#Age Of Confession / Medieval Architecture
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There is quite a high amount of BSODs after last 2 windows updates
Yeah. Turned out to be my CPU overheating
72c on idle
Repasted and now its 60c when in use. Lol
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.
Wasn’t my intention, was trying to make a joke out of it. But it was the ram getting hot from a ton of usage that pushed my PC to the edge, lol
Are any new forms of roofing in store?
2.10 has inner corners and the first tower roof (small). More to come
Currently i'm working on this
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 ?
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
whether this is just a vintage story thing when modded or this I’m unsure
but without mods there is no leak and this it has one
this is on 1.19.8 and 1.20
the ram will be a lot higher then eventually after a while you’ll see it using everything
Will these and similar bits be made available in the just archways version?
Yeah why not
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
No, that's not intentional. Thanks for the report👍
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?
Use the just archways version. It will still increase RAM usage but less than the full mod
ah, forgot to mention, I was talking about the just archways version
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.
8Gb sounds way too much btw. What Version are you using? (Mod and Vs)
I have 16gb of ram
the game uses like 2gb
I add this mod and it uses like 8-9
I don’t need more ram to use it as it will be 3gb then slowly increase over time with this mod added
until it goes to 8-9
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
I then add this mod and it will kill itself eventually
due to the leakage of memory
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.)
So it is definitely not a issue of not enough ram man
Let's not kid ourselves, it's a great mod and adds a lot of great things, unfortunately it has its requirements
Sure but 32gb using 20-23 gb with just this mod due to the memory leak isn’t exactly great
I love the mod and I’ve said that above
But I’m just saying the memory leak needs to be fixed
As it eventually uses up all the memory then kills the game
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
Maybe just you’re good then in the thread there’s more people than just me mentioning memory leaks
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.
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.
I tried when it when it’s literally just the base game and the mod itself
It was a fresh install
It’s not crashing my pc giving me a BSOD
just the game kills itself and ends
I noticed it happens more when I leave the area with the arches and come back through a translocator
But can’t recreate as I’m not using the mod anymore due to the issue
To recreate it just have arches on a server and go back and out with it just with this mod
If you have task manager open you’ll see the game will go up from 3gb roughly to like 9
then to 100% memory and kill itself
It happens to my friend too
That’s why we moved to 1.20 and just wiped that world
Couldn’t be bothered with it anymore xD
Like we even tested it with and without it just by itself
To do process of elimination to see what mod it was
Eventually trying with just this and nothin else
Still did it
Once gone was fine
I’m pretty sure this only happens on servers though as
When playing single player it will use a lot of ram but not kill itself
But when it’s numerous players on lan or a server it just dies
Idk if the server / client thing may be something to do with it
bug report. Archways Arent sealing the room again. Using the Just Archways mod. Noticed it with a small granite archway and arched oak door
it actually looks like the small archways dont have collision at all, unlike the 2 wide and the 3 wide
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
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.
thanks for the report i uploaded a fix
yeah it's possible, maybe i find the motivation to do it within the next days
The fix worked. thank you.
yeah, i see people having trouble with my mod. I can't fix it
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.
Hopefully it’s a VS thing and 1.20 updates fix it perhaps
But no hate on you man I love this mod still and think it’s cool :)
Appreciate it
Out of curiosity, why make multiple block wide arches and not split them into 1x1x1 blocks?
I'm guessing there might be an issue with onesided blocks for example glass with lead frame imbedded from the "outside" of the block
Also, happy new year 😄
happy new year! Each archway has a different diameter, so it would be difficult to find the right block while building. Some time ago I decided against a tool mode, such as one roof has for example. What advantage do you see in 1x1 blocks?
Is there a possiblity to take stand alone roof mode as u dod with just arches?
yes
@golden drift https://mods.vintagestory.at/justtrapdoors
@indigo rock https://mods.vintagestory.at/justroofs
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.
Almost seems like you just about have the entire mod broken up into seperate instalments haha. Age of Confession is the all-in-one.
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
@plucky vessel Pardon, but are the bells included in the Age conglomerate mod?
