , Oct 26th at 4:20 PM

Marshy
Done

💬 Marshy, Oct 25th at 10:48 PM

Tiny tiny request.

When you craft a reinforced four-sail rotor, you can do so from scratch with logs, resin, and fat (call it Method A) or by adding an iron plate to an existing vanilla rotor (call it Method B).

But if you're in the handbook, you might be waiting a long time for it to scroll through every combination of hammers, chisels, and logs (Method A) before it shows a recipe for Method B.

Could you add some recipeGroup properties to the windmillrotor.json recipes so these show as separate grids in the handbook?

💬 SpearAndFang , Oct 15th at 5:16 AM (modified Oct 15th at 5:17 AM)

falloutderg

Did you try changing the mod config settings?

"SailCenteredModifier": 1.0,
"SailAngledModifier": 1.0,
"SailWideModifier": 1.0,

these settings are server authoritive.  And vertical windmills use the SailWideModifier.

💬 falloutderg, Oct 14th at 10:37 PM (modified Oct 17th at 8:09 PM)

Me and the server I play on are interested in this mod, but until the multiplier speeds are adjusted toward vanilla, or the recipe costs increased, or at the very least a configuration for the speed multiplier is available, we are hesitant to add this only to end up overpowered. Otherwise, this mod is quite awesome and we appreciate the artistic style and usage scenarios that it presents.

Edit 10/17/2025: We were not aware of the mentioned modifiers above as we focused solely on the issue reported here https://github.com/SpearAndFang/millwright/issues/3 and as such, have not given the mod a proper nor thorough attempt. Thank you for the reply, we will give it a try.

💬 SpearAndFang , Oct 3rd at 1:57 AM

Voidren
No this mod doesn't change anything in the vanilla game. But it does push the speed of the mechanical network far beyond what's expected of course.
Have you tried changing SailRotationModifier down, to say 0.3?  It's purely visual but may help in your case. Or not.

💬 Voidren, Oct 3rd at 1:11 AM

Does this mod change anything about wind? Cause everytime I've tried using this mod, over the past year, with multiple attempts, I get random lag spikes and freezes, that seem to occur when the wind speed changes.
They only happen when Millwright is installed, and dissipear as soon as I disable it, and has happened across multiple versions.

I'm just getting really frustated, cause I want to use the stronger willmills in combo with the electric progressions mod, since the vanilla as so weak, but I have no idea why these lag spikes happen, since not sure if Millwright does change the wind at all.

💬 SpearAndFang , Sep 27th at 5:25 AM

SgtKama
No idea what's going on there, can't say I've ever heard of anyone with that problem, and I have never seen that myself.  Maybe a mod conflict of some sort.

💬 SgtKama, Sep 26th at 2:52 PM (modified Sep 26th at 2:53 PM)

Hey, i am playing with a bunch of mods, built two 8-blade wwindmill and connect them through a large gear. After few minutes of playing it stop spinning, no matter what is current wind. After save reload it works again for a few minutes. Is there something i can do?

💬 SpearAndFang , Sep 26th at 12:54 AM (modified Sep 26th at 12:54 AM)

NotKana
I searched the vanilla assets and it's pretty safe to say that no, you cannot purchase an iron plate.
You could just make a vanilla windmill though, and once you reach iron recycle your windmill blades.

💬 NotKana, Sep 25th at 10:57 PM

Are iron plates available from traders? I'm nowhre near iron and I really want to build one of the vertical windmills to start setting up automation.

💬 Genoby, Sep 24th at 12:47 PM

Would be interested to see the addition of different tooth and diametrical pitch/module gears to the mod as an additional rule set.

💬 Antonisky, Sep 17th at 7:33 PM

Does this change the wind speeds or any vanilla item value such as the axle,angle gear,transmission etc?or the only items that have an added bonus are the ones from the mod?

💬 ConspicuousTable, Sep 15th at 1:09 AM

That has done the trick, cheers SpearAndFang. It didn't seem to like having an axle ready to connect 

💬 SpearAndFang , Sep 14th at 2:24 PM (modified Sep 14th at 2:27 PM)

ConspicuousTable
I tried them both yesterday and they worked for me. Mind you they are both a little finicky in different ways.  Maybe try removing everything from either side of the passthrough block so you are placing the passthrough axle first, then try connecting something to it.


💬 ConspicuousTable, Sep 14th at 1:08 PM

G'day,
Just tried using an Improved Passthrough Axle and it didn't work (it wouldn't stay placed). Tested in creative and the old passthrough axles work fine

 

💬 jamescook, Sep 14th at 6:06 AM

lol went to download this saw it had 1337 downloads

💬 SpearAndFang , Sep 13th at 3:02 PM (modified Sep 13th at 4:01 PM)

SerenityM16
Yes I have already confirmed this easily recreatable issue and will fix it soon.
EDIT: Fixed

💬 SerenityM16, Sep 12th at 10:03 PM

I second the comment by WoolgatherinJake. I clicked with a vertical sail on a horizontal 3 sail piece and immediatly crashed to desktop.

💬 SpearAndFang , Sep 10th at 2:23 PM

WoolgatherinJake
Thank you for bringing this to my attention!

💬 Stevo, Sep 10th at 12:55 AM

is anyone aware of compatibility issues with vintage engineering?

 

💬 WoolgatherinJake, Sep 8th at 5:58 PM

Found an interesting reason for crash, easily replicable - if you try to use the three vertical sail onto a different rotor (think the six asix one) it crashes the game real quick. it's not really a problem but figured i should share

💬 Influfferious, Sep 8th at 11:36 AM (modified Sep 8th at 11:37 AM)

Hello, could I suggest wooden windmills? The Wild West kind. They would obviously be a lot weaker for balance reasons, but could drive some early automation before you get stacks of flax.

This kind: 

https://www.kcbx.org/agriculture/2018-05-11/how-the-windmill-won-the-american-west

Cant seem to post the image here

 

 

💬 TheInsanityGod, Aug 29th at 2:07 PM

thelolimans, not something you can easily make a config option for considering windmill models aren't progressively generated but just have a seperate model for each blade length, meaning this would require making a massive amount of models or create custom rendering logic for the windmills...

💬 thelolimans, Aug 19th at 1:05 AM (modified Aug 19th at 1:06 AM)

please increase sails limit per blade as a config option or something. Ive been trying to do a huge windmill but theres no mods out there that fit the size. Can you please up the limit to 60 or 100 sets of sails PLEASE

💬 SpearAndFang , Aug 18th at 6:40 AM

Kaisei
You can recover the linen from your regular sails (in the crafting grid with a knife), then make some reinforced sails.

💬 Kaisei, Aug 18th at 5:48 AM

Really annoying that I found out you have to use reinforced sails with a reinforced windmill rotor. I just have regular ones and thought a reinforced windmill would help.

💬 SpearAndFang , Aug 16th at 5:07 PM

_Major_Major_

Sorry I'm not doing much in the way of modding anymore, other than trying to keep them all working with the latest game versions.
If they sort this out in vanilla, I might consider doing the same in this mod.

💬 _Major_Major_, Aug 16th at 8:11 AM

Would it be possible to add flipped sails? It kind of irks me that if you have rotors on the opposing sides of a windmill, they spin as if the wind is blowing from 2 opposing sides as well. 

💬 SpearAndFang , Aug 16th at 3:32 AM

Ptahil
Good to know, thanks!

💬 Ptahil, Aug 16th at 2:37 AM

Hello,

It's me again with a "mod conflict" and windmills stopping working. This is a game/wiki issue. Getting higher better? Nope. If someone makes a tower too high, it breaks the wind. Never go up past the clouds, or the windmill will stop working. So, it's not a mod conflict, but a game mechanic not described enough. I play on the standard game level (256). I built a tower to 256 and made four directional wind motors. It works sometimes and then stops. I stopped using the Rivers mod. It looks like the game doesn't render wind well after you get above the cloud level. Drop the tower to 200 blocks, and it works fine.

So sorry, my lesson learned: never build a wind tower up to the height like the wiki says...

💬 Shinji170981, Aug 9th at 5:19 PM

ilm for the masuring of power, you could use the mod "Extra Info", it shows additional information like torque, speed, etc.

