#Age Of Confession / Medieval Architecture

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onyx moon
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oh
I can finaly make the Codex of Regulations in Vintage story!

spare nymph
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There is quite a high amount of BSODs after last 2 windows updates

oblique cape
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72c on idle

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Repasted and now its 60c when in use. Lol

spare nymph
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Not going to teach you how to live brother, but that can be quite painful if you just come and tell mod author he borked your PC when it's not his fault at all. Can pretty much poison the joy of modding.

oblique cape
young otter
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Are any new forms of roofing in store?

plucky vessel
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2.10 has inner corners and the first tower roof (small). More to come

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Currently i'm working on this

thin arch
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uses a very large amount of memory and has a memory leak unsure why though maybe try process of elimination with the things in the mod ?

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as I love this mod but no matter the ram of me and my friends it would make the game eat up all the ram

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whether this is just a vintage story thing when modded or this I’m unsure

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but without mods there is no leak and this it has one

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this is on 1.19.8 and 1.20

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the ram will be a lot higher then eventually after a while you’ll see it using everything

hollow lagoon
plucky vessel
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Yeah why not

serene perch
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Hey, I don't know if it's intentional but when creating a higher 30 degree roof the book automatically returns to a lower 30 degree, the same thing happens when creating a 30 degree peak

plucky vessel
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No, that's not intentional. Thanks for the report👍

austere atlas
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Umm regarding the issue of not being able to load into the world with this mod added, I noticed a whole 8GB increase in RAM usage. While its not a issue for me, it is for my friend that cannot join the server.
Is there any way to optimize the amount of blocks/recepies that are being loaded?

hollow lagoon
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Use the just archways version. It will still increase RAM usage but less than the full mod

austere atlas
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ah, forgot to mention, I was talking about the just archways version

plucky vessel
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I did everything i could to optimise this mod. People keep telling me it's a memory leak, but i can't relate. You could try to empty ModsByServer and cache of vs. I'm sorry to disapoint you, but you probably need more ram to use this mod.

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8Gb sounds way too much btw. What Version are you using? (Mod and Vs)

thin arch
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I have 16gb of ram

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the game uses like 2gb

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I add this mod and it uses like 8-9

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I don’t need more ram to use it as it will be 3gb then slowly increase over time with this mod added

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until it goes to 8-9

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It is not an issue of needing more ram as I use more intensive mods (50+ of these) and I don’t have the same issue of my game murdering itself of not having enough memory

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I then add this mod and it will kill itself eventually

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due to the leakage of memory

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My friend has 32gb of ram and adding this eventually leaks his game making it use 20-23gb of ram (it uses 3 without it.)

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So it is definitely not a issue of not enough ram man

serene perch
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Let's not kid ourselves, it's a great mod and adds a lot of great things, unfortunately it has its requirements

thin arch
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I love the mod and I’ve said that above

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But I’m just saying the memory leak needs to be fixed

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As it eventually uses up all the memory then kills the game

serene perch
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I'll see what my ram usage looks like, I have this mod on a server with about 100 other mods and I've never had a crash or run out of ram

thin arch
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Maybe just you’re good then in the thread there’s more people than just me mentioning memory leaks

plucky vessel
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Just Archways is a content mod. There is no code that i can fix. You could try a clean reinstallation of vintage story. Maybe your problem is also related to another mod.

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To be honest, this discussion tires me out. I have tried to find the problem in the past, until it turned out that the problem was a broken pc. Why don't you send me your mod list and the logs, then I can see if I have the same problem.

thin arch
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It was a fresh install

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It’s not crashing my pc giving me a BSOD

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just the game kills itself and ends

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I noticed it happens more when I leave the area with the arches and come back through a translocator

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But can’t recreate as I’m not using the mod anymore due to the issue

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To recreate it just have arches on a server and go back and out with it just with this mod

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If you have task manager open you’ll see the game will go up from 3gb roughly to like 9

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then to 100% memory and kill itself

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It happens to my friend too

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That’s why we moved to 1.20 and just wiped that world

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Couldn’t be bothered with it anymore xD

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Like we even tested it with and without it just by itself

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To do process of elimination to see what mod it was

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Eventually trying with just this and nothin else

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Still did it

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Once gone was fine

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I’m pretty sure this only happens on servers though as

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When playing single player it will use a lot of ram but not kill itself

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But when it’s numerous players on lan or a server it just dies

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Idk if the server / client thing may be something to do with it

hollow lagoon
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bug report. Archways Arent sealing the room again. Using the Just Archways mod. Noticed it with a small granite archway and arched oak door

hollow lagoon
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it actually looks like the small archways dont have collision at all, unlike the 2 wide and the 3 wide

golden drift
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Would it be possible to separate the cellar doors? If I can do it I don't mind just some instructions on how to achieve that for myself

solar pendant
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I just wanna mention (no ill intent) my sister also has a memory leak issue on her Acer Pred where it leads to a full crash of her graphics drive.

I only have 16GB of RAM on my PC but I have no such issues. I does, however, significantly increase the chance I have a full 2-10 sec lag spike.

plucky vessel
plucky vessel
hollow lagoon
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The fix worked. thank you.

plucky vessel
hollow lagoon
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ive got 32gb ram on my PC. I run a bunch of mods, and my game usually sits around 18.7gb RAM Usage. Again...I run a bunch of mods on top of this one. After a few initial lag spikes from loading in, it tends to be smooth sailing.

thin arch
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But no hate on you man I love this mod still and think it’s cool :)

austere atlas
plucky vessel
indigo rock
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Is there a possiblity to take stand alone roof mode as u dod with just arches?

plucky vessel
plucky vessel
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Roofs from Age of Confession mod. 
The roofs are covered with wooden shingles. They correspond to the copper age. To build a roof, you first have to build the rafter construction. These can then be clad with wooden shingles. For more information please read the guide.
Roofs age over time. The ageing process is purely visual.

analog osprey
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Almost seems like you just about have the entire mod broken up into seperate instalments haha. Age of Confession is the all-in-one.

plucky vessel
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yeah true. If this is what people want 😄

analog osprey
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Makes sense to me. Makes it so people can use the parts that they like without having a bunch of stuff that they won't use

edgy marsh
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@plucky vessel Pardon, but are the bells included in the Age conglomerate mod?

plucky vessel
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@edgy marsh Currently not. Sound of confession has bells (Could also be called Just Bells)

wary furnace
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@plucky vessel Using only 'Just Trapdoors', how to place the angled versions of Basement doors? Don't want to be a bother but I must be missing something 😅

plucky vessel
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you can't place it? should work like the other trapdoors

wary furnace
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I can place it, but it's flat, I was wondering how to get the angled position like on the screenshot. I tried crouching, placing a block behind the block where I'm placing it etc,

plucky vessel
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it's a different block. look into handbook

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they are called the same though

wary furnace
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Ahh, got it! Thanks! When I was trying to check by clicking the 'Ingredient for' section it was not taking me to the reciepe, but searching for it normally I found it, all good!

golden drift
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Anyone using the mod on a singleplayer game willing to share their modlist and PC specs?

I'm getting RAM errors when trying to load all 3 of the "Just" portions of the mod or getting frequent several minute long freezes while using the original mod. I'd like to figure out what may be going wrong.

CPU: AMD Ryzen 5 5600X
GPU: AMD Radeon RX 7600 XT (16GB VRAM)
RAM: 32GB

fair dock
golden drift
fair dock
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Yeah. I have not so much mods, and it takes around 11 Gb already. But I feel fine about)

Had around 450 mods in Rimworld and it was eating up 20 Gb RAM 😆

golden drift
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I'm at over 200 on my SP world lol, I really want the full mod but I keep get memory crash errors Saddies

plucky vessel
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@golden drift what happens when you delete just roofs? Does it still eat your memory?

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Just trapdoors and just archways are Content only mods. They add a lot of variants, but use vanilla code only.

golden drift
plucky vessel
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Can you send me your modlist?

golden drift
# plucky vessel Can you send me your modlist?

This is my small modlist I'm using on my laptop which only has 16GB of RAM for a creative only save using the VS Launcher for separate installations.

Edit: This is game version 1.20.0-rc.9 I've also encountered this issue on rc.8 as well.

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When including Just Archways the save doesn't load, and my screen will sometimes go completely black until the game crashes or I ALT+F4

buoyant timber
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Hey, i eard there was a Secret Feature ?

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is it based on Sound of confession or Age of Confession ?

plucky vessel
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@buoyant timber sound of confession

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@golden drift thanks for the modlist. My theory is, that the mod adds so many blocks, that the vanilla vintage story code overloads the memory. I can't proove it nor do i unterstand how this happens. It's just my guess. Sorry, i don't know how i could fix this

buoyant timber
plucky vessel
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Oh, maybe the hint is also included in age of confession

buoyant timber
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can i put in Spoiler here what I think is a hint ?

plucky vessel
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Put a Spoiler what you found

buoyant timber
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||The Tabernacle says "Holy Objects" - The torah ark curtain also, meaning there's the Ark of convenance somewhere ?"||

plucky vessel
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😅 nope. I placed the hint rather vintage style😉

buoyant timber
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||Prophecy of Dave ?||

plucky vessel
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Haha, nope. It's an actual feature in the bell mod. Do you want a hint?

buoyant timber
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I do, i'm searching through a lot of things, i was going to search on YT Lucas Gans to see if there was something lol

plucky vessel
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||Read the discription of the bells. Ring it when the time has come||

buoyant timber
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||Oh, ok, i'll wait "Something" to happen then||

plucky vessel
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||Something has to be enabeld in world settings tho||

buoyant timber
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||Set to Veryoften in case of||

golden drift
buoyant timber
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there's stil work to do but

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this will look good

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200meters away my friend is making a whole monastery

golden drift
buoyant timber
plucky vessel
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@buoyant timber ||no, but it's something i'm working on right now||

obtuse onyx
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Hello? About the basement door? How to use it without crashing?