@edgy marsh Currently not. Sound of confession has bells (Could also be called Just Bells)
@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 😅
you can't place it? should work like the other trapdoors
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,
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!
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
Have an issue with RAM too. This mod adds around 8-10 Gbs as I saw in Win task manager. That's a damn lot!
The game also eats a lot of storage too with mods
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 😆
I'm at over 200 on my SP world lol, I really want the full mod but I keep get memory crash errors 
@golden drift what happens when you delete just roofs? Does it still eat your memory?
Just trapdoors and just archways are Content only mods. They add a lot of variants, but use vanilla code only.
It seems removing just archways resolved the issue even when I have only 5 mods installed it still eats up a lot of memory preventing the game world from loading
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.
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
Hey, i eard there was a Secret Feature ?
is it based on Sound of confession or Age of Confession ?
@buoyant timber sound of confession
@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
thanks, i though i got a hint but it seems i don't lol
Oh, maybe the hint is also included in age of confession
can i put in Spoiler here what I think is a hint ?
Put a Spoiler what you found
||The Tabernacle says "Holy Objects" - The torah ark curtain also, meaning there's the Ark of convenance somewhere ?"||
😅 nope. I placed the hint rather vintage style😉
||Prophecy of Dave ?||
Haha, nope. It's an actual feature in the bell mod. Do you want a hint?
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
||Read the discription of the bells. Ring it when the time has come||
||Oh, ok, i'll wait "Something" to happen then||
||Something has to be enabeld in world settings tho||
||Set to Veryoften in case of||
No worries, I'll just throw more RAM at it til it settles down, I plan on upgrading my main PC to 64GB here soon.
there's stil work to do but
this will look good
200meters away my friend is making a whole monastery
I love the chisel work!
||So, Dave prophecy and strange work of art don't do anything ?||
@buoyant timber ||no, but it's something i'm working on right now||
Post your crash log so it can maybe get fixed
@obtuse onyx what do you do when it crashes. Send your crash log
Ow ok, i thought it was about auto mode that is why its crashing.
Hello everyone!
Does the mod has issues with memory leaks for everyone?
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
if i remove age of confession it takes only 16gb ram
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.
I can also confirm. does this for me too
Doesn't crash for me, but eats up 16gb of RAM over time
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
I imagine on a machine with 64GB it would eventually climb all the way to use all 64GB too. I have no way to test that myself though. I only have 32GB haha
I didn't have this issue on 1.19 tho
Any plans on shingles from different woods?
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
I think arches should be merged with vanilla. It's like 80% charm of any build
I dont have issue with more blocks XD, but I see enough comments about it that I understand not doing more blocks
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.
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.
I experienced that too. I wonder what is the reason for it
@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?
CPU: i9-10900K
GPU: RTX 2060
RAM: G.Skill Ripjaws V 32GB (2x16GB) 3600MHz CL18 DDR4
Storage: Team T-Force Z44A7 M.2 PCIe Gen4 NVMe SSD 4TB
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
Figured I'd get a better test that way
Thank you very much. It's interesting for me that the content mod seems to be the hungriest among my mods.
But maybe it's easier to pin point the Problem since it's a much smaller mod
Hopefully that's the case haha
Could it maybe be the extremely high amount of detail in your shapes?
Lets find out😅 Would you help me test this?
Sure! I can do that 🙂
Just tell me what you need me to do
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
Easy peasy 😄
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 😅
yeah exactly. I'll post it here so anyone interested can have a look.
Removed:
- huge arch 1 (2756 triangles)
- medium arch 1 (2704 triangles)
- arched ceiling (3272 triangles)
These are the numbers I got:
16.8 (20.2)
So 5GB less ram on the low end and 7 less on the high end
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
hm, i had a increase of 3GB usage from 13GB to 16GB, so this is something
That's strange. Is the version you're testing against the same as the one on ModDB?
Version 1.0.5?
yes, i did not made a clean install and loaded the same same world tho
Huh. That's weird. I'mm trying it again
i tested the debug version first, my bad sorry
Ah I see haha
I thought you were saying the the debug version had 3 more GB of ram usage than the released version 😅
yeah i realised what i wrote to late
13 to 16 matches my numbers pretty well. What's your idle system ram usage?
with no world loaded?