💬 SpearAndFang , Jul 31st at 2:17 PM (modified Jul 31st at 2:17 PM)

ilm
I would like that as well, so I can make these windmills perform much like I had originally intended.  The C# source code is available (see the "Source" link above), as is the source code for the vanilla version of these machanical parts (Anego Studios on github).  There are apparently some updates to the mechanical network coming in the next major game release - maybe that will help.

Sorry no, no plans for measuring devices.

💬 ilm, Jul 31st at 12:44 PM

I would like to ask if there is any available documentation on the power and torque generated by sails or other components. I notice that the rotor in the mod spins faster, but it’s not clear at what exact speed, or whether a speed-increasing or decreasing gear is needed. Currently, everything has to be determined empirically, which makes it difficult to design and accurately calculate constructions.
Are there any plans to add a device to the mod that would allow these parameters to be measured on any element—not just the rotor, but also the shaft?
Thank you.

💬 racsumsar, Jul 21st at 11:39 AM

SpearAndFang, thanks for that little bit of info, I must apologize for my ignorance, I see now that you've clearly noted that the rotation speed modifier is purely cosmetic, anyways, do as you think will be best moving forward, personaly i like the current recipes

💬 SpearAndFang , Jul 20th at 12:16 AM

racsumsar
nephaelindaura

Yes they have always been overpowered.  There has been an ongoing discussion and I've experimented with solutions here (with the help of others)
https://github.com/SpearAndFang/millwright/issues/3

I'm struggling to settle on something, because bringing things in line with my original intention seems to cause other strange and unexplainable issues...but may do so for the 1.21 release.

Alternatively I may just make the recipes much more expensive.

Something like that.

💬 racsumsar, Jul 19th at 11:33 PM

I apologize for commenting again before an answer, but I found through in-game testing and simple calculations using GPT (sorry again, I'm certainly no expert in this field) that 1.2-1.3 on the sail modifier is a realistic increase in power for the double amount of crafting materials needed for the sails, note that I'm very unsure if the rotation speed scales properly with the power also again noting that the rotation modifier seems to be purely cosmetic (please correct me if I'm wrong on that point), I hope someone finds this information useful.

💬 racsumsar, Jul 19th at 10:41 PM

I have the same issue as @ nephaelindaura, is this a bug or intended? feels heavily overpowered and the modifiers provided in the config did't really work for me, tuning the sail modifier to achive a good and relistic speed resulted in a kinetic power less than that of the vanilla sails, and the rotation modifier only seems to be cosmetic of the sails themselves, any possible help, fix or explanation is aprichiated

💬 nephaelindaura, Jul 14th at 4:16 PM

I have only 8 sails attached to an 8 sail rotor (one right click of sails, 80kn) and my 1:1 gear ratio pulverizer sounds like a piece of 21st century industrial machinery..... at 5% wind speed. I think this mod is possibly vastly overtuned or something isn't working correctly

💬 Grimbeard, Jul 4th at 7:59 PM

i went from 1.2.4 and updated to 1.2.6 when i encountered the problem, i cleared cache and its working fine now. Ty

💬 SpearAndFang , Jul 3rd at 1:51 PM

Grimbeard
I thought I fixed that in mod version 1.2.5. What version are you using?

💬 Grimbeard, Jul 3rd at 4:18 AM

i found a bug. in creative if you middle mouse click to create a copy on a passthrough axle and then place that axle it creates a bugged version that if you try to break crashes your game

💬 SpearAndFang , Jul 1st at 4:05 AM

Pinaz993
I'm sure something like that is possible.  I'm not planning on it though so you may have to try and make one yourself or ask around.

💬 Pinaz993, Jun 30th at 7:23 PM

At the risk of exposing my ignorance, is there a possibility of adding a flywheel to the torque system? it would be very convienient to be able to keep hammering when the wind dies down, at least, for a little while. 

💬 BlockBerryJam, Jun 30th at 6:59 AM

Oh, nice one, thanks!

Apreciate your effort here, nice to have a windmill powerful enough without the ugly sailspamming on every side of a tower.

💬 SpearAndFang , Jun 28th at 2:11 PM

BlockBerryJam
Thanks! The only mods that have a waterwheel that I'm aware of are Medieval Expansion and Rivers. No plans on adding one here any time soon.

💬 BlockBerryJam, Jun 28th at 10:24 AM

Love the mod but am I going mad? I could have sworn there used to be a waterwheel as well. Did I see that somewhere else because I can't find it anywhere. And if not, any plans or interest in adding one?

💬 SpearAndFang , Jun 22nd at 7:20 AM

Sargash
Yeah sure I'm SpearAndFang#6757 

💬 Sargash, Jun 22nd at 6:17 AM

Hi spear! I had a few questions and was curious if you had a discord I could get from you? If not here is fine too!

 

💬 SpearAndFang , Jun 13th at 5:33 AM

itsjusty0gurt
I really don't want to make another mod with the same thing in it to support, I already have enough on my plate.  And to be honest, it feels a little predatory having someone want to rip and reuse code that I just wrote like two weeks ago.

If you're willing to make a mod, why not just write a mod to disable the assets in this mod that you don't want in your game?  There's only a dozen assets in the mod and really you could get by with disabling the recipes with some json patches...for a fun little challenge you could disable them in c# instead with probably a dozen lines of code...

💬 itsjusty0gurt, Jun 13th at 3:47 AM

could you make a pass through only mod or do you mind if i disect this just for the pass throughs? i would still say it's made by you.

💬 SpearAndFang , Jun 8th at 1:54 PM

Aimli_
Thanks! I will add it to the next release.

💬 Aimli_, Jun 8th at 1:52 AM

Chinese translation:

{
  "game:tabname-millwright": "更多种类风车",
  "block-windmillrotor-three-*": "三帆风车转子(强化型)",
  "block-windmillrotor-single-*": "四帆风车转子(加强型)",
  "block-windmillrotor-six-*": "六帆风车转子(加强型)",
  "block-windmillrotor-double-*": "八帆风车转子(加强型)",
  "item-sailcentered": "风帆(居中)",
  "item-sailangled": "风帆(倾斜)",
  "item-sailwide": "风帆(宽幅)",
  "itemdesc-sailcentered": "风车组件。需要增强的风车转子",
  "itemdesc-sailangled": "风车组件。需要增强的风车转子",
  "itemdesc-sailwide": "风车组件。需要增强的风车转子",
  "block-brake-north": "制动器(加强型)",
  "block-woodenaxlepassthrough*": "木质传动轴(贯穿)",
  "blockdesc-woodenaxlepassthrough*": "在整块方块的两侧各放置一个,既能传输动力,又能保持房间的完整性",
  "blockdesc-suitable-block-needed": "你需要一个更合适的块体来支撑这个轴",
  "AllowSailDeconstruction": "允许风帆拆解",
  "AllowSailDeconstruction-Comment": "禁用可防止从制作网格中的船帆上回收亚麻布。",
  "BrakeResistanceModifier": "制动阻力",
  "BrakeResistanceModifier-Comment": "用于强化制动器的制动阻力修正器。",
  "SailCenteredModifier": "居中风帆",
  "SailCenteredModifier-Comment": "用于改进【居中】风帆的输出功率调节器。",
  "SailAngledModifier": "倾斜风帆",
  "SailAngledModifier-Comment": "用于改进【倾斜】风帆的输出功率调节器。",
  "SailWideModifier": "宽幅风帆",
  "SailWideModifier-Comment": "用于改进【宽幅】风帆的输出功率调节器。",
  "SailRotationModifier": "风帆转速",
  "SailRotationModifier-Comment": "新风帆的旋转速度调节器。仅为客户端的外观设置。",
  "block-improvedaxlepassthrough*": "改进的木轴(通行)",
  "blockdesc-improvedaxlepassthrough*": "适合整个块内传输动力,同时保持房间的完整性",
  "axle-insideof": "内部",
  "block-windmillrotorud-three-*": "三帆垂直轴风车转子(加固)",
  "blockdesc-windmillrotorud-*": "需要一个或多个帆组件才能起作用",
  "item-sailassembly-three-sailwide": "帆组件(垂直三个轴风车)",
  "itemdesc-sailassembly-three-*": "风车组件。需要垂直三轴风车转子",
  "itemdesc-sailassembly-two-*": "风车组件。需要垂直两轴风车转子"
}
💬 SpearAndFang , Jun 6th at 2:19 PM

EveydayOreh

You mean you can't place it in glass?  I just tried every vanilla glass block and it worked for me with all of them.