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Anyone?

hollow lagoon
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Post your crash log so it can maybe get fixed

plucky vessel
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@obtuse onyx what do you do when it crashes. Send your crash log

obtuse onyx
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Ow ok, i thought it was about auto mode that is why its crashing.

steady osprey
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Hello everyone!
Does the mod has issues with memory leaks for everyone?

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it eats more than 10 gb of RAM alone (I have 32 gb and with my mods installed including AoC it ate up to 30 GB and freezing VS from time to time

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if i remove age of confession it takes only 16gb ram

plucky vessel
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There were several complaints. There are also players who have no problems with crashes, but in any case an increased demand for RAM has been observed.

analog osprey
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Doesn't crash for me, but eats up 16gb of RAM over time

steady osprey
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looks like it takes everything it can. My wife is playing on the same modpack with me and she has total of 16GB, and its not freezing for her

analog osprey
steady osprey
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I didn't have this issue on 1.19 tho

abstract totem
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Any plans on shingles from different woods?

plucky vessel
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initially i wanted to have shingles in all wood variants, but i dropped the idea. It would create too many new blocks. You can craft shingles from all vanilla wood types but they all become the same type now

spare nymph
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I think arches should be merged with vanilla. It's like 80% charm of any build

abstract totem
analog osprey
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So, I did some testing to see if there is actually a "memory leak" as me and some other people have seeming been experiencing, and these are my findings. I tested this on a fresh install of the game, on 1.20.1 using the latest versions of all of these mods. Every time I made a test, I closed the game, and made sure only the mod I was testing was in the mod folder, and made a new world for each test as well. This is how much ram these mods use (for me on my particular machine). The first number, the one not in brackets is the amount of GB my system was using just after spawning and running around for a minute or so to spawn a couple of chunks in until the memory usage stabilised to a number. I ran this test a few times for each of those to make sure the number I got was roughly correct. I then ran a separate test where in Creative Mode, I started flying in one direction at 7x speed until the ram once again stabilised at a consistent number (to roughly simulate a longer playtime), this is the number in the brackets. For reference, I have 32 GB in total in my computer.

No Game - 7.3 GB
Game, No mods - 11.7 (12.4)
Archways - 21.8 (27.0)
Roofs - 15.1 (17.5)
Trapdoors - 11.8
Sound of Confession - 11.9
Age of Confession - 20.2 (24.6)
Archways, Roofs, Trapdoors, Sounds - 28.2 (30.5)

Note: As you can see, I only tested Trapdoors and Sound once, due to them having such negligible impact of memory usage.

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As you can see, Archways alone takes almost 3 times the memory usage as the vanilla game does, even using more than Age of Confession itself. There is no memory leak, but once the memory reaches it's max, the game starts to have large pauses for a couple of seconds before the memory usage drops by 1 or 2 GB, then it will start climbing until it reaches almost max memory again and the game will pause again, and repeat. Using any of these mods in isolation would be fine for anyone that has 32GB or more. Using them in combination with no other mods and then it becomes an issue. Someone with 16GB of memory might be fine using some of the mods, but would definitely struggle depending on which mods they use.

spare nymph
plucky vessel
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@analog osprey Thanks for testing this. So it seems it's not a problem with block count alone🤔 Can you send me your System setup?

analog osprey
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Tested it on a 2k monitor and as I tested it on a fresh install I left all game settings as default. Never even went into settings after installing it

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Figured I'd get a better test that way

plucky vessel
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Thank you very much. It's interesting for me that the content mod seems to be the hungriest among my mods.

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But maybe it's easier to pin point the Problem since it's a much smaller mod

analog osprey
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Hopefully that's the case haha

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Could it maybe be the extremely high amount of detail in your shapes?

plucky vessel
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Lets find out😅 Would you help me test this?

analog osprey
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Just tell me what you need me to do

plucky vessel
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I'm gonna remove the huge arches from just archway mod. Could you test it the same way as you did before? I'll test it too

analog osprey
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I'm assuming you mean you'll removed them, zip the mod, then send it to me to test? I wouldn't know which ones to remove 😅

plucky vessel
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yeah exactly. I'll post it here so anyone interested can have a look.

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  • huge arch 1 (2756 triangles)
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  • medium arch 1 (2704 triangles)
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  • arched ceiling (3272 triangles)
analog osprey
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These are the numbers I got:
16.8 (20.2)

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So 5GB less ram on the low end and 7 less on the high end

analog osprey
# plucky vessel - arched ceiling (3272 triangles)

I think you could probably combine all of the FotSA mods together and not even have the same amount of triangles as a single one of those arches 😅 Maybe I'm exaggerating a little bit though, I don't actually know how many triangles those animals actually are haha. Not a lot though

plucky vessel
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hm, i had a increase of 3GB usage from 13GB to 16GB, so this is something

analog osprey
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That's strange. Is the version you're testing against the same as the one on ModDB?

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Version 1.0.5?

plucky vessel
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yes, i did not made a clean install and loaded the same same world tho

analog osprey
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Huh. That's weird. I'mm trying it again

plucky vessel
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i tested the debug version first, my bad sorry

analog osprey
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I thought you were saying the the debug version had 3 more GB of ram usage than the released version 😅

plucky vessel
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yeah i realised what i wrote to late

analog osprey
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13 to 16 matches my numbers pretty well. What's your idle system ram usage?

plucky vessel
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with no world loaded?

analog osprey
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If I minus my idle computer ram usage of 7.3 then I get:
Degub Version: 9.5 (12.9)
ModDB Version 14.5 (20.0)

plucky vessel
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in main menu vs takes around 250mb, but only after restart. You have to close the game to clear the memory

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my overall ram idle is 6,9GB

analog osprey
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I close the game between each test I do

plucky vessel
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yeah, it's something with the shapes i think

analog osprey
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Does the game just load all of the shapes into RAM or something?

plucky vessel
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strange tho, because the huge arch 1 was added very early in the mod

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i think it's also related to the GPU because ram alone is not always the problem

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i don't want to be too optimistic, but i think i have a solution

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*to reduce the triangle count

analog osprey
plucky vessel
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yeah, i guess the lag spikes comes from the ram waiting for the gpu or something

analog osprey
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Btw, when I was testing I did place a few arches down and wow, they sure are beautiful! Love the look of them! If I had 64GB of RAM I'd just say whatever and use the mod as is. 🤣

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And/or a better GPU

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6GB of VRAM isn't a lot aye

plucky vessel
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thanks. I hope i can improve the performance, so more people can enjoy it. Someone ask me if his stutters were the presence of god. I was tempted to write it's rather the absence of ram, but then i felt stupid for publishing this trash and blaming the users 🤦‍♂️

indigo rock
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Well in terms of permoramnce is tradh but very very good looking trash

analog osprey
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Would there be a way to optimise it without removing detail or would you have to simplify most of your shapes to make it run better?

plucky vessel
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okay, trash is not quite what i meant. As much as i love making this mod, sometimes i hate it because i don't understand how it works. The time it takes to debug is insane.

analog osprey
plucky vessel
analog osprey
plucky vessel
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thanks, it will take me a long time tho. Have to adjust every shape

analog osprey
spare nymph
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That's a hefty amount of triangles for such a simple shape. How come?

plucky vessel
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skill issue i guess 😅 i'm using the vs model creator, so i'm limited to rectangles. To make a curve i'd to make them overlap. If you feel like it you can go ahead and open the shape of the huge arch and take a look

abstract totem
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Was wondering if there are any plans for slate shingles? Even as material for black clay shingle roof

plucky vessel
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Currently no plans for more roof materials. I'd like to add more tower shapes first. I may add more shingle materials in the future. But that has to wait because i have so much stuff to work on right now. Not just archways but age of confession meditate system, gate block, arched ceilings, bug fixing roofs

spare nymph
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I see this discussion draggin for a while, It seems to me that this problem should be presented to Tyron with more evidence and it might help him make engine more stable and protected against leaks

plucky vessel
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I assume the game is not optimised to load such large shape files. Cuddly Khan did some testing and by removing just 3 shapes the ram usage decreased significantly

spare nymph
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Also it's amazing how you able to do it with just primitives and this interface

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But overall I dont think it would look mighty worse if you collaps every three segments into one. Remember Archives. Arches there are composed of 5 segments and they are still make you think about arches

hollow lagoon
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So pardon my ignorance, I’m doing my best to follow along, but the problem isn’t the amount of items the mod is adding, it’s the poly count of some of the items?

spare nymph
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We have to compromise working with technical restrictions or stylized graphics.
Most essential mod for me btw.

hollow lagoon
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Essential for me too.

plucky vessel
spare nymph
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Why not just make them blockier?

plucky vessel
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thats plan B, but i think it might work since the game can load them faster

analog osprey
ashen ocean
serene perch
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hey its only me but u cant craft windowsill's

forest forum
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BUG:2.1.3 window shutters can only be placed on north side only

plucky vessel
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Thank you for the reports! Will fix asap

analog osprey
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How is the development going?

plucky vessel
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I dismantled the huge gothic arch and currently writing the code for it

analog osprey
plucky vessel
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A few minor problems with the orientation

analog osprey
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I'm glad your idea about making them made up of different blocks is working. Have you tested the ram/vram of them like that?