Yeah, on desktop
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)
in main menu vs takes around 250mb, but only after restart. You have to close the game to clear the memory
my overall ram idle is 6,9GB
I close the game between each test I do
yeah, it's something with the shapes i think
Does the game just load all of the shapes into RAM or something?
strange tho, because the huge arch 1 was added very early in the mod
i think it's also related to the GPU because ram alone is not always the problem
i don't want to be too optimistic, but i think i have a solution
*to reduce the triangle count
I think you're right. I hadn't been looking at my GPU usage but now that I've had a look at it, the graph mirrors the RAM usage graph pretty closely
yeah, i guess the lag spikes comes from the ram waiting for the gpu or something
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. 🤣
And/or a better GPU
6GB of VRAM isn't a lot aye
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 🤦♂️
Well in terms of permoramnce is tradh but very very good looking trash
Nothing trash about it besides the number of triangles, literally everything else is the exact opposite of trash. The arrangement of triangles, gorgeous, the variety of triangles, spectacular! The amount of triangles... weeeeelll... 😅
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?
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.
But it does work! (performance issues aside) So I think that it's definitely a great achievement. 🙂 You've done a very good job with it
i try to keep the details. Best case scenario you would see no difference
Hopefully you can figure it out then. 😁 If you need me for any more testing then just give me a ping at any time.
thanks, it will take me a long time tho. Have to adjust every shape
Sounds like a tedious chore. I wish you luck!
That's a hefty amount of triangles for such a simple shape. How come?
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
Was wondering if there are any plans for slate shingles? Even as material for black clay shingle roof
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
Ah, I see. That's not the skill issue I guess if you forced to use primitives. But considering it's primitives to be able to be described by json file and rendered as instances It's not clear why it would lead to memory leak. Maybe you can strip down just arches mod and pinpoint exact meshes that causing it if it's meshes at all?
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
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
Also it's amazing how you able to do it with just primitives and this interface
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
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?
We have to compromise working with technical restrictions or stylized graphics.
Most essential mod for me btw.
Essential for me too.
my plan is to split the arches into separate blocks, so more shapefiles but less triangles per block
Why not just make them blockier?
thats plan B, but i think it might work since the game can load them faster
Hopefully that works. Does that mean we'll need to make the arches in parts and then put them together in a specific way?
cool
hey its only me but u cant craft windowsill's
BUG:2.1.3 window shutters can only be placed on north side only
Thank you for the reports! Will fix asap
How is the development going?
I dismantled the huge gothic arch and currently writing the code for it
Awesome! I appreciate all the effort you're going through!
A few minor problems with the orientation
It's looking promising though!
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?
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
Hopefully yeah.
It seems that indeed with only arches mod game became nearly unplayable due to memory leak
My 64gb are fully utilized
suck to be you
i got over 70 mods on my server including age of confession, im watching yt on 2nd screen and only 11gb usage
will sounds of confession return?
No, it's pretty good to be me, I'm not a pol and I have 64gb of ram
But jokes aside it's curious whe just arches are so much more leaky than age of confession itself
Return? Where did it go?
i mean for 1.20 lol
I've tried it. Works alright as far as I've managed to tell
this is keeping me awake at night
Have you tried contacting Tyron regarding this issue? It can be engine bug fixing which will benefit entire community
You're doing great! 😊
Thanks for all your hard work!
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)
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
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
You can also try CTRL+F10 to see the calls per tick. I suspect that a periodic service is overloading the ram.
As I have not yet found a memory leak, it makes it difficult for me to collect this data myself
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?
Would you call that mod Just Confessions? 🤔
Lol, maybe, I really just want the braziers
Interesting. May be an AMD issue?
I updated my graphics card recently from NVIDIA 1060 to AMD 6650. I also have AMD CPU.
And don't remember so much memory usage with an old GPU in 1.19. I Can't test it anymore tho.
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:
Even better would be config options to disable certain blocks🤔 so it will be parametrised and commented out from the code and wont hurt the performace if you don't plan to use them
I've swapped from a 1080 GTX to 7600XT and the issue has been the same between the two since 1.20 preleases/stable release.