But it will not work in like a slab, or a chiseled block, for example.  These limitations are by design.  It may or may not work in modded glass as well depending on the complexity of the block.

💬 EveydayOreh, Jun 6th at 2:06 PM

The improved axle wont work in glass

💬 SpearAndFang , Jun 6th at 4:59 AM

Leofarr

More blades, more power.  More arms on an axle, more power.  The style of blade used is purely cosmetic unless you change the mod config file.  Maybe fire up a single player creative world and try them all out, then look at the rotors to see the difference.

Myrmitory

Thanks!  Nanotect's got you covered.  Check these out!

Millwright VAWT Addon


💬 Myrmitory, Jun 6th at 4:14 AM

We need more blade options, vertical and horizontal. The mod is excellent!

💬 Leofarr, Jun 5th at 9:53 PM

Hello, I have a quick question: do each of the rotors achieve different speeds? If yes, can you tell us in order which from fastest to slowest? I am finding myself shifting up one more for the vertical windmills compared to the 8-blade one, hence I am losing a lot more power just to increase the speed, and using a lot more iron to make the vertical rotor.

💬 SpearAndFang , Jun 2nd at 5:26 AM

Usedtea

You need the "Three sail vertical axis windmill rotor" and the "Sail Assembly (for vertical axis windmills)".

Exletalis

I'm sure it could be done, but I only updated the mod to tie up some loose ends that I had been meaning to get around to for many months now.  I am not planning anything new.

💬 Usedtea, Jun 2nd at 2:17 AM

How do you build the vertical sail? I tried making it like the picture, but every time I put down a rotor I can't make it vertical.

💬 Exletalis, Jun 2nd at 1:22 AM

SpearAndFang
Question, what is the feasibility of a differential with just angled gears through modding? Essentially for the purpose of reversing direction without needing a big gear.

💬 Exletalis, Jun 1st at 7:29 PM

SpearAndFang
Appreciate the fix :D

💬 SpearAndFang , Jun 1st at 1:55 PM

Exletalis
Oh hah!  That's embarassing. Thanks for the playtesting.

💬 Exletalis, Jun 1st at 6:31 AM

Also, the improved passthrough doesnt prevent water from going through
https://imgur.com/a/4cg1oQw

💬 SpearAndFang , Jun 1st at 5:45 AM

Exletalis
I could see that for sure, especially if you built it like the one I posted in the screenshot above. I really should have used one more axle.

I will test that snow colliding scenario to ensure it doesn't look too odd.

💬 Exletalis, Jun 1st at 5:23 AM

So weird interaction, snow building up on the ground I think breaks the sails on the vertical windmills if its too close.

💬 jamescook, May 31st at 11:02 PM

ya thats what i basicly ment lol

💬 SpearAndFang , May 31st at 8:40 PM

jamescook

You can connect up to four windmills to a large gear - one in each cardinal direction - if that's what you mean.

💬 jamescook, May 31st at 8:01 PM

question is there a way to set up a 2 sided windmill? as in having sails on the front and back of a tower powering my mechancal stuff?

💬 Marlim, May 30th at 3:11 PM

Thanks :)

💬 SpearAndFang , May 30th at 5:11 AM

Oops I've released a hotfix to address that. thanks Marlim !

Guedez
I didn't have anything else planned but another modder already has a variant several variants in the works.

💬 Marlim, May 30th at 3:21 AM

I had a problem trying to build the vertical mill

Running on 64 bit Windows 10.0.19045.0 with 16319 MB RAM
Game Version: v1.20.11 (Stable)
30/05/2025 00:20:12: Critical error occurred in the following mod: millwright@1.2.1
Loaded Mods: millwright@1.2.1, plainsandvalleys@1.0.11, game@1.20.11, genelib@1.0.3, joyofsailing@1.4.0, pelaguswinds@1.0.0, creative@1.20.11, survival@1.20.11, wildgrass@1.3.3, equus@1.0.6, equusbp@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Millwright.ModSystem.BlockWindmillRotorUD.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in C:\net7repos\millwright\millwright\ModSystem\block\blockwindmillrotorud.cs:line 51
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1695
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 695
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 996
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 127
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

💬 Guedez, May 29th at 2:15 PM

Is the looks for the vertical windmill final?
I feel like it should be V shaped instead of --- shaped so it looks like a savonius turbine

💬 SpearAndFang , May 29th at 1:29 AM

Auro
click on the top or bottom of a block while holding one?

💬 Auro, May 28th at 10:34 PM

How to use the passtrough axles vertically?

💬 wojtek16, May 28th at 2:04 PM

Yes!! Finally, omg been waiting on this ever since I saw your screenshot in the discord! Thank you!!!!

💬 SpearAndFang , May 23rd at 2:41 PM

Sakya
I am working on a vertical axis windmill.  But I don't think that a windmill that looks like a waterwheel would be well received.

💬 Sakya, May 22nd at 10:50 PM

Hello, silly question time!

Is there any chance that you could add "Waterwheel" sails? Purely visually different.

Ideally segments for 4, 6 and/or 8 wing rotors (since 3 would be bit too little)

 

Since water doesnt block windmills from working, this would be great pick for high-altitude "fluffy" builds.

💬 SpearAndFang , Apr 27th at 5:30 PM

@Tick
You can't put regular sails on a reinforced rotor. You can though recover your linen from regular sails (with a knife in the crafting grid), and then make some millwright sails

💬 Tick, Apr 27th at 7:21 AM

I might be missing something obvious, but I am not able to place regular sails on a 6 sail rotor. I'm not sure what I'm missing.  I'm able to place them on a regular rotor, but I'm not getting any interaction at all when trying to place them on the 6.

Edit: pretty sure it's a stack size issue, I had no problem putting on the advanced sails. Is there any way in future versions you can make the base sail stack higher?

💬 SpearAndFang , Apr 23rd at 12:42 AM

Scorives
Mod is working fine for me.  Use the issue tracker and post your log files if you like, but I'm quite sure you've got some other issue.

💬 Scorives, Apr 22nd at 9:32 PM

Nevermind this was on my end during update the mod folder did not copy over all fixed and working thanks for the quick reply though great mod keep up the great work.

💬 Foxtrot88, Apr 16th at 7:46 AM

Love that you're still updating this mod, it's peak for making windmills actually produce as much power as needed. Is there any chance you could do any kind of gear that allows a, say, 3-way or 4-way split of rotational energy, in a more compact size than a wheel? Something that would just take axles connected to it instead of requiring angled gears to connect more than two axles together. Something like that would be extremely handy to avoid having do do a "power train" for two or more connected machines.

💬 SpearAndFang , Apr 15th at 10:58 PM

F0rged
Yes

💬 Roidgy, Apr 15th at 9:42 PM

Been trying it with no block underneath but idk maybe im just stupid or something 😥 I've circumvented it for now by placing a block opposite the direction I want, placing the rotor against it, then adding axles behind the rotor, but if anyone can give me a clue as to what I'm doing wrong I'd greatly appreciate it.

💬 F0rged, Apr 15th at 9:02 PM

I understand that the latest update fixed the issue with windmill sail duplication, where more sails would drop when the windmill was broken by a block?
Players have just now noticed it and started messaging me about it.

💬 SpearAndFang , Apr 15th at 7:04 AM

Roidgy
If there's a block below the rotor then when you place the rotor it will orient based on which direction you are facing.

💬 Roidgy, Apr 15th at 3:12 AM

I can't seem to make the modded rotors face the right direction, they always face opposite the direction I'm trying to place them in, while the vanilla rotor has no problem. 

So I just keep getting floating disembodied rotors, though I can still place sails on them.

💬 SpearAndFang , Apr 9th at 2:23 PM

Nymous
Sorry no.  I am only (slightly) interested in addressing outstanding issues, and maybe one day adding some things that I already have on the backburner.

💬 Nymous, Apr 9th at 5:07 AM

A bit of a long shot but any chance we can get the ability to connect the fruit press to mechanical power?

💬 SpearAndFang , Apr 8th at 1:53 PM

Razorray
You are right it does not place exactly the same way as a vanilla rotor.  If there's a block underneath you can get it to cooperate though.

Nymous
No the smoke is cosmetic only, just like the vanilla brake.

💬 Nymous, Apr 8th at 7:36 AM

When a brake is smoking is there a danger of it catching fire or something?