plucky vessel
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yes, currently there's no difference, but i haven't done the other arches yet, so i guess i have to do that first to verify

spare nymph
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It seems that indeed with only arches mod game became nearly unplayable due to memory leak

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My 64gb are fully utilized

serene perch
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suck to be you

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i got over 70 mods on my server including age of confession, im watching yt on 2nd screen and only 11gb usage

brazen pilot
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will sounds of confession return?

spare nymph
analog osprey
brazen pilot
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i mean for 1.20 lol

analog osprey
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Have you checked if there's a 1.20 version?

brazen pilot
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o i just saw it

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idk ill try it later

analog osprey
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I've tried it. Works alright as far as I've managed to tell

spare nymph
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Have you tried contacting Tyron regarding this issue? It can be engine bug fixing which will benefit entire community

analog osprey
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Thanks for all your hard work!

plucky vessel
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Not yet, i have not found the problem. Can't tell him that my mod is having issues, without a proof that it's because of his code (Probably not even the case)

spare nymph
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Also, I see that 2x1 arches in just arches and age of confession are different, same goes to the collider of big 3x1 arch. Maybe colliders of multiblock structures have something to do with memory leak

plucky vessel
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in just archways the variants without glass uses the same shape as the variants with glass but transparent textures. Theoretically, this should be more efficient. Btw. have to tried different graphic settings? (Vsyn off, Frame limit 60, occlusion ect). When I tried to recreate the memory leak, I had some interesting results when playing with these settings

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You can also try CTRL+F10 to see the calls per tick. I suspect that a periodic service is overloading the ram.

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As I have not yet found a memory leak, it makes it difficult for me to collect this data myself

golden drift
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Can I trouble you for a lite version of the mod removing the trapdoors, archways, and roofs so it's just the altars and religious accessories?

analog osprey
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Would you call that mod Just Confessions? 🤔

golden drift
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Lol, maybe, I really just want the braziers

steady osprey
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Sadly i had to remove age of confession from my modlist due to this issue (it freezes my game every 5 minutes, other mods seems OK) currently have like 17/32gb usage with this list:

steady osprey
golden drift
valid coral
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potential spoiler? ||are you able to hook the huge bell up to power? it's got some sort of motor but I can't figure out how to connect it||

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||not even with a toggle? am i missing something?||

forest forum
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BUG: narrow windows don't have a recipe.

mortal cobalt
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I don't think you can rig the bells to gears

abstract totem
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So right now only wood shingles work on the roof or can I use clay shingles too?

serene perch
polar bison
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Any reason as to why this mod + the doorways only mod are making it so that my games don't load? It gets stuck on the loading screen and just doesn't let me in

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i did the whole isolate and put back in one by one thing and this was the problem mod for me

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looking at the comments it seems I am not the only one having this bug.

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if it helps at all, the mod 'just trapdoors' does not have this problem. The doorways/archways mod and the full mod are both causing this issue though when i checked

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removing the mod lets me log into the world

bleak marsh
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ayo could you add Eastern Orthodox Church stuff

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Icons, the cross, etc

charred phoenix
polar bison
charred phoenix
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he's working on it

plucky vessel
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@abstract totem Only wooden shingles for now. Take a look at the one roof mod.

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@golden drift Sry, but that's something you have to do on your own. No time for that. But i agree to what Nikuksis said. There will be a config option eventually

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@bleak marsh More religious items has been postponed

golden drift
last swift
plucky vessel
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thank you!

keen summit
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Is anyone having issues crafting the Brazier part or am I missing something?

pseudo edge
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Yo this looks amazing! Love the traditional Christian rep!

wide scaffold
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Have bells been added to Age of confession, or is it still purely seperate

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?

polar bison
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this mod is super duper broken for me still! My game just wont load at all with it in. I hope it gets fixed soon.

analog osprey
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I believe that Roteroktober is still working on it, but it's not a small undertaking. 😊

analog osprey
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Hey @plucky vessel. Just curious how you're going. 🙂 Hope things have been well

golden drift
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Just to update I'm using AOC and haven't had any lag spikes THUMB

analog osprey
golden drift
analog osprey
polar shore
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I don't know why, but this mod is still incredibly resource intensive.

urban patio
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Is there any way to change the doors so they open in their own block and not to the one is in front to?

keen summit
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Does snow collect on Confessions roofs?

forest forum
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yes works very well ATM. some clipping with gable walls

quaint sonnet
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Is there any way to combine different roof angles with the age of confessions mod?

hollow lagoon
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@plucky vessel bug report. this happens only intermittently but sometimes when loading into a world, the AoC doors all behave very strangely, rotating on awkward axis'. The only fix is to reload the world.

hard bolt
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Any orthodox stuff, dear friend?

keen summit
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@plucky vessel Any chance you plan on updating the “Just” variants of your mods? I’ve tried running the full Confessions mod on my server buts it’s severely resource intensive. I’d like to keep the archways and doors but they’re released for the 1.20 rc’s.

polar shore
ashen ocean
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gg

hollow lagoon
#

Yea I hope roker is okay.

summer thistle
#

I went through this chat and spent too much time on this... so I am sorry if this has been asked before; Where's the T-shape or how do I connect this? There are a topper but it does not match

summer thistle
#

nkoHmmm 👍

jaunty maple
#

I heard this mod has ram issues?

summer thistle
#

Just get more ram , have zero issues with 64gb ram

kind gust
#

I solved this issue by closing my eyes and hallucinating in 60fps

summer thistle
polar shore
jaunty maple
summer thistle
#

It's truly not much, especially if you thrift or dumpster dive

oblique cape
# summer thistle It's truly not much, especially if you thrift or dumpster dive

Went to a tech repair and goodies store once and got curious since they had a large dumpster around half full out back. Asked the manager and asked if it was okay for me to look inside and he said "Yea. We actually just had to throw out a few items so have at it."
Ended up finding 2 pack of 32 GB sticks. Unfortunately there was only one but it worked :)
There was also a unpackaged RTX 4060 but it was... Destroyed to say the least

#

I'll try digging around my drive of the photos of he GPU but it looked like someone had sat on it pain

#

The shit people do to such expensive tech is painful

#

Meant 16gb, 32 total

#

(if it had both)

summer thistle
#

Not sure about other countries but in mine, huge companies, almost all of them, just throw their workers complete PC setups, hundreds, in the recycle every like 5-8 years, finding good free stuff is all about knowing the right people

trail palm
arctic crow
#

"get more ram lolmao" isn't a good answer when this mod is singlehandedly increasing memory consumption by like 3-4Gb

#

There's clearly something very wrong either with the mod, or with the game itself.

hollow lagoon
#

He hasn’t been around in the discord for some time. Hoping he’s doing okay.

pure folio
#

I'm sure he is, the RAM thing isn't a reflection of him, the mod is amazing and it's nothing that can't be looked at

plucky vessel
#

hi, i'm taking a much needed break (for some time now lol). The search for memory optimisation killed my creative urge. But i was thinking about this mod lately...

hollow lagoon
#

Good to see you back.

hushed bone
#

Tiny thing, huge bell sound has a small but annoyingly noticable click at the start, which can be neutralized with really short fade in

#

fi was faded in

#

it may be unnoticeable in discord as its decoding of audio is poor, but you can really hear the difference in game

golden drift
summer thistle
#

The roof T shape missing is the only thing I'm missing, the memory issues seems like a user error thing, neither of my clients have this issue, and some of them run Vintage story on potatoes...

So happy to see you coming back homecoolcat

full falcon
#

YO

#

how the hell i have to craft huge bell

#

if there is 2 of this

#

and it DOES NOT STACK

golden drift
#

Yes

autumn girder
full falcon
autumn girder
#

yeah I do

#

last time I discovered a bug in wildcraft F&N that prevented you from squeezing out flax oil I just threw away the flax and spawned the oil

#

then I reported the bug

#

problem solved

pallid lantern
#

Howdy, I'm very glad (and excited) to see your work returned! I was worried the memory thingy overwhelmed you with sheer amounts of comments. ( Especially since it's, given what I'm fairly confident the likely cause is, is not a direct issue of your work. )

The Bell posted brought a huge smile to my face, especially since this week I just finished a massive chisseled cathedral.

plucky vessel
#

Alright, i started working on the mod again:

mental marten
#

is there a way to have the archways from this mod also apply to rock types from Geology additions? I couldn't find a mod that make it compatible with that

surreal hemlock
#

I mean youd need to make textures and whitelist em to the inner workings of the construction process
I sadly didnt have a chance to try this mod, nor have I looked at the code, but youll defo need textures, idk if it uses a whitelist or some other way to allow blocks to be used for smth, but im sure someone, or you, can figure it out

mental marten
#

Yeah lol half the stuff you mention flies right over my head. Welp time to learn how to make personal mod I guess since I spent 30 hours building a castle without noticing the stone was a modded one.

spare nymph
#

How it goes with your superb mod? Not many news it seems

mental marten
# spare nymph How it goes with your superb mod? Not many news it seems

I'm not sure if this question is towards me or the original modder, if it's for me yeah it's probably gonna take a while since I don't really know how to code, I did manage to have some archways in diorite textures but some spaces where it should be non-solid is solid with textures and blocks only spawn in one direction like east-west.
I went and took a look at JustArchways mod and apparently it also had some similar problems, it might be related with some logic files. I'm not sure what AoC.dll and some other files do but I need to take a look at them, maybe those are related maybe not.