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||
||not even with a toggle? am i missing something?||
BUG: narrow windows don't have a recipe.
I don't think you can rig the bells to gears
So right now only wood shingles work on the roof or can I use clay shingles too?
A lot of items is missing recipe, windsill, glass pane,
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
i did the whole isolate and put back in one by one thing and this was the problem mod for me
looking at the comments it seems I am not the only one having this bug.
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
removing the mod lets me log into the world
#1181674528196280480 message
okay, so is this going to be patched?
he's working on it
@abstract totem Only wooden shingles for now. Take a look at the one roof mod.
@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
@bleak marsh More religious items has been postponed
No worries! I'll take a look into it
thank you!
Is anyone having issues crafting the Brazier part or am I missing something?
Yo this looks amazing! Love the traditional Christian rep!
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.
I believe that Roteroktober is still working on it, but it's not a small undertaking. 😊
Hey @plucky vessel. Just curious how you're going. 🙂 Hope things have been well
Just to update I'm using AOC and haven't had any lag spikes 
If you have 32Gb or more RAM, you likely won't get any lag spikes unless combined with other large mods.
Earlier in the thread I tested with just AOC before or only using Just Archways and was getting the spikes. I'm just updating the issue seems to be resolved with 1.20.4
Oh! I'll have to have a look as well then. 🤔
I don't know why, but this mod is still incredibly resource intensive.
Is there any way to change the doors so they open in their own block and not to the one is in front to?
Does snow collect on Confessions roofs?
yes works very well ATM. some clipping with gable walls
Is there any way to combine different roof angles with the age of confessions mod?
@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.
Any orthodox stuff, dear friend?
@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.
no, sadly
gg
Yea I hope roker is okay.
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
👍
I heard this mod has ram issues?
Just get more ram , have zero issues with 64gb ram
I solved this issue by closing my eyes and hallucinating in 60fps
I am so confused, I spent so much time now to find a tiny bit of information about the roofing, the only "website" is this channel, there are no Github there are nothing zero, what am I missing, how is this roofing part so big with so little information?
Just get more ram 4head
ok mr money bags lol
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 
The shit people do to such expensive tech is painful
Meant 16gb, 32 total
(if it had both)
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

"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.
He hasn’t been around in the discord for some time. Hoping he’s doing okay.
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
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...
Good to see you back.
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
If it helps I haven't really had issues and even upgraded to 64gb today lol, the fauna series is now my biggest memory concern
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 home
YO
how the hell i have to craft huge bell
if there is 2 of this
and it DOES NOT STACK
Yes
throw away every component and /gm 2 spawn yourself a bell 🤷♂️
Bruh, you just don't understand
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
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.
Alright, i started working on the mod again:
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
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
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.
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.
as far as i know the author was burned out for a bit but did (allegedly) come back and is working on it again.
Good to know, though I was asking the mod author Roteroktober
Yeah, saw that too, thanks Spliff. Got any new nice builds?
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.
Wow really nice build spliff, love it
Yeah, i started working on it again. I added config lib support and currently i'm working on gates. Will show some progress later
Whoa
Hm, it's not really complicated, i can show you how to do it
While it would be awesome for me I'm not sure how it would be for you, like I said my coding knowledge is really small so even a small guiding will help a lot so any tips from you without burdening you would be awesome for me
Real nice
Hello again, is mod safe to use on 1.21?
I will be back on sunday. I had no time to test it yet
👻
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.
And if you already have a program with which you can easily write json, that would also be an advantage.
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
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.
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.
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.
I'm still curios how this modest meshes can affect RAM usage this much
You can also go into the files yourself and remove anything you don't plan on using as well
Also, how did optimization of the meshes went? Any improvements?
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
@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
I think @languid coyote took a look at the decompiled code and had some ideas to improve ram usage
@pallid lantern can you help me?
Lol idk, this isn't my mod. You'll have to open the mod files for cladded roof
i dont see a config file
I having a hard time finding the clad roof json
there is no crafting reciepe
oh yea, then the recipe isn't implemented yet likely
:(
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.
it is in the creative menu
Ill have to ask the server admin to give me temp creative mode to get them
@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
Have you tested it with a lower amount of IDs? Is performance increase linear?
