Mods / Sound Of Confession
Author: ChaosPrinzessin
Side: Both
Created: Jul 10th 2024 at 5:37 PM
Last modified: Nov 17th at 9:24 AM
Downloads: 25019
Follow Unfollow 287
Recommended download (for Vintage Story 1.21.5):
soundofconfession_1.0.8.zip
1-click install
While I'm working on an update for my other mod, I'd like to share this snippet with you. This mod helps me to test features of my mod before I have everything finished. Thanks for participating.
Content:
- 6 bells with different sounds
- Overcomplicated manufacturing process
- Secret feature (Please don't spoiler!)... I left some hints ;)
Planned:
- Rope activation from below
How to craft:
- Make a mold from clay
- Fire the mold and pour the required amount of liquid metal into it (Only bronze, iron and steel)
- Craft the book "Transcripts of a Foundryman"
- Scroll to the page with the desired size. Page1: Small - Page 5: Huge (The tiny bell doesn't need the book)
- Place the required materials and the book inside the crafting grid (See screenshots)
Released under CC-BY-SA License (Sounds are not covered by this license. Do not redistribute without permission of the copyright holder)
If you're curious about where the bell sounds come from, check out Lucas Gans' YouTube channel (@glocken_lucagans)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.8 | soundofconfession | 1634 | Nov 17th at 9:24 AM | soundofconfession_1.0.8.zip | 1-click install | ||
|
Version 1.0.7 contained a bug that severely disrupted the mechanical system. The version was therefore removed.
- Fix: Leftover code broke mechanical power system | |||||||
| 1.0.6 | soundofconfession | 5927 | Aug 12th at 1:54 PM | soundofconfession_1.0.6.zip | 1-click install | ||
|
- fixed: red clay can now be used to make the bell molds | |||||||
| 1.0.5 | SoundOfConfession | 2769 | Jun 21st at 7:31 AM | SoundOfConfession_1.0.5.zip | 1-click install | ||
| |||||||
| 1.0.4 | SoundOfConfession | 10232 | Dec 14th 2024 at 11:29 AM | SoundOfConfession_1.0.4.zip | 1-click install | ||
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| 1.0.3 | SoundOfConfession | 3091 | Jul 21st 2024 at 9:56 AM | SoundOfConfession_1.0.3.zip | 1-click install | ||
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| 1.0.2 | SoundOfConfession | 324 | Jul 14th 2024 at 11:00 AM | SoundOfConfession_1.0.2.zip | 1-click install | ||
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- Added ukrainian language file. Thanks to DeanBro | |||||||
| 1.0.1 | SoundOfConfession | 255 | Jul 11th 2024 at 1:20 PM | SoundOfConfession_1.0.1.zip | 1-click install | ||
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Fixed recipe for tiny, large and huge bell Changed book material from stone to cloth | |||||||
| 1.0.0 | SoundOfConfession | 172 | Jul 10th 2024 at 5:44 PM | SoundOfConfession_1.0.0.zip | 1-click install | ||
|
initial release | |||||||
I think I just found the secret feature
I won't say what it is, but I absolutely LOVE IT!
XD
It's so perfect
Ooo, yeah. Clockwork activated bells!
Oh no, now I want a funcitonal clock and clock tower in my world XD
Would be cool to have the bells able to ring at specific times of the day automatically. Maybe with some block made of jonas parts?
Sorry guys, i released a "hot"fix for the crash. I wanted to add a new feature with the next update, but unfortunately that didn't work out. I'm very busy with other things at the moment. But don't worry, it's quite high up on my wish list.
The game crashes any time I try to place a fired Bell Mold on the ground.