That said this is just me trying to learn some stuff maybe I'll be able to make it but probably not lol.

hollow lagoon
#

as far as i know the author was burned out for a bit but did (allegedly) come back and is working on it again.

spare nymph
spare nymph
hollow lagoon
#

i stepped away from the game for a bit becausae the world I was on started generating some really out of wack chunks cause some setting got changed at some point. idk. i didnt really take many good shots of my last build but i can post what little i have

#

im looking to redo this build on 1.21. I think there was a game and mod update that happened that made my world gen go wacky. so im just gonna wait for the next version to start again.

plucky vessel
#

Wow really nice build spliff, love it

plucky vessel
plucky vessel
#

This was two weeks ago

hollow lagoon
#

Whoa

plucky vessel
mental marten
spare nymph
spare nymph
#

Hello again, is mod safe to use on 1.21?

plucky vessel
#

I will be back on sunday. I had no time to test it yet

strange mason
#

👻

plucky vessel
#

Alright @mental marten, i said i can show you, but the most work will be on your side. First of all, you need to think about how you want to build your mod. Either you create a completely new mod that also works without age of confession (Adding Content), or you create a patch mod that is loaded in addition to age of confession (Modifying Game Content). I suggest you read the modding tutorial for content mods (https://wiki.vintagestory.at/Modding:Content_Mods) first, then we'll see.

Vintage Story Wiki

Content Mods are mods that add or change existing JSON assets within the game, using the type "content".

#

And if you already have a program with which you can easily write json, that would also be an advantage.

mental marten
#

Yeah I use Visual studio code for most stuff I also have github copilot setup to check for typos and such. Replicating json files I can do that but I'm not sure if I need .dll like yours or .pdb and such

plucky vessel
#

The archways only use vanilla code. The 'Just Archways' mod is actually a content mod. You will most likely only need to write a few JSONs to achieve your desired outcome. You can refer to the textures of 'Geology Additions' for the textures, so that's not a problem either.

fathom river
#

So seeing this mod and some of the complaints on the mod page, is there any way this may be adjusted in the future to fix the problem of mass RAM usage? Love the mod and we would love to have it on the server but for people without super good computers this has and will cause a lot of issues.

plucky vessel
#

Yes and no. The next release will have a config file to disable certain assets. This can improve performance dependent on the settings. But i can't change how vintage story uses ram and cache. This is way out of my scope.

spare nymph
#

I'm still curios how this modest meshes can affect RAM usage this much

golden drift
spare nymph
#

Also, how did optimization of the meshes went? Any improvements?

snow depot
#

Quick question, I can't seem to form the bells in any of the clay molds?

#

Do I have to find the literature in the world to make it first or do am I just missing something

pseudo venture
#

@plucky vessel how can i craft cladded roofs?

#

the ones with blocks intergrated into the rafters?

#

@teal echo

#

the handbook does not have a crafting reciepe

glass bridge
pseudo venture
#

@pallid lantern can you help me?

pallid lantern
#

Lol idk, this isn't my mod. You'll have to open the mod files for cladded roof

pseudo venture
#

i dont see a config file

#

I having a hard time finding the clad roof json

#

there is no crafting reciepe

pallid lantern
#

oh yea, then the recipe isn't implemented yet likely

pseudo venture
#

:(

pallid lantern
#

If there isn't one, and it isn't in the creative handbook, you could always add a simple recipe yourself in like 10ish min.

pseudo venture
#

it is in the creative menu

#

Ill have to ask the server admin to give me temp creative mode to get them

pseudo venture
#

I am stupid

#

I figured it out

plucky vessel
#

@spare nymph The problem seems to be less the meshes than the number of blocks. Dividing the archways into individual blocks would only lead to even more block IDs being required. My tests have confirmed that this would only cause more problems. My goal must therefore be to create fewer blocks. I'm not working on this at the moment, but sooner or later I'll have to find a solution. In the short term, the config file should provide a workaround

spare nymph
plucky vessel
#

I'm not sure if it's linear, but I've noticed that it gets worse with more blockid.

spare nymph
#

That's iteresting, considering devs are increasing the amount of blocks more and more, and I can't say I've noticed any major difference between confession and just arches

plucky vessel
#

This mod probably adds more blockids than there are in the base game. That's a fundamental problem. I've learned a lot over time. I think I'll eventually start working on version 3.0, which will require as few blockids as possible.

spare nymph
#

I wonder how it's done in original game. Does Oak Door and Pine Door have different IDs?

plucky vessel
#

@glass bridge I read what The Insanity God wrote. That only reinforces my thesis that the number of blocks is the problem. By the way, thank you for helping me.

glass bridge
languid coyote
#

The autist in me feels it's important to point out that this is not related to the amount of block id's though.

#

(luckily since those are not unnasigned even if you uninstall the mod)

plucky vessel
plucky vessel
plucky vessel
#

also make sure you aim at the top part, where the hole is

languid coyote
plucky vessel
#

Thank you very much for your help. Unfortunately, I don't quite understand how this works. My idea was to reduce the number of variants by taking the textures from the neighboring blocks. In addition, a system similar to support beams would make more sense than prescribing every conceivable shape.

snow depot
plucky vessel
#

you are right, that's actually a bug. thank you

snow depot
#

Glad I could help, I thought I was doing something wrong KEKL1

languid coyote
# plucky vessel Thank you very much for your help. Unfortunately, I don't quite understand how t...

Taking textures from neighboring blocks sounds like a recipe for disaster (at least for the people who use multiple types of materials in a single building)

A system similar to support beams with in world construction would indeed be preferred.
Though under the hood the actual rendering part of beams is essentially what I was suggesting except through the closest equivalent methods on a BlockEntityBehavior 😅

to be precise it uses the OnTesselation method with data stored in the TreeAttributes (which, correct me if I'm wrong, is stored in the chunk) to create the shape with the correct texture

analog osprey
#

I think OneRood has some sort of similar system where it takes the texture from neighbouring blocks

languid coyote
surreal hemlock
#

One roof has smth called "dynamic roof", for every roof type, where the support structure of the roof takes on the texture of the block below it

spare nymph
iron anchor
#

Was the Roman tile roofs removed? I was looking to craft them after having done it before last year. But now I can't seem to find the recipe.

pallid lantern
plucky vessel
#

Yes, these have been removed. Should i bring them back in the next release? They need a new texture still

spare nymph
#

I thought tile roof is a joke because you added a screenshot with obvious tiling

plucky vessel
#

You need to make a mold (Like toolmolds are made) and cast a huge bell. After that it's really just a grid recipe. But you are sure you are talking about the bell from this mod right?

modern harness
#

does just trapdoors work on 1.20.12 and waht about 1.21? if not will it be updated?

golden drift
pulsar hatch
#

Someone can write in the PM what a secret feature? I can't figure out if it works or not

UPD. No more

kindred ravine
#

@plucky vessel I could help to make very optimized version of the mod without sacrificing any blocks and items, while keeping all variants and maybe even adding more of them

#

I use it in Tabletop Games which has way more blocks and items than Age of Confession, but uses only 50 MB of ram

#

Also I plan to release three heraldry-related mods soon, there are banners and capes that have quadrillions of possible variants (there is no way that vanilla VariantGroups would technically handle this madness), and they all are handled just by the library

plucky vessel
#

@kindred ravine, that would be greatly appreciated. How do you envision that? I'll give you access to the GitHub repository as soon as possible.

kindred ravine
#

Users would also need to sacrifice their old worlds if they want to have the version of mod with significantly reduced ram usage

#

It is also a good opportunity to test what features my library is missing

plucky vessel
#

Yeah, this mod needs a Major rewrite anyway. Savegame compatibility is not something I'm thinking about much at the moment.

#

I'm at work, but will be back tomorrow and look into your library

kindred ravine
plucky vessel
#

Yes, actually many multiblocks. Some are modified multiblock class like the tower roofs.

kindred ravine
plucky vessel
#

i wish i could. I'm using a workaround for the tower roofs, because the vanilla multiblock does not support complex colliders

#

whenever i use the vanilla multiblock behavior the selection is the same as the collision

#

maybe you could also improve the multiblock behavior? Would be great to define each collider separately

kindred ravine
#

Workbench has 4 multiblock parts

#

Each part has its own collision and selection

#

The hardest part is finding offset vector of the multiblock part

plucky vessel
#

awesome. Is there a limit in size?

kindred ravine
#

Same limit as vanilla multiblock

plucky vessel
#

okay

plucky vessel
#

Alright, small Update to Age of Confession and its derivatives:

#
  • I'm currently working on a complete overhaul of all my mods. After a few tests, I have the impression that RAM usage is no problem of this mod anymore. Thanks to Danas Attribute Rendering Library
#
  • I'll release a test mod in the near future to stress test the library and test my json framework. I need your help here. I would ask users who have had problems with my mod in the past to test this test mod as soon it is released
#
  • After a successful test phase, I will merge all mods (with the exception of Sound of Confession) back into Age of Confession. With the help of configlib, it will be possible to activate or deactivate specific content. Example: Just Trapdoors will be possible.
analog osprey
#

I look forward to helping you stress test the mod! 😊 We're so back! Looking forward to making some beautiful buildings

hollow lagoon
#

fantastic news.

plucky vessel
#

If you could take a moment to test this mod, I would be very grateful. I am currently mainly interested in RAM usage:

#

Hi,
 
i'm working on a complete overhaul of Age of Confession. I created this test to thoroughly test the attributes of Dana's rendering library. Feel free to participate in the test. We are particularly interested in users who have experienced memory leaks or high RAM usage in the past. Make surte to use the lastest version of Danas Attribute ...

hollow lagoon
#

real quickj, if we are gonna test this, should we uninstall AoC?