💬 Razorray, Apr 7th at 12:08 PM

Love the mod. Using it again on my new playtrhough. However this time, for some reason when ever I try to place one of the reenforced rotors (tested with 4 and 6 blade) it always wants to place the block backwards. 

Ive tested from different angles, but its always backwards.

 

Any suggestions? only other mech power-related mod I have is Helve Hammer Extended. 

💬 DrKlinger, Mar 26th at 10:33 PM

I can confirm @streetwind approx numbers.

 

I set up rows of axles w/ clutches at every 10 blocks length.
https://imgur.com/a/ngRWW8Q

All measurements made
The number of axles each windmill could turn worked as a linear measurement indicator of net resistance.
I think the base resistance of the gearing setup in the beginning is ~26 axles.

The vanilla windmill with 5 sets of vanilla sails could turn the base and 220 more axles. (Net 246)

The 4 axle windmill with 5 sets could turn the base and 960 (Net ~986) more axles. (Expected: ~470). ~Double cloth efficiency.

The 8 axle windmill with 1 set of sails could turn the base and 760 (Net ~786) more axles. (Expected: ~170-180). ~8x the cloth efficiency.

Problem is the uneven scaling means I can't through the config balance w/o nuking at least one of the windmills. 1/4 modifier is fair for the 8 axle windmill, but makes every other size much weaker.

💬 gobstar, Mar 24th at 7:20 PM

Hi! thx for this wonderful mod, I translated it into Russian for myself and my friends. So, i hope you enjoy it/  https://drive.google.com/drive/folders/12gcklGgHvqQfE3-Yg_21GOBebWzGsfpv?usp=drive_link

💬 Streetwind, Mar 17th at 4:05 PM

Could this come from the vanilla mechanical power code? Since there's only a single rotor in the base game, such a thing would never be noticed. Not until a mod comes along and tries to add different rotors...

...yeah, I got no idea either, I'm afraid. I can do more tests if you like, though.

💬 SpearAndFang , Mar 17th at 2:45 PM

Streetwind
Yeah I've heard grumblings that the math is off here.  Not sure how I got it so wrong since there's not a lot of it.  iirc, the sails are x2, and then the rotors are # of blades/4.

💬 Streetwind, Mar 16th at 10:45 AM

Adding to my previous comment, further testing with the following setup: imgur.com/a/WKvwWsO

I set the sail strength multipliers in the config to 1.0, to remove that factor. Wind strength was set to "storm" via command.

Using a three-blade reinforced rotor, with four sets of sails (60 kN): the mechanism baaaarely moves. The slowest I have ever seen a windmill turn, but it moves.

A four-blade rotor, reinforced or vanilla, with three sets of sails (also 60 kN): the mechanism is able to move noticeably faster.
A four-blade rotor with just two sets of sails (40 kN), however, is not able to move.

A six-blade reinforced rotor with one set of sails (30 kN): the mechanism performs identical to the three-blade rotor at 60 kN, with that barely perceptible movement.
Upgrading the six-blade rotor to two sets of sails (60 kN) makes it spin quite comfortably.

An eight-blade reinforced rotor with one set of blades (40 kN) also spins decently, despite the same torque not being enough for movement on the four-blade rotor.

It really feels like the number of blades is acting as an additional multiplier on top of the torque that the sails add. Check the comparison between the three-blade and six-blade rotors; it's like each sail is being counted twice.

Or in other words, the "true performance" of a rotor seems to be its reported torque times the number of blades. The vanilla rotor reports 100 torque at maximum sails, but has 400 "true performance"; a three-blade rotor reports 120 (with the config set to 1.0 anyway) but performs like 360, while a four-blade reinforced rotor reports 140 but performs like 560; the six-blade rotor reports 180 but performs like 1080; and the eight-blade one finally reports 200 but performs like 1600.

Multiply the numbers for the reinforced rotors by 2 again for the default settings of the mod. No wonder people report their windmills going BRRRRR, when the eight-blade reinforced rotor performs like eight vanilla rotors =P

💬 Streetwind, Mar 16th at 10:25 AM

Hello SpearAndFang, I'm just trying this mod out for the first time. Loving the visuals, especially with the three- and six-blade rotors :)

But I wanted to ask, is there some hidden internal multiplier in the reinforced rotors, in addition to the better sails? Because I'm getting weird results in my creative test world.

I've built a setup that just stalls out a vanilla windmill rotor with maximum sails. The mouseover of that rotor shows that the sails add 100 kN of torque.
If I switch to a three-blade reinforced rotor and give it three sets of sails (90 kN on mouseover), the mechanism will slowly begin spinning.
If I switch to a four-blade reinforced rotor and give it two sets of sails (80 kN on mouseover), the mechanism will spin, a little faster than the three-blade one even.
If I switch to a six-blade rotor and give it a single set of sails (60 kN on mouseover), the mechanism spins even faster than the four-blade one.
All of this is at the same wind strength, fixed via console command.

Basically, the reinforced rotors seem to be able to spin faster with less torque, scaling up further with the number of blades. Is that intended?

Or is this a bug / unintended side effect? I know the mechanical power math can be a bit arcane at the best of times...

💬 SpearAndFang , Mar 4th at 5:37 AM

Xinimer
Sorry nothing yet. I bit of a bit more than I could chew on with some other major changes to this mod so it's in a bit of a funky state right now.

💬 Xinimer, Mar 4th at 1:08 AM
💬 SpearAndFangAuthor, Jan 2nd at 3:22 PM

A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead

I was curious if you made any progress on this regard? I love the way the axle passthroughs look in my base but hate how much power is lost using them.

💬 Vedrit, Mar 1st at 2:08 AM

Is there a patch to allow using Wool & More wool to make Millwright sails?

💬 Lightpowder, Feb 25th at 9:06 PM

Can you please make a compatibility patch for Extended Food? Every vanilla mechanism can use oil or lard from that mod and only new rotors are locked to fat only (my friend converted all our fat to lard lol).

💬 CobbleCobbler, Feb 23rd at 10:00 PM

Since theres more available sails on rotors with more spokes, can there be a hard version of recipies with more plates required. Maybe have it be an iron plate per spoke. This would feel more balanced for me.

💬 SpearAndFang , Feb 20th at 3:25 PM

Pawelot
Thank you! I have added it for the next release.

💬 Pawelot, Feb 19th at 10:30 AM

SpearAndFang Hi I made Polish translation of yours mod https://pastebin.com/faXtxqxH

💬 SpearAndFang , Feb 15th at 6:05 PM

Ladyhawke LoneWolfREM
❤️

💬 Ladyhawke, Feb 15th at 11:11 AM

Thank you very much LoneWolfREM for testing, installing it now.

And a big thanks for Spear and Fang - gosh you are making so good mods, unbelievable. Can't think of a playthrough where most of you're mods are not installed. Thank you!

💬 LoneWolfREM, Feb 13th at 12:48 PM

This seems to be working with version 1.20.4-rc.4. Tested it today by making an 8 sail rotor. My existing windmill tower is all 8 sail rotors and it looks right and funtions. An FYI

💬 SpearAndFang , Feb 3rd at 5:31 AM

Larz151
I'm not sure what you mean. It's compatible with all the vanilla mechanical stuff, so I suppose that it's Steam Power mod friendly?

💬 Larz151, Jan 31st at 3:56 AM

Would it be possible to make this compatible with the Steam Power mod?

💬 Gorfinhofin, Jan 28th at 5:52 AM

I was tinkering with the issue RuneScholar had with paired pass-through axles turning opposite directions. It seems to happen consistently when the rotor is facing north. It also occurs if you remove a rotor that has been turning, and then place it on the opposite end of the pass-throughs, though this is probably a rare scenario in normal gameplay. Hope that helps!

💬 SpearAndFang , Jan 18th at 4:11 PM

SteAStro88
Hell yeah.  Although there is mod config option "SailRotationModifier" you can use if you are uncomfortable with that.

💬 SteAStro88, Jan 15th at 10:55 PM

Wide sails spin faster than tesla turbines 😆

💬 Perturbae, Jan 2nd at 5:22 PM

SpearAndFang
Thank you, I'll give that a try for now.