Running on 64 bit Windows 10.0.26100.0 with 8040 MB RAM
Game Version: v1.21.5 (Stable)
11/5/2025 2:51:04 PM: Critical error occurred in the following mod: soundofconfession@1.0.6
Loaded Mods: bettercrates@1.9.0, blackguardadditions@1.1.7, bola@1.2.3, charlottesclothes@1.2.0, cbr@1.0.0, chiseltools@1.15.2, decor@1.3.1, diversediets@1.0.2, floralzonescaperegion@1.0.24, floralzonescaribbeanregion@1.0.19, floralzonescentralaustralianregion@1.0.16, floralzoneseastasiaticregion@1.0.14, floralzonesmediterraneanregion@1.0.15, floralzonesneozeylandicregion@1.0.15, fadynasties@1.1.1, fagothic@1.2.1, fagreenwich@1.3.2, fahussar@1.0.0, falandsknecht@1.2.1, fatemplar@1.3.2, bovinae@0.3.1, casuariidae@1.1.6, cervinae@0.1.8, elephantidae@1.0.15, felinae@0.2.11, iniidae@0.1.4, machairodontinae@1.0.27, manidae@1.0.17, pantherinae@1.2.2, rhinocerotidae@1.0.21, sirenia@1.0.24, foundrymod@1.0.0, hangingoillamps@1.0.5, millwright@1.2.9, moretorchholders@1.0.1, pipeleaf@2.3.0, primitivesurvival@3.9.7, soundofconfession@1.0.6, storagecontroller@1.2.1, tankardsandgoblets@1.3.1, translocatorengineeringredux@1.6.1, unchisel@1.1.5, game@1.21.5, wildfarmingrevival@1.4.0, alchemy@1.7.19, apelanterns@1.3.5, arrowbarrels@1.2.1, attributerenderinglibrary@2.3.0, betterfirepit@1.2.0, betterjonasdevicesfixed@2.1.4, betterruins@0.5.0, billposting@1.1.0, butchering@1.10.5, canmailbox@1.1.1, canmarket@0.4.21, carryon@1.11.0, commonlib@2.8.0, composter@1.2.1, earlychiseling@1.0.1, entitynametag@1.4.0, envelopes@2.0.2, fairplayguardian@1.2.1, fancyplaster@2.0.1, fieldsofsalt@1.2.4, foodshelves@2.3.0, fromgoldencombs@1.9.4, genelib@2.0.0, jaunt@2.1.0, kcmftospatch@1.1.1, kevinsfurniture@1.7.4, knapster@3.0.0, landclaming@1.0.3-rc.1, medievalexpansionpatch@1.3.2, metalpots@1.6.1, morebags@1.4.1, noholdfruitpress@0.1.1, petai@4.0.1, playerlist@2.1.5, claywheel@1.1.4, purposefulstorage@1.4.1, rpvoicechat@2.3.24, stepupadvanced@1.2.2, stonebakeoven@1.2.0, substrate@1.1.3, th3dungeon@0.4.4, th3expansion@2.0.0, topgspatches@1.1.0, vanity@2.4.4, vinconomy@5.0.7, creative@1.21.5, vsinstrumentsbase@2.0.4, survival@1.21.5, weaponpackalphaunoff@1.7.0, workbenchexpansionpatch@1.1.0, xlib@0.9.0-pre.2, cats@4.0.0, draconis@1.1.2, equus@1.2.0-rc.8, em@3.3.3, harepet@1.3.1, playercorpse@1.12.0, stonequarry@3.5.1, tabletopgames@3.0.2, vsinstruments_quackpack@1.0.2, wolftaming@4.0.1, xskills@0.9.0-pre.2, bricklayers@3.1.1, tailorsdelight@2.1.0, dressmakers@1.7.1
System.MissingMethodException: Method not found: 'Void Vintagestory.GameContent.ToolMoldRenderer..ctor(Vintagestory.API.MathTools.BlockPos, Vintagestory.API.Client.ICoreClientAPI, Vintagestory.API.MathTools.Cuboidf[])'.
at SoundOfConfession.BlockEntityBellMold.Initialize(ICoreAPI api)
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1110
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 631
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1326
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 155
at Vintagestory.Common.BlockAccessorBase.SetBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, Int32 layer, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 117
at Vintagestory.Common.BlockAccessorRelaxed.SetBlock(Int32 blockId, BlockPos pos, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorRelaxed.cs:line 77
at Vintagestory.API.Common.Block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 948
at SoundOfConfession.BlockBellMold.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in D:\Git\SoundOfConfession\SoundOfConfession\src\Block\BlockBellMold.cs:line 191
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1729
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 11/5/2025 2:46:02 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5f08
Faulting application start time: 0x1dc4e8c229e2247
Faulting application path: C:\Users\ashle\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\ashle\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 88f37b94-74d4-4303-add1-4af89fa1341c
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 11/5/2025 2:35:09 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.6899, time stamp: 0x761b8f73
Exception code: 0xe0434352
Fault offset: 0x00000000000c804a
Faulting process id: 0x4b0c
Faulting application start time: 0x1dc4e8aaef44a41
Faulting application path: C:\Users\ashle\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 0ea89811-5682-4486-a3d2-92ab34c6373a
Faulting package full name:
Faulting package-relative application ID: }
Getting a crash when i try to place a fired mold on the ground.
I'm in 1.21.4 on a server
Do you need any help?
If you have a Git hub or something else I am willing to give it a check
I really like your mod and have been waiting since August :p
i hope this is still getting worked on, it such a cool idea!
Sadly, placing bell mod seems to still crash the game.
Absolutely love this mod! Such a cool addition and excited for the rope activation
When will there be an update for the molds crashing you game? no rush.