#

or any part of "Just" series as well?

analog osprey
hollow lagoon
#

im in game at the moment in creative taking a look around. Is the functionality to 'disable' blocks such as the roofs and stuff in yet?

plucky vessel
hollow lagoon
#

ill play along normally and take a look at my RAM usage with this tester present and see if it trends upwards, will report back

#

right off the top, doesnt seem like the new arch blocks and their frames have recipes, but Im aware thats not what we're testing here.

hollow lagoon
#

pretty sure i have it. is there a CMD to pull up the GUI?

#

oh i might be a little dumb. is it still called "confession" under the config GUI?

#

oh. cool it is. yea that worked.

plucky vessel
hollow lagoon
#

honestly so far i havnt seen my RAM usage go up unless im generating more chunks as i explore my new world. RAM usage around where im building stays pretty constant.

limber zodiac
#

Something odd I noticed. While the new mod is installed none of my inventory shortcuts worked (shift-click/ctrl-click to move fast). Remove the mod and they're back working. I have Xandu's Inv Tweaks installed and there was no log info about it.

plucky vessel
#

thanks for testing guys! I'll add some placeholder recipes

#

Tracyn, i noticed something strange with the inventory as well. it takes some time (about 1 minute ) until you can use the search function in creative mode. Maybe this is related. Have you tried the shortcuts after some time elapsed in game again?

limber zodiac
#

I had been in game for a while before I really noticed it to the point that I knew it wasn't working right. Maybe an hour or so at that point?

plucky vessel
#

@limber zodiac Okay, now i think this is something different. In Version 1.0.0 are many broken Name strings, wich could mess with the inventory Mod. Can i ping you, once i released the next version to test this again?

plucky vessel
#

Yes, the fault is on my end however

kindred ravine
plucky vessel
#

The mod also sorts items based on name strings. If these strings contain an error, the mod cannot sort the inventory.

kindred ravine
#

@limber zodiac Are you the author of mentioned inventory mod?

plucky vessel
#

The Code is on github if you are curious

kindred ravine
#

What mod exactly?

plucky vessel
kindred ravine
#

I would just ignore this issue

#

This also means it can't sort huge amount of vanilla items and blocks

plucky vessel
#

Hm, let's wait and see. I'll upload the current version from GitHub to moddb when I get a chance.

limber zodiac
#

Interesting to think missing strings would mess with mouse controls but I suppose I have seen stranger things

analog osprey
#

I have done some testing. I tested with low, medium, and high view distances to load more chunks in at different rates. These are my results:

Vanilla RAM usage capped out at:
5.2 (low)
10 (medium)
19.3 (high)

Old mod RAM usage capped out at:
11
16
21

New mod RAM usage capped out at:
7.6
12
19.5

#

And I would also like to point out that the new mod has 13000 more blocks MORE than the old version.

#

It might be a good idea to group some of the handbook items when you make them craftable, if possible. Having so many items bloats the handbook so much.

#

That amount of variants you've made available is crazy ridiculous hahaha. It's working quite smoothly too! Looking forward to giving this a try sometime!

plucky vessel
#

thank you for helping me with this. Vividly Khan, this looks promising. Next version will have even more blocks... i wonder where we hit the wall

kindred ravine
analog osprey
limber zodiac
#

I reloaded the new version up again and have no issues with keybinds. I'm not sure what was going on that first time. The handbook does take noticeably longer to generate upon loading into a world and I suspect it has something to do with the sheer number of blocks added.

hollow lagoon
bold violet
#

Oh! I suppose this is why there no sign about a Sound of Confession update to solve the placement bug.
This look promising, will it include sound of confession as well ?

#

Or maybe it will simply be worked after. I all case, that look awesome, i'll finally have my church of dave !

plucky vessel
#

I'm not alone working on this mod. 1/2Port is working on sound of confession currently. No updates yet, but we wanted to ship the next update with some kind of remote for the bells. so this is why it's taking longer than just a fix

bold violet
#

No problem, take your time!
I haven't been to church for at least a decade as of now. It ain't a couple week more that will cause a problem.

crystal iron
plucky vessel
crystal iron
#

Ah ok, gates are my favourite part of this mod, so keep up a good work!

nocturne karma
plucky vessel
#

Yes

hollow lagoon
plucky vessel
#

Cobblestone, rock, brick, plaster, and raw daub can be used to complete the archway. For now...

hollow lagoon
#

Amazing

crystal iron
#

Beautiful

#

Do you have kofi or sth?

karmic kiln
#

is catholic guilt going to be added in soon? it would really complete the whole experience

hollow lagoon
#

wildly unnecessary comment.

karmic kiln
#

just wanted to follow the thread and thought a small funny comment would be better than doing it silently

hollow lagoon
#

fair, i guess.

karmic kiln
#

anyways hope your day or night is well and good

analog osprey
# plucky vessel

Bloody beautiful! I love in-world crafting like this! Can't wait! 😮

plucky vessel
#

New version of the draft released

#
  • Crafting recipes
#
  • Small archway construction gameplay
#
  • Three new window types (Replacement for the embrasures of AoC)
#
  • Work on block names and description (still WIP)
#

Hi,
 
i'm working on a complete overhaul of Age of Confession. I created this mod to thoroughly test the attributes of Dana's rendering library. Feel free to participate in the test. We are particularly interested in users who have experienced memory leaks or high RAM usage in the past. Make sure to use the lastest version of Danas Attribute Re...

maiden gust
#

The arches are great, I'd love to see bigger ones

hollow lagoon
#

theyre in the older version, im sure they'll return

plucky vessel
#

oh yes

kindred ravine
plucky vessel
#

yes, but haven't tested the new things yet

bold violet
#

I got a Sound of Confession bug. Not only is mechanical power and transmission a bit more wonky, but when i have Sound of Confession installed, i can't put Angled gear on transmission anymore. Just on Axle.

plucky vessel
#

Thank you for the report! Highly appreciated. Will look into it tomorrow😌

hollow lagoon
#

I also ran into this problem, same thing. Mechanical power completely stops for me when i engage a clutch on any of my devices and the angled gear bug also exists.

hollow lagoon
#

and removing the latest sound of confession did fix the issue.

plucky vessel
#

Fixed. I had some leftover code that was causing this. This happens when you work on too many projects at once😅 Although 12Port is working on sound of confession mainly.

analog osprey
#

Will the new version of Age of Confession have rooves as well? If so will you separate them out into separate mods like you did with the old versions?

plucky vessel
#

The roofs will be optional with config lib installed. you can turn them off entirely with one click.

#

maybe i turn them off by default🤔

#

so you could enable them with config lib

analog osprey
#

Ah cool! That would be nifty. The reason I ask is because One Roof new version is looking so cool! It works very similar to how you have the arch construction in the new version now

lunar kite
#

Yo how do the bells work because it just keeps saying not enough space when i try to place it

plucky vessel
#

The larger bells needs some clearance below them and cannot be placed top down. Make sure no support beams are in the way. The largest bell is actually a 2x2x2 multiblock.

karmic kiln
#

would like to give some appreciation for adding in religious texts besides the Bible

#

the Torah scroll being in-game is really cool, you usually don't get those

violet elbow
#

Does this mod work for 1.21.5?

plucky vessel
#

More relgious content has been postponed for now

#

I assume Age of Confession is working with the latest release, but honestly i would wait for the new Version. You can participate in the development by downloading the draft mod Medieval Architecture

plucky vessel
violet elbow
#

I’ll hold off til a stable version comes out, I don’t wanna brick my saves crybaby crybaby

spare nymph
turbid nest
#

can anyone atleast give me a hint about the secret i feel stupid lmfao i dont want a full spoiler but like i keep seeing people talk about it and i cant figure it out XD

plucky vessel
#

Read the bell description text and think about it. If you want a different hint, i'll send you a pm

brave pine
#

Considering getting this mod, can anyone tell me if it can be automatically set up for a specific time of day, like noon?

plucky vessel
#

No, only manual ringing for now

random girder
#

how do you set up ringing the bells with ropes or clockwork or whatever

random girder
plucky vessel
#

It's not that easy. You have to learn c#, create a code mod and write a behavior class first

#

Joke aside, i'm working (12Port rather) on a way to activate the bell from below with a rope. It has Not been released yet.
Do you think it would be nice to power the bells with axles?

tall dagger
random girder
#

well im talking about attaching a rope to ring it from the bottom of a tower

iron anchor
#

did/does this mod have a recipe to craft the vanilla altar? If not could you add it when it updates? Thanks!

plucky vessel
#

New version released: The medium archways are back

#

Hi,
 
i'm working on a complete overhaul of Age of Confession. I created this mod to thoroughly test the attributes of Dana's rendering library. Feel free to participate in the test. We are particularly interested in users who have experienced memory leaks or high RAM usage in the past. Make sure to use the lastest version of Danas Attribute Re...

#
  • Medium archway added
#
  • tiny archway construction gameplay
#
  • Added grime to windows
#
  • fixed collision of all blocks
#
  • cleaned up the creative tab
#
  • roofs are disabled by default
hollow lagoon
#

Having an issue running the latest , its looking for VS 1.21.6, where the only 1.21.6 version i can find is 1.21.6 rc-1

karmic kiln
#

yippie !! medium archways!!

#

curious to ask - has anyone made a synagogue using this mod?