💬 SpearAndFang , Jan 2nd at 3:22 PM

Perturbee
A known issue for sure, and something I've started to work on resolving.
My only suggestion for now is to try this mod instead
https://news.kalataka.ru/show/mod/1809


💬 Perturbae, Jan 2nd at 12:37 PM

I noticed that the passthrough axles somehow add a lot of resistance or lower throughput by a significant amount, so much so that it stops my helve hammer at 110% wind, whereas before with just regular axles it worked fine.
(The axles were my reason for installing this mod, I haven't done anything else with it)

💬 SpearAndFang , Jan 2nd at 1:45 AM

Phelan21
Not intended, no.  I'll see what I can do.

💬 Phelan21, Jan 1st at 6:20 PM

Is it intended that the windmills keep speeding up and slowing down all the time, while the wind stays the same? It feels more like the interia/resistance/friction/... of the connected stuff takes some time to take effect, and then for some reason (overcorrection/"memory" issues/...), the rotor speeds up again...

💬 SpearAndFang , Dec 17th 2024 at 11:56 PM

Hasitan
Definitely possible.
Will it happen? Probably not - I've been working on this exact thing of late but there's a few weird things going on that I can't seem to sort out.  

💬 Hasitan, Dec 17th 2024 at 6:41 PM

Would it be possible to add Wool & More materials for sail crafting?

💬 SpearAndFang , Dec 7th 2024 at 5:26 AM

TheInsanityGod
Thanks for the heads up. I've added to my laundry list!

💬 TheInsanityGod, Dec 6th 2024 at 8:25 PM

@SpearAndFang, it's not that big of deal but the sailwide shapes are missing faces on the beams

💬 SpearAndFang , Nov 25th 2024 at 12:38 AM

propaneko
Oops you are right that there is an issue - the angled and centered sails are both using the centered modifier.
I will fix this for the next release.

The wide one and centered ones seem to be working correctly.

fyi #1: be sure to use a decimal in your settings i.e. 1.0, not 1
fyi #2: if there is a single invalid number format (like in fyi #1) the entire mod config fails over to the defaults
fyi #3: after you change the mod config you need to exit the world and reload it.

💬 propaneko, Nov 24th 2024 at 9:33 PM

SpearAndFang Hi there it seems like the configuration for your mod isn't fully working? It seems like the float values are not applying they are always a whole number, also it doesn't matter if values are different it always takes the same value for all 3 types of Sails.

💬 SpearAndFang , Nov 16th 2024 at 5:42 PM

SalazarWindriver
You can of course attach a large wooden gear to a passthrough axle.  I'm assuming that you mean without the gap caused by the length of the passthrough axle.

When I get to rewriting the passthrough axle so it's less quirky I plan on also making it shorter (only a single block and completely contained in the block you are passing through).

One day....

💬 SalazarWindriver, Nov 15th 2024 at 2:17 PM

Would it be possible to combine the passthrough axel with the large wooden gear? It would be cool to put the gear against the ceiling 

💬 SpearAndFang , Nov 12th 2024 at 3:46 PM

DanekJovax

oof. you are right.  It was a very small change and I did not expect it to break under 1.19.8 but it did.

I have made changes here to reflect that.  so sorry!

💬 DanekJovax, Nov 12th 2024 at 8:33 AM

@SpearAndFang

Hi! I just updated to 1.1.8 while playing 1.19.8, and I lost the pass-through axels and my 8-sail windmill sails and rotor that I had installed in the previous version (1.1.7). 

EDIT: I noticed that 1.1.8 is listed for 1.20.0pre on this page, though in the Files page it is listed for both 1.19.8 and 1.20.0pre.  Was support for 1.19.8 deprecated with this latest update?

Please advise. Thanks!

--- DanekJovax :2)

💬 SpearAndFang , Nov 6th 2024 at 3:15 AM

Merci Raathur !

💬 Raathur, Nov 5th 2024 at 8:52 PM

Hi, here is a french translation for the mod https://pastebin.com/xgWBg2yn

 

💬 RuneScholar, Sep 16th 2024 at 3:35 AM

I would also like to report another issue with the pass through axle. It rotates in the opposite direction of its source power. I’d love to use it; I think it’s a better solution for me than the Axle in Block mod. That mod is great, but all I really need from it is the pass through functionality, and it adds a bunch of other blocks I probably won’t use.

Edit: I did some testing, and this doesn’t always happen. If you attach the pass through axle to the opposite end of the block away from the source of rotation first, and then attach it to the power source side, it seems to rotate the right way. If you connect it to the power source side first, though, and then connect the opposite side, that side sometimes rotates opposite. 

Also, I know other users have reported the issue that the pass-through does not preserve rotation power, but for whatever reason, I am not having that problem.

💬 SpearAndFang , Sep 12th 2024 at 5:34 AM

RuneScholar
No one block only,
Also, it's pretty quirky so you might want to just not use it until I get a chance to rewrite it.

💬 RuneScholar, Sep 12th 2024 at 12:55 AM

Can the pass through axle go through multiple blocks? For example, if your wall is 2 blocks thick, instead of one.

💬 SpearAndFang , Sep 10th 2024 at 5:00 PM

impyre
I've fixed it in the latest release. Thanks for the heads up and the kind words!

💬 impyre, Sep 8th 2024 at 6:33 AM

SpearAndFang

hey, still relatively new to the game and already loving this mod. Just wanted to give you a heads-up, you missed at least one log type in the reinforced rotor recipe. I was unable to craft the 8-way reinforced rotor or reinforced 4-way rotor with the redwood quarterlog (which is most of the logs you get from the big ones). Not a huge deal, I had some maple logs on hand so I was able to get by without it, but it seemed unintentional since those logs work just fine for the vanilla rotors.

💬 SpearAndFang , Sep 1st 2024 at 2:54 PM

FrostyTunaDance
Not sure what you're saying but you need 2 of them and they do only orientate in three directions - NS, EW, UD

💬 FrostyTunaDance, Sep 1st 2024 at 12:42 AM

pass-through axle won't orientate in any direction other than the same three

💬 SpearAndFang , Aug 8th 2024 at 4:50 AM

xXx_Ape_xXx
yeah that's a known issue. I need to rewrite those passthrough axles using an entirely different approach.  Plan A didn't produce the results I had expected.

💬 xXx_Ape_xXx, Aug 7th 2024 at 6:14 PM

SpearAndFang

The passtrough axles don't seem to retain the speed trough the blocks, is this a known issue or intended?

💬 SpearAndFang , Jul 15th 2024 at 5:07 PM

Ptahil
I tried again to recreate this issue but I cannot.
The millwright windmills are very much the same as the vanilla windmills, so my best guess is that some other mod is causing a problem with this mod.

Your log files - logs\server-main.txt and logs\client-main.txt may provide a clue as to what is happening.

Could you find me on the official VS Discord (I have the same name as here) and let me look at them?
Or put them on pastebin or some other hosting site and post the link to them here?

💬 Ptahil, Jul 15th 2024 at 3:27 PM

@SpearAndFang well its hapen when I go for exploracion Mining, hunting etc. came back and they stop work

💬 SpearAndFang , Jul 13th 2024 at 2:34 PM

Ptahil
Can you tell me how I might create this issue?  I have game version 1.19.8 and the latest version of all three mods

https://news.kalataka.ru/joyofsailing

https://news.kalataka.ru/pelagussimplewinddirection

https://news.kalataka.ru/millwright

and am testing, but I cannot seem to make the rotors stop working.

 

💬 Ptahil, Jul 13th 2024 at 8:04 AM

@SpearAndFang I have Issue that your Motors stop work, its a mod conflict with "Joy of Sailing", I stop Use it and they work, "SimpleWindDirecionPelagus" Work too

💬 SpearAndFang , Jun 28th 2024 at 7:22 AM

@l33tmaan
well now the issue isn't a one off.  Sounds like a mod conflict.  
Can you break an axle really close to the rotor to see if the rotor starts turning? - it's possible that something in the "network" is bunging up the system.
Also maybe look at the rotor itself and see what its readings are in the hud?
Got any wind mods like "Pelagus" or "Simple Wind Direction"?  Or "Fishing 2"?

💬 l33tmaan, Jun 28th 2024 at 4:03 AM

It looks like my 8 sail rotor stopped rotating too, even after breaking it and replacing it and the sails, and restarting my world. It was working before, so I'm not 100% sure what happened here.

💬 SpearAndFang , Jun 24th 2024 at 4:53 AM

@SoulReaperz
Sorry no. That will not be possible.