I'm not sure if it's linear, but I've noticed that it gets worse with more blockid.
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
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.
I wonder how it's done in original game. Does Oak Door and Pine Door have different IDs?
@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.
Of course 🙂 I really like the aesthetic you've brought
Yup mostly the amount of blocks that's the issue (blocks are rather inefficient for something like this where there are a lot of different variations with only very minor differences)
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)
Just one example of why the archways use so much block ID: Number of archways (7) x stone types (12) x cobble or brick (2) x glass color (8?) x orientation (4) ~ 5400
I use blockid as the number of blocks. You're right, it's not the same, of course, but it gives you a rough idea of how many blocks a mod adds.
have you fired the mold? i know it's not acurate, but the bell mold has to be fired like a normal mold
also make sure you aim at the top part, where the hole is
btw if you want to reduce the amount of blocks without actually reducing the content you have, you'd probably want to look into using OnJsonTesselation (for block tessellation) and OnBeforeRender (for gui rendering) and then use data stored in the chunk and ItemStack attributes to swap textures.
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.
No like, I can't make any of the molds, they just don't show up under red clay
you are right, that's actually a bug. thank you
Glad I could help, I thought I was doing something wrong 
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
I think OneRood has some sort of similar system where it takes the texture from neighbouring blocks
Not sure about the texture, but I do believe it makes the shape based on the connected blocks
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
Anyway, I hope to use you mighty arches and stuff on 1.21. The most essential mod for a good building
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.
Oh, I know the Toolsmith mod uses this trick in their open source library. It's C# modding, and something around winter I was hoping to take a crack at making a more general library for content mods like this.
In the mean time, that mod author has been very generous when we were discussing it.
The "tile roof"
Yes, these have been removed. Should i bring them back in the next release? They need a new texture still
I thought tile roof is a joke because you added a screenshot with obvious tiling
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?
does just trapdoors work on 1.20.12 and waht about 1.21? if not will it be updated?
All the "Just" series work on 1.20.12, untested for 1.21
Someone can write in the PM what a secret feature? I can't figure out if it works or not
UPD. No more
@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 made a library specifically for this https://mods.vintagestory.at/attributerenderinglibrary
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
@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.
I imagine it would require removing a lot of VariantGroups entries where possible
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
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
Are there any multiblocks in the mod?
Yes, actually many multiblocks. Some are modified multiblock class like the tower roofs.
Do you set separate collision&selection for each multiblock part?
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
I added such thing for my Heraldry mod
Workbench has 4 multiblock parts
Each part has its own collision and selection
The hardest part is finding offset vector of the multiblock part
awesome. Is there a limit in size?
Same limit as vanilla multiblock
okay
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.
I look forward to helping you stress test the mod! 😊 We're so back! Looking forward to making some beautiful buildings
fantastic news.
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 ...
real quickj, if we are gonna test this, should we uninstall AoC?
or any part of "Just" series as well?
I will be about to give it a test in a day or two. Not at home at the moment. I'll use base game with 0 mods as a benchmark then see how much this mod uses, similar to how we did previously
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?
You can load it with your average mod Setup
I started a brand new world recently and havnt progressed to the point where Im building archways..so I took it out for this, at first impressions it seems to be running fine.
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.
You need config lib for this
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.
Yeah, many name strings are just placeholders
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.
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.
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?
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?
@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?
Version that uses library?
Yes, the fault is on my end however
How it could mess with some inventory mod?
The mod also sorts items based on name strings. If these strings contain an error, the mod cannot sort the inventory.
Where it gets name strings?
@limber zodiac Are you the author of mentioned inventory mod?
The Code is on github if you are curious
What mod exactly?
It is the inventory mod's problem
I would just ignore this issue
This also means it can't sort huge amount of vanilla items and blocks
Hm, let's wait and see. I'll upload the current version from GitHub to moddb when I get a chance.
Absolutely willing to. I was thinking that I should load it back up and see what I can poke around with in game and the logs and find out.