#

thought it'd be easy to reference from

random girder
#

yaaaaaaaaaaaaaay!

plucky vessel
plucky vessel
#

Well, 1.21.6 was just released

obtuse onyx
#

was it stabled already?

hollow lagoon
hollow lagoon
#

so i have a question. testing the arch construction. It says to "add a block of my choice." what block is that? im gonna keep trying things till i maybe figure it out ,but this is very vague.

#

figured it out. for me it was the granite cobblestone block.

plucky vessel
#

you can use any rocktyped rock, cobblestone, brick, plaster and raw daub

#

I'm having trouble finding good instructions. In future, however, it should at least display a block in the interaction.

hollow lagoon
#

yea. the little noise it made when i tried the cobblestone block helped. it just took a few clicks.

plucky vessel
#

Actually, there is currently still a bug when finishing the archway. You have to target the original block, otherwise nothing happens apart from the sound.

hollow lagoon
#

yep i ran into that. i tried clicking the other block like 6 times with no progress (sound still played), and then clicking the original block finished the arch

#

Arches do look wonderful tho. pardon that one on the left.

plucky vessel
#

you can add planks to it aswell to create a door lintel btw. don't know if i already mentioned it in the guide

#

you cannot revert it however, so be careful

#

The same applies to windows

hollow lagoon
#

noted. i didnt really look for those instructions but i also dont remember seeing them.

hollow lagoon
#

appreciation post. The new models look fantastic, thank you for your work. Looking forward to the full mod release.

plucky vessel
#

thanks! glad you like it. Currently working on the trapdoors. 3 wide archways next

marble anvil
#

Hey so I wanted to ask if you know of a bug where during animation for the bell the textures disappear and only show the wireframe of it

analog osprey
marble anvil
#

Hey is this the post for Medieval Architecture as well? If so when will it stop being a draft. We want to add it to our server but it doesn't download for the players from the modDB automatically

plucky vessel
#

Hi, there are too many bugs currently. So not anytime soon, sorry

nocturne karma
#

any chance there will be Portcullis and Drawbridges in the future mod?

hollow lagoon
#

Good Morning, Just checking in to ask about any progress updates and ask how you are doing @plucky vessel

plucky vessel
#

I'm good, thanks for asking. I haven't done much the last months. In the meantime, @jaunty maple has taken care of a few things and returned the brazier to the mod (even though I haven't uploaded it yet). My next goal is still the trapdoors. For this, I need a new block behavior because I now also want to have double trapdoors.

plucky vessel
#

Trapdoors can now also be attached to walls

#

and i managed to fix two major bugs with the archway construction

glacial pewter
#

hello everyone, sorry if it’s too much to ask but could someone make a showcase of everything in the mod atm

hollow lagoon
#

sweet. looks great.

analog osprey
#

So damned excited to use this on my 1.21 server along with VS Roofing Mod!!

hollow lagoon
#

It works perfectly fine on 1.21, Ive used it extensively on my world for dosens of hours and experienced no issues. Load it up.

analog osprey
plucky vessel
#

Time to make cozy dirtholes again...

plucky vessel
#

New version released: Trapdoors are back. Also made a double trapdoor as requested

plucky vessel
#

Yeah, compiled for .net 10 but no worries, i'll add a release for both net versions

#

just had no time left, so either later or tomorrow

analog osprey
#

All good! Thank you so much! So excited to use this on my server. 😍 I appreciate all the hard work you've put into this!

plucky vessel
#

@nocturne karma I should really be doing something else... but oh well

analog osprey
#

I know it's probably not an issue at all, but I'm getting these when I start up my server:

14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x1.json' not found, skipping it
.
14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x1_window.json' not found, skip
ping it.
14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x1_wood.json' not found, skippi
ng it.
14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x2.json' not found, skipping it
.
14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x2_window.json' not found, skip
ping it.
14.3.2026 19:33:13 [Server Debug] [Config lib] Asset 'confession:blocktypes/stone/window/archway2x2_wood.json' not found, skippi
ng it.

analog osprey
#

I was looking through the config file for the mod and noticed the RockCodeByType and WoodCodeByType. If I add modded woods and rocks under them, would that make those modded materials usable for the construction of arches and such?

warped meadow
#

This has been renamed correct as a mod?

bright ridge
#

Thanks for keeping this mod updated and alive! Suggestion: could we get a large sloped trapdoor variant without the back wall, like the smaller trapdoors? It would make it much easier to place stairs going down into cellars/basements without the wall blocking the stair placement.

plucky vessel
#

Thanks @analog osprey for the report! The config file currently only allows disabling certain vanilla variants, but in future it should have variant types from other mods aswell

analog osprey
plucky vessel
#

@warped meadow This post is about all my mods, with medieval architecture beeing the lastest. It's basicly the archways, windows and trapdoors from the other mods but with new code and better performance

ripe knoll
ripe knoll
analog osprey
ripe knoll
analog osprey
#

Which has a 1.21 and a 1.22 version

ripe knoll
analog osprey
plucky vessel
#

Medieval Architecture is the groundwork for Age of Confession 3.0 (which i haven't started yet), since I'm not updating any of my old mods rather rebuild them from ground up.

warped meadow
#

Roof pieces too just great building mod so clean and vanilla friendly.

dusk shore
#

why is it not working?🥲

heady orchid
#

I once had that happen to me with some vanilla assets right after installing a mod

#

after restarting everything it worked

dusk shore
#

maybe it conflicts with some mod?

heady orchid
#

probably

plucky vessel
dusk shore
plucky vessel
#

Try Granite cobblestone, Granite ashlar Blocks or Granite Rock. Only Vanilla Block/Rock Types are supported currently

plucky vessel
#

Almost complete 🎉 Just need some cool sounds and we have a drawbridge

mellow silo
plucky vessel
#

The drawbridge has a footprint of 2x3 and is not modular. However, it’s no problem at all to add even larger drawbridges. The basic structure is in place, and most of the work was actually the code, which already supports larger systems.

plucky vessel
#

Age Of Confession / Medieval Architecture

burnt tree
#

I’m really happy to see this mod getting a rework. Is the performance improvement noticeable so far?

plucky vessel
#

If you agree with my assumption that no response means everything is fine, then yes.

burnt tree
#

I’ll try it out and give a response

#

Usually people only complain when things are bad so you’re probably right

burnt tree
#

Can't speak to what it would look like in a big modpack because I only have like 5 mods installed right now. But its definitely a huge improvement

#

Also everything looks very nice

plucky vessel
#

Thank you very much! I've heard reports that people couldn't join a server if AoC was installed. I tested the new mod myself on an potato at home and I'm confident it works as well.

warped meadow
#

I have been using it with no issues on performance that I can notice. I do have a beast of a pc though 😂

plucky vessel
#

Good, because your PC is going to have to handle some heavy lifting soon™...

hollow lagoon
#

love it

heady owl
#

can i add this mod on a ongoing game?

#

im afraid it will break the save

mellow silo
sick blade
#

How do you add planks to archways like this?

analog osprey
#

Well, not exactly, but I assume it works the same for doorway arches like that as it does for window arches like in the video

sick blade
spiral drift
#

client crash (scroll to bottom) after placing window pane (oak) in medium granite arch

ripe crest
#

I get a client thread crashed error every time I do similar, anytime anyone goes near it they seem to get the same thing, if there's a medium arch with a window installed

#

looking at the log I get in the crash I think its something to do with the ambience sounds for medium archway windows?

#

fairly long log, but the error is at the bottom, and the crash persists for anyone going near the arch window until its broken

plucky vessel
#

Thanks for the reports with logs💯. Will look into it today

plucky vessel
#

@ripe crest, @spiral drift i released a hotfix. Let me know if the problem persists

plucky vessel
sick blade
heady owl
#

so i can add on oingoig save?

plucky vessel
#

@heady owl Yes, you can. BUT there might be issues. This mod isn't really any different from other mods when it comes to how it's implemented. This mod does not alter world generation or vanilla game mechanics. If you want to use mods, you do so at your own risk. Especially if you're using multiple mods at the same time, no one can promise you there won't be any issues. More about this topic: https://www.reddit.com/r/VintageStory/comments/1bnsn1z/mods_that_are_safe_to_remove/ https://www.vintagestory.at/forums/topic/11125-adding-mods-to-existing-save/ Generally speaking, Vintage Story is pretty stable, even if you uninstall mods later on

Bit of a weird request, but I've not delved too much into modding my game because I want my worlds to be safe to load into vanilla versions of the…

spiral drift
spiral drift
#

WORKS!

plucky vessel
#

Time for some discussion. I've started reworking the concept for Age of Confession. A completely new mod will be created. Let me know what you think: https://www.vintagestory.at/forums/topic/20552-need-feedback-for-age-of-confession-30-religion-in-vintage-story/
Medieval Architecture will remain a standalone mod and is unaffected by this.

burnt tree
#

I actually think that seems like a neat and pretty neutral way of handling things

shrewd tundra
#

that sounds like so much fun, especially for RP servers

spare nymph
#

Checked the new arches, those are great and building process is quite interesting. I do request arches with a broader deco stones be added

trail palm
#

I am so unbelievably glad the mod is being reworked in Med Architecutre for performance

#

I was asked to enquire if when the mod is polished up can we get a doorways/hatches/drawbridge only version without the other stuff?

#

I think theyre worried about performance even with the mod being redone

#

and naturally whilst I adore the arches etc I know some people prefer just chiselling

hollow lagoon
plucky vessel
#

@trail palm However you need config lib installed (https://mods.vintagestory.at/configlib)

You can support me on Patreon:

Requires ImGui
There is an addon you might want to check: Auto Config lib
For other modders (or if you want to help): I need help with wrighting documentation for this library, I'm bad at it and dont have energy to do this stuff. Also I will be happy to have some help with testing new features.
 