💬 SoulReaperz, Jun 24th 2024 at 2:50 AM

any planned support for Vanilla Variants?
https://news.kalataka.ru/vanvar

 

it adds all kinds of different wood creations and the axles and rotors are changed from default thus making several items in this mod impossible without spawning them in or adding them to a shop to sell the originals so people can continue to craft the new windmills

 

💬 SpearAndFang , Jun 20th 2024 at 1:56 AM

zackadiax24
Maybe this mod is more to your liking: https://news.kalataka.ru/biggerwindmills

💬 zackadiax24, Jun 20th 2024 at 1:34 AM

Any chance you could make the sails larger? Or make a version with larger sails?

💬 SpearAndFang , Jun 10th 2024 at 3:58 PM

Salieri
Exit and reload the world?  Not enough wind?  SailRotationModifier set to 0.0?

💬 Salieri, Jun 10th 2024 at 12:16 PM

Why could a windmill not have animation?

It works, don't get me wrong, it's just not the same without the SPEEEEEEEN.

💬 SpearAndFang , May 28th 2024 at 4:08 AM

ManaWei
I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.

💬 ManaWei, May 27th 2024 at 8:59 PM

I seem to have an issue with the Passthrough axle..
While very usefull in general, it seems to boost the speed and remove all the torque on my axle..
Only running 4x4 center sails, but the pulverizer is going so fast the game can't keep up, and i literally have items vanish because of it..

💬 SpearAndFang , May 25th 2024 at 5:38 PM

Varius

Medieval Expansion might be related to your issue, idk.  Looking at that mod I don't see anything suspicious, but it does add things to the mechanical network so it is possible that there is some kind of conflict.

💬 Varius, May 25th 2024 at 3:41 PM

SpearAndFang

Would Medieval Expansion be interacting with it? Nah, right?

During my troubleshooting I removed any pass-throughs that were in between the power intakes and it persisted. I don't think there's anything I've added in terms of mods that would adjust windspeed either, quite puzzling.

Thanks for replying however, greatly appreciate it! I'll do some more troubleshooting!

💬 SpearAndFang , May 25th 2024 at 2:43 PM

Varius

Thanks! I haven't had any reports of this (and there appears to be a lot of people using this mod), nor has this ever happened to me in single player (and I play a lot). Furthermore, all of these parts are very similar to their vanilla counterparts with the exception of the passthrough axles. So if anything is causing this issue it would be the passthrough axles - they are rather quirky at times.

If you are also using a mod that mucks with wind or rotors specifically it could be related to the issue you are experiencing...

💬 Varius, May 25th 2024 at 1:32 PM

SpearAndFan

I absolutely love the work you've done with the mod, really outstanding!

Quiiiiick little question - is it a common/known thing that the rotors cease spinning and fail to provide kinetic power after leaving the area/reloading the game? I tested with the Vanilla rotors and normal sails and they seem to continue spinning after the area is unloaded and reloaded or I load into the game, the one's from the mod not so much.

I can fly up to them and they report that there is indeed windspeed, however, once you attempt to engage a clutch to maybe jump-start the process, nothing happens besides the drive-train twitches and remains still. The only fix is by breaking the rotor and placing the sails all over again, making it really bothersome to implement.

Are there any tips or forms of guidance? Lemme know!

💬 SpearAndFang , May 17th 2024 at 1:04 AM

DejFidOFF
this mod is pretty light touch and nobody else has reported such an issue, so I'm doubtful that it's causing that crash. 

This crash report looks very similar and does not use this mod...maybe there's a clue here?
https://github.com/anegostudios/VintageStory-Issues/issues/3663

💬 DejFidOFF, May 16th 2024 at 5:45 PM

SpearAndFang

Hello o/ Looks like some part of this mod causing error at the server and chunk did not load. Can you check that please?

15.5.2024 09:54:14 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 233
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 289
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 894
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 696
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886


16.5.2024 16:05:25 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 204
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.OnNodeRemoved(IMechanicalPowerDevice device) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 198
at Vintagestory.GameContent.Mechanics.BEBehaviorMPBase.OnBlockRemoved() in VSSurvivalMod\Systems\MechanicalPower\BlockEntityBehavior\BEBehaviorMPBase.cs:line 273
at Vintagestory.API.Common.BlockEntity.OnBlockRemoved() in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 161
at Vintagestory.Server.ServerWorldMap.RemoveBlockEntity(BlockPos pos) in VintagestoryLib\Server\ServerWorldMap.cs:line 538
at Vintagestory.API.Common.Block.OnBlockRemoved(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1283
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 163
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 76
at Vintagestory.API.Common.Block.OnBlockBroken_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith_Patch1(ItemAxe this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 575
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138

 

💬 MrTango, May 10th 2024 at 8:56 PM

Plz can we have a gearbox type block, that can turn the high speed into torque on the whole system. ie slower aesthetic "windmill speed" with these high speed sails, but plently of torque to run lots of machines.

💬 l33tmaan, Apr 30th 2024 at 2:56 AM

You've done it again. The passthrough axles are great! Thank you!

💬 Unum, Apr 20th 2024 at 10:34 AM

Hi SpearAndFang, thank you, we updated configlib and it works like a charm.

💬 SpearAndFang , Apr 19th 2024 at 9:23 PM

Unum
Oof. I think you will need to either try updating configlib to the latest version, and failing that roll back this mod to 1.1.4

💬 Unum, Apr 19th 2024 at 4:01 PM

Hi, does this work in multiplayer? I can't connect to the server.

We have few more mods but they work together in singleplayer. 

I keep getting this error:

Game Version: v1.19.7 (Stable)
19.04.2024 17:59:54: Critical error occurred in the following mod: configlib@1.3.2
Loaded Mods: millwright@1.1.5, moremolds@1.4.2, qptech@1.15.1, viescraftmachines@2.3.1, game@1.19.7, animationmanagerlib@0.7.14, beehivekiln@1.5.1, butchering@1.5.5, prospecttogether@1.3.0, stonebakeoven@1.1.3, creative@1.19.7, vsimgui@1.1.3, survival@1.19.7, configlib@1.3.2, fsmlib@0.4.4, maltiezcrossbows@0.3.4, maltiezfirearms@0.5.1
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\var\vintagestory\data\ModConfig\millwright.json'.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path)
at ConfigLib.Config.ReadConfigFile(String defaultConfig) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 321
at ConfigLib.Config.ParseJson(JsonObject json, Dictionary`2& settings, SortedDictionary`2& configBlocks, String& defaultConfig, String domain) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 286
at ConfigLib.Config..ctor(ICoreAPI api, String domain, JsonObject json, String file, Dictionary`2 serverSideSettings) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 101
at ConfigLib.ConfigRegistry.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data) in D:\Projects\VintageStory\configlib\configlib\source\ConfigLibModSystem.cs:line 299
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 850
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 313
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
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

💬 SpearAndFang , Mar 22nd 2024 at 5:49 PM

Aki_II
If you are using passthrough axles in that setup try removing them - they're pretty quirky.  Other than that I don't know what to tell you because this mods rotors and sails are pretty much identical to their vanilla counterparts.

💬 Aki_II, Mar 17th 2024 at 10:25 PM

I have 4 helve hammers set up on third gear ratio and the whole setup is stopping even though i know there is enough power to run the hammers, it runs extremely quickly for short bursts then completely stops

💬 SpearAndFang , Feb 27th 2024 at 8:06 AM

@Jessterr
Thanks yeah, I am aware that the passthrough axle has got some issues. Still trying to decide whether I should rewrite it from scratch or try to get the kinks out of the current implementation.

💬 Jessterr, Feb 27th 2024 at 6:26 AM

Wooden Axle (passthrough) has a SIGNIFICANT power loss when using 8-beam rotor and the vanilla lookalike sails (at max sail count). Wind Speed 33%, Sails Power Output 400kN. I have a passthrough letting the axle come through the wall between rotor and large wooden gear with no power loss, and a 2nd set of passthrough axles after stepping down from large to small gear and all the speed gained from the small rotor is lost. Measuring with just my eyes it looks like the speed is exactly the same as it was before it was stepped down from large gear to small gear. I imagine that most people won't use them inside their windmill but I wanted to report it anyway.