Interesting to think missing strings would mess with mouse controls but I suppose I have seen stranger things
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!
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
Was it tested with just one mod?
Vanilla was tested with 0. The old mod was tested with 1. The new one was tested with 2 (the mod and it's dependency)
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.
Second on this. Handbook takes a bit to load.
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 !
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
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.
Btw did you managed to fix 3x3 gate's hitbox? Or is it still fucky wucky?
No, i haven't worked on the gates lately. I'm working on a complete rewrite and the base Framework is not done yet.
Ah ok, gates are my favourite part of this mod, so keep up a good work!
remote as in a rope bell ringer? so you can sound the bell from the bottom of a tower without the need to touch it upclose?
Yes
based. looking forward to all of this.
Cobblestone, rock, brick, plaster, and raw daub can be used to complete the archway. For now...
Amazing
is catholic guilt going to be added in soon? it would really complete the whole experience
wildly unnecessary comment.
just wanted to follow the thread and thought a small funny comment would be better than doing it silently
fair, i guess.
anyways hope your day or night is well and good
Bloody beautiful! I love in-world crafting like this! Can't wait! 😮
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...
The arches are great, I'd love to see bigger ones
theyre in the older version, im sure they'll return
Did you try new 2.4.0 version of ARL library?
yes, but haven't tested the new things yet
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.
Thank you for the report! Highly appreciated. Will look into it tomorrow😌
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.
and removing the latest sound of confession did fix the issue.
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.
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?
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
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
Yo how do the bells work because it just keeps saying not enough space when i try to place it
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.
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
Does this mod work for 1.21.5?
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
Do you have a link for it?
Here you go
I’ll hold off til a stable version comes out, I don’t wanna brick my saves

The most essential mod out there
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
Read the bell description text and think about it. If you want a different hint, i'll send you a pm
Considering getting this mod, can anyone tell me if it can be automatically set up for a specific time of day, like noon?
No, only manual ringing for now
how do you set up ringing the bells with ropes or clockwork or whatever
i've tried attaching an axle to the weird little metal thing on the bell and spinning it and it doesnt do anything
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?
Dont know about the feasibility, but it would be cool, maybe in a way where you use rope on gears at the side to do a sort of pulley rather than hooked up to an axel directly to avoid a long shaft up bell towers
well im talking about attaching a rope to ring it from the bottom of a tower
did/does this mod have a recipe to craft the vanilla altar? If not could you add it when it updates? Thanks!
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
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
yippie !! medium archways!!
curious to ask - has anyone made a synagogue using this mod?
thought it'd be easy to reference from
yaaaaaaaaaaaaaay!
Yeah, i messed up the modinfo. Will fix it tomorrow. If it bothers you, you can customize the modinfo yourself. "game": "*"
Well, 1.21.6 was just released
was it stabled already?
sometimes problems really do be sortin' themselves out.
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.
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.
yea. the little noise it made when i tried the cobblestone block helped. it just took a few clicks.
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.
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.
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
noted. i didnt really look for those instructions but i also dont remember seeing them.
appreciation post. The new models look fantastic, thank you for your work. Looking forward to the full mod release.
thanks! glad you like it. Currently working on the trapdoors. 3 wide archways next
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
Try manually increasing your texture atlas. I had a similar problem and doing that fixed it for me
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
Hi, there are too many bugs currently. So not anytime soon, sorry
any chance there will be Portcullis and Drawbridges in the future mod?
Good Morning, Just checking in to ask about any progress updates and ask how you are doing @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.
Trapdoors can now also be attached to walls
and i managed to fix two major bugs with the archway construction
hello everyone, sorry if it’s too much to ask but could someone make a showcase of everything in the mod atm
sweet. looks great.
So damned excited to use this on my 1.21 server along with VS Roofing Mod!!
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.
Problem with wanting to have it on my server though, is everyone has to manually download and install it themselves, because the mod is in draft still
Time to make cozy dirtholes again...
New version released: Trapdoors are back. Also made a double trapdoor as requested
Ooft. 1.22 only? 😬
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
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!
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.
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?
This has been renamed correct as a mod?
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.