This is a libra...

#

Currently you can enbale/disable the following categories: Archways, Roof (off by default), Windows, Windowsills, Trapdoors, Brazier, Gate ( portcullis, drawbridges)

plucky vessel
#

‘Survive this night. Stay watchful, do not give up yet. Do this for me and my strength will be yours.’

#

Age of Confession 3.0 soon😇

glacial pewter
#

oh is that praying?

plucky vessel
#

Id like to call it "devoting" 😅

glacial pewter
#

i see

glacial pewter
trail palm
plucky vessel
#

yes. Here is a rather ugly diagram, but i hope it gives you a general idea

plucky vessel
glacial pewter
plucky vessel
#

Age of Confession 3.0.0 released. It's just a proof-of-concept version for now. But it should be pretty playable. Give it a try and let me know what you think.

bright ridge
#

I’m playing on version 1.22 and I’m running into a visual texture issue when building an archway using boards and matching doors. Whenever I finish the structure, the textures don’t blend or render correctly and the finished section appears noticeably brighter than the surrounding blocks, almost like the contrast or lighting is being pushed too high on just those pieces. I’m specifically using oak boards and oak doors, and everything else in the build looks normal. It only happens on the archway detailing. I've attempted to replicate with different board types, still experiencing the same issue, medium size arch worked fine. Created a request on mod's GitHub.

#

||@plucky vessel||

plucky vessel
#

thank you very much for the report! I could not reproduce this bug. But by the screenshots you provided, i assume the game can't find the overlay texture (Located at "vintagestory/assets/survival/block/wood/door/overlay-solid.png)~~ Do you have any other mods installed? Can you send me your logs aswell?~~

#

Nevermind, i found it🎉 I just realised it was a wattle & daub archway. The screenshot was very helpful 🍻

plucky vessel
#

that has come a long way...

scenic nexus
#

any way to change the wood type of the windows?

polar raven
#

Hi there! Just a quick check - do the braziers in MA work with Real Smoke?

plucky vessel
#

@scenic nexus currently not. Do you think that would be an important feature?

#

@polar raven No, but I can check sometime to see how difficult that would be.

polar raven
#

I'll be sure to follow along to see if you do get around to it! Our resident builder on the server wants this mod a lot but I'm a bit of a stickler about mismatched visuals. Appreciate the work regardless!

plucky vessel
#

Feel free to remind me again if you don't hear from me this week. I'm really busy right now:

scenic nexus
scenic nexus
jaunty nymph
burnt tree
grave dagger
#

Something something, 90k projectile over 300 meters

random girder
#

oh my god, trebuchets.
finally, working emplacements in a post-rusty shell world

plucky vessel
#

If only I could think of a good use for singleplayer. I think the target audience will be very small 😅 Well, I blame Centerion

plucky vessel
polar raven
#

Good to hear!

whole socket
#

Hey sorry for asking this but is this thread for the original MA or the expansion patch?

#

Oops sorry it seems like theyre completely different mods

plucky vessel
#

working on the animation. The drawback animation is still missing

charred epoch
#

Okay but could you load a Seraph into the trebuchet

plucky vessel
#

Vintage Story is a survival game, not an arcade game, so you'd probably need a saddle🤔

charred epoch
#

Okay, that seems reasonable

peak bane
polar raven
random girder
#

bro if only ANY of the nation mods still were alive, like literally every single "lead npc nation" mod is discontinued

#

this would be so useful

spare nymph
errant imp
#

Howdy! Just installed Medieval Architecture and tested it out to make sure its working (it is).

Was wondering: How do windowsills fit into a build? I don't quite understand the point of them because they are sloped on both sides (thus would be sloped on the side facing towards a wall). Are their any pictures of their intended use?

stone heath
#

Is there a way to rotate the slanted trapdoor?

plucky vessel
#

Take a look at the first screenshot on the modDB

plucky vessel
errant imp
pastel oracle
#

Mmmh.. It might be a big ask. But could we possibly get a config option to toggle between the window inserts and vanilla? When you add glass to an arch, it makes it line up with the mods own windows rather then vanilla ones? A bit sad that I cant combine this mods pretty arches and the normal glass planes, since that what works best with another mod, Window Storage. Would be nice if I could use the both for windows.

#

an example of what I mean, since they dont line up with the normal windows, which are the same ones window storage lines up.

pastel oracle
#

Thinking on it some more, the easiest way would probably just have it be something like you use the mods own windows on the arch to install glass that fits it. And using planes makes it line up with the vanilla

languid garnet
#

Does someone know a reason why the mod isnt loaded onto my server? I'm hosting via Host Havoc and have it in the servers modfolder, but it isn't loaded when joining on the server, and doesnt have a Cache aswell, any help is appreciated!

pastel oracle
#

I live in Ukraine and there is a war going on right now.
If you are enjoying my mods, you can support me on Patreon. Any help is appreciated!

Patreon Discord NuGet Documentation
Frequently Asked Questions

Q: What does it do?
A: The library implements highly optimized attribute-based variant system for rendering things. It is ver...

languid garnet
#

ahh that was missing, thank you a lot!

grizzled hornet
#

What kind of block counts as community center? I tried 3 points already, but it always gives me a massage that this one won't work

plucky vessel
#

search the handbook for "Sanctuary Center"

grizzled hornet
plucky vessel
#

@pastel oracle Hm, i have to think about that. I don't like the vanilla window panes because they're too thin, yet they take up an entire block since they're arranged in the middle.

pastel oracle
tough skiff
#

is there planned support for ceramic brick arches?

#

assuming that there isn't support already and i'm not being dumb about it

tough skiff
#

Also weird bug with archways, when I complete an archway I get an invisible duplicate of it in my inventory

#

Either of the archway itself or the frame block

pastel oracle
#

Also is that doupe thing consistent? I've never seen it do that and I've been using it alot

tough skiff
#

Oh I've been getting it semi consistent

#

usually when I put the mortar on

#

Also yeah it doesn't work with bricks unforch

pastel oracle
#

Huh, I wonder if it only does that for a certain stone type? Do you remember if it's doing it for the same stone type? I've only been using granite and have never seen that

tough skiff
#

The ghost blocks? got them with granite, not sure what the trigger was

#

I may have been holding shift ctrl instead of just ctrl tho

plucky vessel
jaunty dagger
#

Well that's.... disappointing

pastel oracle
#

What stone is that?

#

Basalt?

jaunty dagger
#

Yeah

plucky vessel
jaunty dagger
#

Should be the latest

#

It's on a server and everything was just recently updated

jaunty dagger
#

3.1.5

plucky vessel
#

i could not reproduce this bug. Could you please send me your modlist? (Open your client-main.log and copy the line beginning with [Notification] Mods, sorted by dependency: XYZ)

jaunty dagger
#

I did this by putting ashlar basalt bricks in first, it glitched out right away in the first stage

#

Hold on I think that was 1.21 lmao

#

(I have 2 installs)

#

22.6.2026 11:52:45 [Notification] Mods, sorted by dependency: walkingstick, chiseltools, claycasting, containersbundle, curefirewood, darcesdriftersredone, diversediets, hqzlights, fadynasties, fagothic, fagreenwich, fahussar, falandsknecht, fatemplar, favarangian, faviking, caninae, capreolinae, pantherinae, sirenia, geoaddons, hydrateordiedrate, jsonpatcheslib, millwright, newfiescommunitymotd, overhaullib, prospecttogether, racialequalityexpanded, racialequality, shelfobsessed, spinningwheel, stickstepsounds, stonequarryrepckfipil, temporalsymphony, terratag, trashbinned, game, vsimgui, arthursjournal, abyssaldepths, aculinaryartillery, algernonsterrainsampler, animalcages, attributerenderinglibrary, autolootreforged, autopanning, barkcanoe, betterruins, blacksmithname, bloodtrail, butchering, canmailbox, carryonlib, cartwrightscaravan, claimsradar, classchangebook, coinage, colorfulclothing, commonlibforked, configlib, crbutterfly, decoclockrevival, doorvariants, extrainfo, farseer, foodshelves, footprints, sirenia1027hidepeltcrashfix, freedomunits, fromgoldencombs, genelib, geologymap, herbarium, hudclockpatch, ithaniacannedgoods, jaunt, justvawts, knitting, maketeaforked, mnflowers, mngeology, materialneeds, mobsradar, moretuningcylinders, newfiesafk, newfiesparticletrails, noticeboard, petai, playermodellib, purposefulstorage, realsmoke, rivers, rpvoicechat, shadehouse, shipwright, slowtox, spawnhighlight, spyglass, statushudcont, stonebakeoven, tablet, vanity, vinconomy, creative, vsinstrumentsbasetemp, vsroofing, survival, watersheds, windchimes, bookends, carryon, cats, equus, expandedfoods, em, heraldry, koboldrdx, medievalarchitecture, playercorpseforked, realsmokeforbraziers, shearlib, skeletons, tailorsdelight, thebasics, wildcraftfruit, wwaymarkers, windowstoragelib, wolftaming, xinvtweaksfork, bricklayers, heraldrybanners, capes, vanillapanestorage, windowstorage, wool, ironcraftprofessions

wooden crystal
#

This is a strange situation so I don't expect a solution, but I figured I may as well present it:
I've been running Medieval Architecture along with 93 other mods. I've spent probably over 100 hours in the save and made many archways. Today the large archways stopped working. More accurately, the existing archways work, and I can place the frames, but I can no longer add any material to the large frames. No changes were made to my mod list and I didn't update anything between the periods of the archways working and not working. Even more bizarre is that the large archways work as intended in other saves, but not my main save.