💬 SpearAndFang , Feb 2nd 2024 at 3:00 AM

@DasPrinzip
I replied to you via your message on Discord

Bulwyz
noted - I'll check it out

💬 Bulwyz, Feb 1st 2024 at 4:19 PM

I downloaded this mod only for the passthrough axles initially, and they seem to work.... more or less, but I'm getting a huge increase in power on the output, using it in conjunction with vanilla rotors and sails.

💬 DasPrinzip, Feb 1st 2024 at 3:29 PM

- deleted -

💬 SpearAndFang , Jan 7th 2024 at 3:02 AM

@Kwegar
Yeah thanks - I noticed the issue almost immediately when rc.5 dropped and submitted a bug report.  I'm surprised it didn't generate more comments here and elsewhere on the modDB.  Thankfully rc.6 has now arrived!

💬 Kwegar, Jan 6th 2024 at 11:57 PM

Note many edits, its not an issue anymore.  

As of 1.19 rc 5  if i hit H on the angled sail.. or type it in.. crashes to desktop.  I am running a number of mods on the server, but since i updated its not liking it.  If you need more info, please let me know  1.19 rc 4 it worked fine. Edit 1  Even normal sails crash it.. so no likely your mod, but something in the main game.  Will do some testing on Single player.  Edit 2, all mods removed, base game crashes on sails.  so not your mod.. but figured i should included the info, incase anyone else as an issue.  I will try and report it on the main site.   Love this mod!!  Edit 3, 1.19 rc 6 mentions linen recipies as an issue, thats fixed.  so ignore this?  I will update and test it  Last Edit 4.  1.19 rc 6 no longer crashes.

💬 SpearAndFang , Dec 31st 2023 at 8:21 PM

@SourOne
One day perhaps.  The models for those things are a bit of a pain.
@haro
No patreon sorry.  I don't need the money or the pressure associated with that,  I'm pretty on and off again with my modding effortsl Glad you enjoy the mod!

💬 haro, Dec 31st 2023 at 10:26 AM

awesome mod! do you have a patreon page? 

💬 SourOne, Dec 31st 2023 at 7:33 AM

Would really love to see longer spans on the rotors. It is basically impossible to make a realistic windmill with a 10m span. I want both the axle through the block and 8 sails on a 4 blade windmill. Hate that these are two separate things because nobody wants to add the Bigger Windmills mod to a multiplayer server when you have the short rotors of Millwright that do the same thing.

💬 SpearAndFang , Dec 3rd 2023 at 8:20 PM

@iodide
I just now added a 1.19 release.

💬 iodide, Dec 3rd 2023 at 6:48 PM

Can anyone confirm if this works using v.1.19pre?

💬 Ionite, Nov 9th 2023 at 5:27 PM

SpearAndFang
Thank you it doesn't look as nice as yours but I guess it'll have to do due to proportions lmao
I hope someday Millwright also support size adjustments, could make some beautifull buildings with it.

💬 SpearAndFang , Nov 9th 2023 at 3:48 AM

Ionite
Sorry this mod does not support that.  But there IS this one: https://news.kalataka.ru/biggerwindmills

💬 Ionite, Nov 9th 2023 at 2:56 AM

SpearAndFang,
Is there a way to modify the amount of sail layers can be added to a rotor? I have a giant building for my mill but with only 5 layers it kinda looks pathetic lmao I even tried with the wide sails but not much difference.
don't get me wrong I love the mod but my mill kinda look redicilouse lmao

💬 SpearAndFang , Nov 6th 2023 at 3:16 PM

Jimzawy
The different sails are purely asthetic.  That *could* be customized via the mod config file.

💬 Jimzawy, Nov 6th 2023 at 2:32 PM

Hello again SpearAndFang, I appreciate the response, I solved the problem by placing all the axles in the intended design, then replace the normal ones with passthrough ones, that worked, I actually like the idea cause I have a big cellar with the kitchen in it, cause I am lazy to go through rooms ingame,
on more questions, do new sails vary in power or are they just for asthetic purposes?
and thank you

💬 SpearAndFang , Nov 5th 2023 at 9:00 PM

@Ven
Noted.  And thanks!

💬 Ven, Nov 5th 2023 at 1:47 PM

Nice mod! For those geniuses that love to abuse rotor collisions building insane and ugly constructions out of 50-100 windmills on a stick😑 I've seen too much of those lately.. servers should put this restriction as a server rule genuinely imao.
Also there is a bug in recipe for 6 sail rotor craft, instead you can craft only 3 sail rotor because their difference is only the amount of logs (1 log for 3 sail vs 3 for 6 sail)

💬 SpearAndFang , Nov 4th 2023 at 12:04 AM

Jimzawy
That is not normal.  Sadly, the passthrough axle has plenty of issues. Good idea, crappy execution on my part.  sigh.
I will keep that in mind when I revisit it.  Thanks!

💬 Jimzawy, Nov 3rd 2023 at 11:23 PM

Hey SpearAndFang, Great mod, I having trouble placing angled gear on the passthrough axle, I falls off, I have to place normal axles first than replace them with the pass through axle, is that normal ?

💬 SpearAndFang , Oct 14th 2023 at 3:30 PM

Zulthar
Thanks for the bug reports. I will add them to the to-do list and try to get it sorted out. And thanks for the kind words.

💬 Zulthar, Oct 13th 2023 at 12:46 AM

So, a quick glitch I found, when my windspeed was at 60% (though when I first noticed it, it was at 76%), the windmill wasn't actually rotating, but the axles were. Also, occasionally the passthrough axle will have to be destroyed and replaced for the axle on the other end of the power source to keep turning. I can't recreate it reliably though. Otherwise fantastic mod, very much enjoy it.

💬 SpearAndFang , Oct 11th 2023 at 12:18 AM

@Frepo,
thanks for the detailed report.  That was the last thing I had thought I had fixed before release so I was a little surprised to see it happening again. sigh

💬 Frepo, Oct 10th 2023 at 10:25 PM

Also loving the passthrough axles! But... I noticed that the axle on the opposite side of the solid block spins in the opposite direction. I don't know if this is intentional, or if it even matters. Thought I'd mention it anyway.

[EDIT]
Well... this doesn't happen in all cases. Case breakdown:
Power source coming from south (and going north through the block) = always correct rotation
Power source coming from north (and going south through the block) = always inverted rotation
Power source coming from east (and going west through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from west (and going east through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from abvove (and going down through the block) = correct if you connect power source to block first, otherwise inverted
Power source coming from below (and going up through the block) = correct if you connect power source to block first, otherwise inverted

💬 SpearAndFang , Oct 10th 2023 at 2:40 AM

@Lithos
Aww hell, no that was not intentional.  I thought I had all the kinks worked out of that contraption. Thanks for the heads up.

💬 Chumber, Oct 10th 2023 at 1:29 AM

Loving the passthrough axles. Slims down my mod load not having to use the other one that I rarely touch.

 

However, it seems like the passthroughs drop a significant amount of power. Is that intentional? The mechanics on the other side of the passthrough barely function now, even with mirrored 4-prong millwright sails that previously had no issue. I can see that the axle on the opposite side of the passthrough is spinning at a fraction of the speed of the input. If that is intentional, can there be a config option to change the passthrough multiplier?

💬 SpearAndFang , Oct 9th 2023 at 3:08 PM

Yanazake
Appreciate it my guy. Will be in the next release.

💬 SpearAndFang , Oct 9th 2023 at 3:06 PM

RikeiR
My pleasure. I have received a Japanese translation file from Macoto Hino yesterday, but thanks!

💬 AzuliBluespots, Oct 9th 2023 at 12:30 PM

My man, here comes the sudden pt-br translation no one asked for:

{
"game:tabname-millwright": "Millwright",
"block-windmillrotor-three-*": "Tri-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-single-*": "Tetra-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-six-*": "Hexa-Rotor de moinho de vento (reforçado)",
"block-windmillrotor-double-*": "Octa-Rotor de moinho de vento (reforçado)",
"item-sailcentered": "Vela (centralizada)",
"item-sailangled": "Vela (inclinada)",
"item-sailwide": "Vela (larga)",
"itemdesc-sail*": "Componente de moinho. Requer um rotor de moinho reforçado",
"block-brake-north": "Freio (reforçado)",
"block-woodenaxlepassthrough*": "Conduíte Eixo de madeira",
"blockdesc-woodenaxlepassthrough*": "Coloque em lados opostos de um bloco inteiro para transferir força enquanto mantém a integridade da sala",
"blockdesc-suitable-block-needed": "Você precisa de um bloco mais apropriado para suportar este eixo"
}

💬 RikeiR, Oct 9th 2023 at 8:14 AM

Thank you for making a great mod.
I have uploaded the Japanese translation file for v1.1.1.

ja.json

💬 Kirona, Sep 22nd 2023 at 5:04 AM

@SpearAndFang This would be a really weird reason to use an alt account xD

We're just both in Discord voice and on the same server a ton and had been discussing this whole thing before both of us floated over to comment x)

💬 SpearAndFang , Sep 20th 2023 at 4:34 AM

Reinforced brakes are now a thing.  Thanks again for the suggestion Kara & Kirona (who may in fact be the same person using two different accounts 😉 ).