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
In particular I'm interested in Wildcraft and Geology Additions compatibility, but I'm sure some people would want Floral Zones and Material Needs compatibility too
@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
Hey uhhh, when can you update the mod so me and my friend can use it :>
For 1.22? 🤔
yes
Probably after stable release
well if he updated to 1.21.6 thatll be nice
That's what this is https://mods.vintagestory.at/show/mod/31540
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 Attribut...
Which has a 1.21 and a 1.22 version
no religious are included it said
So what you want, specifically, is the religious content updated for 1.21.6?
yep
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.
I use it, I won’t be surprised if your mod gets implemented into the base game your trap doors and archways are absolutely unreal you’re talented as hell love them.
Roof pieces too just great building mod so clean and vanilla friendly.
why is it not working?🥲
have you restarted the game and/or server?
I once had that happen to me with some vanilla assets right after installing a mod
after restarting everything it worked
no. it doesn't help
maybe it conflicts with some mod?
probably
What block did you add to complete the archway?
granite boulder, granite hewn block, different types of stones, and different variations of use
Try Granite cobblestone, Granite ashlar Blocks or Granite Rock. Only Vanilla Block/Rock Types are supported currently
these are vanilla blocks
.
Almost complete 🎉 Just need some cool sounds and we have a drawbridge
Will the drawbridge be modular or does it have fixed values, if it is the later then could you make one thats 3 wide?
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.
Age Of Confession / Medieval Architecture
I’m really happy to see this mod getting a rework. Is the performance improvement noticeable so far?
If you agree with my assumption that no response means everything is fine, then yes.
I’ll try it out and give a response
Usually people only complain when things are bad so you’re probably right
At least for me, I came in and placed 200+ of the archways, doors and windowsills with no noticeable performance drop. And it was raining in game so seems good. I do have a higher end machine but in the old mod I could notice a drop
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
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.
I have been using it with no issues on performance that I can notice. I do have a beast of a pc though 😂
love it
Just incredible
How do you add planks to archways like this?
The tutorial vidion on the mod page demonstrates exactly that
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
I was only looking at the handbook, thanks.
client crash (scroll to bottom) after placing window pane (oak) in medium granite arch
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
Thanks for the reports with logs💯. Will look into it today
@ripe crest, @spiral drift i released a hotfix. Let me know if the problem persists
I called it a door lintel in the handbook because I couldn't think of a better name. By the way, it can only be installed on small and medium-sized archways. For bigger archways, I recommend wooden slabs.
Good to know, thank you. Separate from that I do want to say thanks for supporting 1.21.6 for the time being
so i can add on oingoig save?
@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
Good day! I have been thoroughly enjoying the game so far. I've got a small server setup for my friends and I, with a few mods. I've realized there are a few other mods that I wouldn't mind having installed as well, but I have been hesitant to just blindly install them because of my experience wi...
Will check after work, if it works I'll name my village after you
WORKS!
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.
[ Introduction ] Hi, I’ve been thinking about this idea for a long time, and now I’d like to hear your opinion on it. I know it’s a controversial topic, especially in video games, but hear me out. Religion, as a worldview, has been part of a society’s identity throughout human history. This world...
I actually think that seems like a neat and pretty neutral way of handling things
that sounds like so much fun, especially for RP servers
Checked the new arches, those are great and building process is quite interesting. I do request arches with a broader deco stones be added
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
One big change between this one and the old version is stuff you dont want can be disabled via the config
@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)
‘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😇
oh is that praying?
Id like to call it "devoting" 😅
i see
are you working with the divinity mod dev
Will it give a small amount of sanity back
Currently not. It seems like he’s busy with other things right now, but to be honest, I haven’t heard from him at all yet.
oh well, that would have been an awesome collab
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.
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||
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 🍻
that has come a long way...
any way to change the wood type of the windows?
Hi there! Just a quick check - do the braziers in MA work with Real Smoke?
@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.
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!
Feel free to remind me again if you don't hear from me this week. I'm really busy right now:
it'd be nice, i HATE rotten wood with a passion
beautiful
I...
...is that functional?!