Thanks for the report. I'm working in it
As of v1.21.0 if you place the fired bell molds they crash your game. Plz fix I want to make a bell tower
If possible, could you add a way to make it work with the mechanics? I want to automate it, but have no idea how to work the command blocks on here and can't hook it up to a windmill to make it ring every few hours.
The game crashes when trying to place a burnt bell mold on the floor. My current game version is 1.21.0-rc.4
Hello! Any news on possibly adding a rope or clockwork for automation?
YOOOO HOLY SHIT
Just right after I've finished a church bell.
craft for huge bells does not work
how the hell i have to craft huge bell if shaft have stack of 1, but in craft there is stack of 2
A_Whisper You'll have to expand the texture atlas. Ask on discord if you need help with that.
Ragolution Currently not. It's planned but i'm taking a break from modding this game currently.
lobsteroidz You're right, they are hidden in the creative tab. You can craft them however.
harps225 All bells have different ranges. Check your sound settings, you should hear the huge bell up to 200 blocks in all directions.
could there be a config for how loud or how far you can hear diffrent sized bells? the huge bell would make a great warning sound but cant as its range is only around 15 i think and not sure if Y level effects that even more
in the blocktypes folder for rubble_bell.json on line 22, im not familiar with this json, but i think its setting the range to only show blackbronze rubble in the creative menu, and none of the other types are available from the menu selection. If not oh well I love the mod and is a wonderful addition to the server im playing in :D
Is there any possibiltiy for SOME kind of automation for these? Part of me wants them to start ringing before a temporal storm so everyone knows.
Ok, so for some unknown reason, if I run animal cages and this mod, the bells have janked textures when they're moving, standing still they're fine.
Large Bell needs two toggles, which cant be stacked ChaosPrinzessin. Hopefully you should be able to fix it soon, since this mod seems really cool.
sorry if this is a redundant question, but is there any way to power the bells mechanically? i'm doing a lighthouse build right now and, as much as it sounds like i'm trying to torture myself, i'd genuinely love the option of having a bell going full-time -- and the frames LOOK like they should be able to be powered mechanically, but testing in creative hasn't given me much luck xD
PS: absolutely adore the feature of placing down the book physically and shift-RMBing through the pages
Its a nice mod for my multiplayer town. I do wish there was a way to increase sound range,people on the edge of town does not hear the bell.
I've noticed that now you can hold only one pulverizertoggle, 1.20.4 patch. and the recipe needs two.
A pulling rope would be amazing
Sooo do I have to walk up my belltower every time to ring it? When are ropes coming?
disputedname It does not work with 1.20.1?? To my knowledge everything works as intended
Will this mod be updated to 1.20.1?
MarximusMaximus No it will not. I've got permission from Lucas to use the sounds in this mod.
Will the sounds cause DMCA on Twitch and/or YouTube when used in gameplay streams/videos?
Dageslav I would like to add a carillon, that would probably come closest to your suggestion. But first I have to develop the remote triggering of bells...
Have you considered adding orthodox bells by chance?
CKitt Thank you for the update. Glad you like it
ChaosPrinzessin
On 1.20.0-rc.5, the texture of all bells larger than "tiny" break and go invisible when you're ringing them. Great mod, otherwise, and the sound. The sound! Excellent job.
Edit: I expanded the texture atlas and number of animated elements and the problem vanished. It was entirely on my end, nothing to do with your mod!
gotchu, thanks for the info! I know modders have a lot going on, I just love your mods so darn much and they are kind of essentials for me haha
Keep on killing it!!! :D
wojtek16 Version 1.0.3 does not work with 1.20.rc1/pre right now.
Marlim I do. I'll integrate it into my other mod, but i'm keeping this as standalone version too.
Do you intend to keep this mod updated?
ChaosPrinzessin
Anyone know if it works in 1.20-pre?
Love this mod. We need to find a way to make automatic bells, who ring by itself at a certain hour of the day if possible to be 100% great
thank you
Marlim interesting indeed. I thought about some kind of automization and this was coming to my mind aswell. I would glady collaborate with Svarozich. Sadly i don't have time for that feature.
Some kind of interaction with the decoclock mod would be interesting.
Wow, this mod gave me chills, so cool!
Thank you! Haflabab I made a mistake in the recipe (It's fixed now). By 'test' I actually mean that I want to see if the mechanics are convincing and the recipes are plausible. Bugs will of course be fixed. Suggestions for improvement are also welcome.
It looks awesome!
I've been looking for a mod that adds church bells for ages, and this looks absolutely perfect!
One issue though, whenever I try to craft the tin bronze bell, in either huge or large variant, the recipe doesn't work. Is this intentional, since this is only ment for testing?
Either way, love the mod idea.