plucky vessel
#

Maybe the frame is in a wrong state. Whats the name of the frame, does it read XYZ 0/3? And are you seeing the interaction text when you hold the Stones in your active hand

plucky vessel
wooden crystal
plucky vessel
#

Can you enable Developer mode and extended block info please? You should see the ARL states now, when targeting the block. You could also try a new big archway frame when you have access to creative game mode

plucky vessel
jaunty dagger
#

Ohhh, ok

wooden crystal
plucky vessel
#

Okay, hmm. So it's not a broken TreeAttribute. Is there any error in the logs, after interaction? Are both large archways affected?

wooden crystal
#

There are no errors in the logs when I place, break, or attempt to interact with the large archway frames. Both large archway frames are affected. I'll probably have to remove the mod and replace my arches with chiseled blocks going forward, unfortunately.

plucky vessel
#

Whatever suits you the best! Just two last questions: Did you change anything in the mod config? How many stones did you use for the construction?

wooden crystal
plucky vessel
#

No problem, It happens😅

pastel oracle
plucky vessel
#

If they did it correctly according to the license, i see no problem with that. Although i don't understand why

plucky vessel
#

Hm, they did notBONK

pastel oracle
#

Looks like this turned into a whole thing, oh geeze..

plucky vessel
#

If it's done right, it's actually good for me. One less thing to worry about

pastel oracle
#

Thats fair, means more pretty models for medieval architecture

stark heron
#

hello, I'm the one who wrote in the comment section of Medieval Architecture about the window reflectivity.
the tl;dr is that the mod's windows have "reflectiveMode" set to 3. which is Strong reflectivity (VS source here), and it causes the windows to sparkle for lack of a better word. changing it to 0 removes reflections entirely, which is the same as vanilla leaded panes (they don't have a "reflectiveMode" set at all, which is the same as having it at 0). all the various windows in \medievalarchitecture_1.1.1\assets\confession\shapes\block\glass and \medievalarchitecture_1.1.1\assets\confession\shapes\block\stone would need to be tweaked accordingly

plucky vessel
#

Thank you for sharing! I increased the reflective setting, because in think glass should be reflective, as it is in real world. I agree, that it is too strong. Vanilla glass is not reflective at all. Either i go the vanilla way, or i reduce the reflective setting

pastel oracle
#

popcornblob hey Roter. I love your medieval architect mod, any chance we could get a peak at anything you are working on next? No pressure though! I am a bit curious on your process is all.

plucky vessel
#

hi, sorry for the late reply. Next, I'd like to optimize Medieval Architecture. More stone types (including modded ones) and reliable texture detection. Not much to show there. My siege mod is also still sitting on the table, along with some new features for Age of Confession (which I haven't even started yet)

pastel oracle
#

It's fine! I didn't @ you or anything anyways so it's to be expected. I'm assuming bigger arches are still on the to do?

Thanks for responding!

plucky vessel
#

yes, at least 4 block wide arches are planned

grizzled hornet
#

This mod is great. Not only do the bells sound nice, the belief system is so good, and loved by all our players. We even have people building little chapels or shrines near roads. temporalgear

The only downside is that the pray button (That will set you into pray mode) sometimes breaks, and you have to restart the whole game for it to work again 🙁

plucky vessel
#

Thank you. Is it really the devotion system that's broken, or just the animation part? You should hear a very faint noise every pulse while devoting. Can players still hear this when they try to pray?

grizzled hornet
#

After a player restarts the game, the button works fine and starts the praying process

grizzled hornet
#

I also didn't delete or change anything in the mod, so I'm just a bit confused

plucky vessel
#

The animation is independent from the devotion process. It could be, that the key is working, but the animation is not. So it would look like the keybind is broken, but instead it's the animation (does nothing in it's own)

#

I try to find a starting point for my debugging, that's why i'm asking

grizzled hornet
trail umbra
#

Love that the mod spares me the agony of chiselling arches, but this is an entirely new flavour of agony. Are the arched windows meant to be misaligned with doors?

stark heron
trail umbra
#

Makes sense. Was hoping I could use 'em for transom windows/fanlights, but I suppose I'll have to chisel that after all.

sullen raven
#

Are we going to get 4 wide gates, drawbridges and portculus'?

rare lodge
#

Hello, so I've enabled roofs on single-player, saved and restarted. Can't see roofs in crafting guide or creative mode :(

proven comet
#

Hey, I don't know if the devotion key is actually working.

grizzled hornet
#

As far as I know, they are looking for a fix* (Correct me tho)

fresh stag
#

I think the new attribute rendering lib version breaks this mod somehow

cunning vale
#

So for archways, how hard would it be to add a block that continues the stone border instead of it just being at the top. Or do yours just chisel it? I tried chiseling but color matching to the stone in mod wasn’t really working

upbeat badger
#

Hmm. thats not good

#

Ah I figured it out. I used ashlar in step 1 instead of a normal stone. which it seems should not be possible but it is. But it causes a no texture arch to appear

upbeat badger
#

Arches do not support dry stone blocks?

jaunty nymph
small zephyr
#

Good day. I was wondering if I could receive some assistance. I am playing with many mods on 1.21.6 and I noticed that when I attempt to construct an arch with modded materials such as stones from Material Needs:Geology the textures are missing. When construction is complete it is white with a red question mark. I have tried modifying the config file and manually adding lines for these modded materials which was reported to work but any changes I make are reverted when I load in to a world. I have tried modifying the config and creating a fresh world but it always results in the config being reset. I have also tried editing the config in the mod files but it has no effect. Any assistance would be greatly appreciated. Cheers!

languid coyote
small zephyr
#

Hmm. In the log it has this line here
[Notification] [MedievalArchitecture] Default config created.
It appears this happens on launch regardless if I have tampered with the config or not.

#

Or when I open a save.

languid coyote
#

uhh wait a second...

#

I think I see the mistake in this code 😓

small zephyr
#

I did try editing the variation config file in the actual mod i.e. adding monzonite stone to the material list but even that didn't change anything. The config would still get reset, but not include any changes.

#

Is it something I can access to edit myself or is it in the dll?

languid coyote
small zephyr
#

1.0.8

languid coyote
#

ah so still 1.21

#

let me quickly double check if the 1.21 code is actually as I saw it on github

#

Yup, it's an issue in the code of the 1.21 version (problem doesn't exist in the 1.22 version)

small zephyr
#

Is there any way for a quick fix or anything? I ain't quite ready to update all my mods and stuff

languid coyote
#

(the problem is that the mod is loading and saving the config under a different name, which means it can never find the config when trying to load it)

small zephyr
#

Aaah I see. I will give this a go and report back to you

#

Bingo cheers! That had been bugging me for a bit lol

signal kiln
#

Is there any possibility of adding support for texture packs like conquest?

desert bear
#

You need to add icons

full tulip
#

How do I add glass to the tiny window frames? The handbook just says "glass in right hand and interact" but that does nothing

winged stream
#

Hey @plucky vessel
I've Debugged why Geology Additions aren't compatible with Your arches and found out finally!
BlockBehaviorArchwayFrame.cs: 290
Here you copying block and looking for rock type BUT inside hard-coded list. that is containing only rocks from Vanilla. Can you consider changing it to substring like in adding rock to arch OR (i didn't found it so far so idk if it exist...) changing this hardcoded list to equivalent of JSON loadFromProperties?

winged stream
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If somebody else is intrested, workaround. Replace VintagestoryData/ModConfig/medievalarchitecture.json
By simlar way I can also add compatibility with various trees

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((Reuploading Gabbro fix...))

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Note. It WON'T fix existing questionmark textures

plucky vessel
# winged stream Hey <@666000655718023181> I've Debugged why Geology Additions aren't compatible...

Thank you very much for your efforts. The modconfig is intended to enable mod-specific materials in the future. Unfortunately, the code isn't quite ready for that yet in some places. However, I didn't manage to finish it in time for the release, and now it's just sitting there unfinished... Right now, I have a few projects outside of Vintage Story, but experience has shown that I'll eventually come back to this mod as well.

plucky vessel
winged stream
short birch
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@plucky vessel Hey it seems like there is a slight issue with the thievery mod and your gate mod,
When the gate is locked and I don't have a key in my hand I can't open it and it says it's locked but if I got ANY key in my hand I can open the gate without unlocking it first, any idea how to fix that?

plucky vessel
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That's probably because the query isn't being routed correctly to the source block. I'm not familiar with the thievery mod, so I can only speculate. What happens if you aim the key at the source block (the block that appears when you place the gate)?

short birch
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You can actually lock and unlock it so you don't need a key if its unlocked

plucky vessel
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Try the Keys on the source block when it's locked

short birch
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Opens it as well if its locked

plucky vessel
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Hm, you are locking it correctly, but in the video you targeted a dummy block to open it😅 I'm using vanilla locking behavior so i just want to make sure where to look

short birch
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Oh normal doors arent affected by this issue funnily enough but it also opens without unlocking it first and going on to the source block

short birch
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Locked gate

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Normally you shift rightclick the door on the source block to switch from locked to unlocked and vice versa

plucky vessel
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Thanks for checking. So the problem must be somewhere else. I'll have to take a look at the thievery code.

modern totem
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can anyone please tell me what is being used here to achieve this window? I want to use them for my log cabin in the early copper age

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all i can seem to find is leaded windows

winged stream
modern totem
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awesome, thank you