💬 SpearAndFang , Sep 18th 2023 at 7:19 AM

@Kara @Kirona
Sounds reasonable to me. I'll see what I can do.

💬 Kirona, Sep 18th 2023 at 5:51 AM

I'd like to second Kara's request, it's surprisingly difficult to get one of these to stop rotating even at fairly low wind speeds x)

(And windmills, vanilla or yours, both seem tied to an issue with sounds cutting out after a while. It happens much faster around active windmills....)

💬 Kara, Sep 18th 2023 at 1:41 AM

hay.... might you be able to make a higher tier break maybe a iron tier one, to stop the mills from moving? atm we need to place like x5+ breaks just to stop the windmill from moving. <3

💬 SpearAndFang , Sep 6th 2023 at 1:55 AM

RogueRaiden
Alright, I've added a new version with a new modconfig option "SailRotationModifier" to slow down the sail rotation speed.  I imagine the number you're looking for is 0.25 to 0.5.  See the changelog for more info.  Cheers!

💬 RogueRaiden, Sep 4th 2023 at 5:56 PM

i'll be more specific. the windmill speeds look good and "realistic" until about ~50-60% wind speed (as it says from the StatusHUD mod). As it goes above that threshold, is when it gets going wicked fast. like its trying to move the world with wind power. its really just the animation that people have a problem with, the produced power seems to be alright.

💬 SpearAndFang , Aug 11th 2023 at 2:46 PM

With great power comes great re...volutions. 🤷‍♂️

💬 RogueRaiden, Aug 11th 2023 at 1:58 PM

guess we're stuck with helicopter windmills lol

💬 SpearAndFang , Aug 7th 2023 at 5:55 AM

RogueRaiden
idk, I like them just the way they are.  Maybe this mod is more to your liking...
https://news.kalataka.ru/biggerwindmills

💬 RogueRaiden, Aug 7th 2023 at 4:12 AM

these windmills spin waaaaayy too fast... looks like its taking on hurricane force winds lol 
i know they are supposed to be more visually appealing over having a tower of windmills but the spinning takes that away again :(

💬 Saskia_, Aug 6th 2023 at 11:50 PM

Perhaps now I can power my steel plant. As before even with 4 maxed rotors powering a single helve hammer it struggled to get any work done. Attaching a second stalled the entire system. They were facing the same direction so I know the power didn't become inverted or anything. I just find it weird because it can power the helve hammer, a pulverizer, and a quern, but not two helve hammers.

💬 SpearAndFang , Jul 31st 2023 at 7:33 AM

oops. Thanks @Nebux

💬 Nebux, Jul 30th 2023 at 7:16 PM

6 blades rotor can't be made it has the recipe of 3 blades and that takes precedece

💬 sushieater, Jul 29th 2023 at 9:03 AM

This also increases the target rotation speed in line with the output power. That is a very nice alternative to using a huge number of rotors with a large gear (large gear driving small gear is 5.5x speed).

💬 Bopa, Jul 19th 2023 at 7:01 PM

Blessings upon you SpearAndFang

💬 Ultimaheart4, Jul 17th 2023 at 11:32 PM

SpearAndFang im a bit confused im having issues attatching my new sails to your reinforced rotor? is there a min height limit i dont know about compared to regular windmills? i should be able to replace the windmill rotor and sails and it work normally i assume? sorry i was unaware when i made the 8x windmill i needed a stack of 8sails to make it work at starter level. never mind on my previous mention here. sorry.

💬 Vinter_Nacht, Jul 13th 2023 at 1:02 AM

Would you believe, Spang, that I didn't even notice who wrote this until after I wrote my comment? XD

💬 SpearAndFang , Jul 9th 2023 at 4:41 PM

Thanks Vinter.  Yeah this mod is more cosmetic than anything, and my focus has always been on adding more variety to the base game - not changing how the base game functions.

💬 Vinter_Nacht, Jul 8th 2023 at 11:08 PM

And here I was hoping someone was adding wear and tear to the windmills, and perhaps a structural support requirement.
Good stuff though!

💬 SpearAndFang , Jul 8th 2023 at 5:55 PM

New version up!  Power outputs - fixed.  Corner sails - inverted.  New 3 blade and 6 blade variants - added.
Thanks for keeping me honest @Alatyr

💬 SpearAndFang , Jul 7th 2023 at 12:00 AM

Alatyr 
oof yeah you busted me, I've been a little distracted of late and was in a rush to get that release out...resulting in a couple of grave errors.  The next release should be all sorted out, along with some new configurations (3 and 6 sails)...and probably a few new bugs. 🤪

💬 Alatyr, Jul 6th 2023 at 8:14 PM

SpearAndFang
HUD shows that the power of 4 blades and 8 blades is identical with a full upgrade. Both 200 kN.
It also seems to me that the corner sails are inverted and should rotate the other way. I mean that the mount of the sail is on the wrong side.

💬 McThrill, Jul 4th 2023 at 9:31 AM

I have been wanting an 8-bladed medievel windmill for a while now, I don't normally do content mods to my game but I'm making an exception for this one.

💬 SpearAndFang , Jun 26th 2023 at 6:06 AM

❤️

💬 rboys2, Jun 26th 2023 at 12:57 AM

Yet another great mod! Keep up the good work

💬 SpeedRider, Jun 25th 2023 at 8:05 AM

@SpearAndFang
oh no sorry hope all is good

 

💬 Milk, Jun 24th 2023 at 10:39 PM

Oh man it's a dream come true; I was just thinking the other day that it would be nice if the windmill from ICO was in game. Lo and behold this shows up on the modDB. Excellent work! Now if only the design was just a liiiiittle closer to the ICO windmill hahah 😄

💬 AzuliBluespots, Jun 24th 2023 at 10:20 AM

Another one to the translation bin!

💬 macoto_hino, Jun 24th 2023 at 1:16 AM

I had no idea what the windmill would look like because I didn't have any pictures, but having pictures makes it look completely different.
However, there is no description of each item in the game, so please make one! I will also help with the Japanese language version!

💬 Mendall, Jun 24th 2023 at 12:38 AM

wow, really nice looking windmills.

💬 SpearAndFang , Jun 23rd 2023 at 5:02 PM

Edel_Recke thanks, that's pretty accurate. 

Although my code is pretty similar to Bigger Windmills, let me assure everyone that I did not reference that mod at any point.  All of my code originated from vanilla.  And my original intention was more about creating windmills that were visually different, not competing with Bigger Windmills.  

💬 SpearAndFang , Jun 23rd 2023 at 4:59 PM

@Medall @SilverBird @SpeedRider

Sorry I got called away on a family emergency and couldn't finish the documentation.  I've added one picture temporarily.

You can build a couple of different new rotors (iron reinforced) and attach the new blades to them for double and quadruple the power.  As you might expect they are comparably expensive to make.

💬 Mendall, Jun 23rd 2023 at 1:09 PM

Any info as to what we can expect from this mod. Are the windmills bigger, are they more powerful, if so by how much.

Are they more expensive to make (not a bad thing), how do they look compared to vanilla, and bigger Windmills for example.

Some pics might answer half of these questions alone.

 

 

💬 BavarianViking, Jun 23rd 2023 at 10:59 AM

SilverBird I think, same size, more power

Bigger Windmills is not exactly the same, just resembles this one in some points

 

💬 SilverBird, Jun 23rd 2023 at 10:22 AM

How does this compare to "Bigger Windmills"?

💬 SpeedRider, Jun 23rd 2023 at 7:18 AM

pictures?

 (edit comment delete)
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