Need
Something something, 90k projectile over 300 meters
oh my god, trebuchets.
finally, working emplacements in a post-rusty shell world
If only I could think of a good use for singleplayer. I think the target audience will be very small 😅 Well, I blame Centerion
i could not test this, but seems like a simple patch will do
Good to hear!
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
working on the animation. The drawback animation is still missing
Okay but could you load a Seraph into the trebuchet
Vintage Story is a survival game, not an arcade game, so you'd probably need a saddle🤔
Okay, that seems reasonable
Looks really good! Hope there's an idle(?) animation after launching, where the throwing arm and ropes still wobble till it eventually halts.
YEEEEEESSSSSS!!!!!
launch a dragonplayer with the glide trait as a quickstart for a (very short) journey
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
Shaders?
Ardacraft
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?
Is there a way to rotate the slanted trapdoor?
The window sill should be placed beneath the window.
Take a look at the first screenshot on the modDB
Placement works similar to trapdoor placement. They are not player-oriented, but crosshair-oriented.
Oooh, i get it!
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.
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
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!
Which one age of confession or the medieval?
I believe medieval needs https://mods.vintagestory.at/attributerenderinglibrary
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...
ahh that was missing, thank you a lot!
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
search the handbook for "Sanctuary Center"
My hero ❤️ Thank you
@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.
easiest way I can think of, would have it be where if you use the fancy glass your mod adds to an arch, it makes the current glass fill. And if you add a glass to it from vanilla it fills it with a version that lines up with vanilla glass? Either way it sounds like a lot of work to be honest. Winter hit so I got around it by using a custom chiseled window that took forever to make.
is there planned support for ceramic brick arches?
assuming that there isn't support already and i'm not being dumb about it
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
I've never tried myself. Can mess with it and see I suppose if it works
Also is that doupe thing consistent? I've never seen it do that and I've been using it alot
Oh I've been getting it semi consistent
usually when I put the mortar on
Also yeah it doesn't work with bricks unforch
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
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
Can you please send me your logs? I never heard of this bug.
Well that's.... disappointing
Yeah
Indeed. What Attribute Rendering Version are you using?
3.1.5
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)
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
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.
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
Hm interesting. It should only allow loose stones in the first stage. I'll try that
It's in state 0. Nothing happens when I try to add the stones. No interaction text or anything. I can take the frame down, carry it around, place it, but can't add material to it. The medium and small frames work normally.
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
Thank you for the report! That's actually a bug in my code, i just found with your help. It should not allow the ashlar bricks, only stones for the interaction.
Ohhh, ok
The ARL states for the bugged large archways are identical to the medium and small archways, which both work normally. Using new archway frames makes no difference.
Okay, hmm. So it's not a broken TreeAttribute. Is there any error in the logs, after interaction? Are both large archways affected?
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.
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?
Alright, it turns out I had a multi-day atomic brain fart and the problem is user error. I didn't have enough stones on me. Thanks for your patient tech support.
No problem, It happens😅
Huh, @plucky vessel Looks like someone made a fork of your sound of confessions for 1.22? Even though yours is updated for it? https://mods.vintagestory.at/show/mod/56985
If they did it correctly according to the license, i see no problem with that. Although i don't understand why
Hm, they did not
Looks like this turned into a whole thing, oh geeze..
If it's done right, it's actually good for me. One less thing to worry about
Thats fair, means more pretty models for medieval architecture
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
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
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.
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)
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!
yes, at least 4 block wide arches are planned
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. 
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 🙁
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?
The mod works fine, just the button is not working sometimes. A game restart is fixing it. Pressing * just does nothing.
After a player restarts the game, the button works fine and starts the praying process
I also didn't delete or change anything in the mod, so I'm just a bit confused
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
Ah! I understand now. Maybe you got a point here. Also, great Modder support, thank you ❤️
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?
they are aligned to the mod's window blocks. if you want arches above doors, use boards instead of glass
Makes sense. Was hoping I could use 'em for transom windows/fanlights, but I suppose I'll have to chisel that after all.
Are we going to get 4 wide gates, drawbridges and portculus'?
Hello, so I've enabled roofs on single-player, saved and restarted. Can't see roofs in crafting guide or creative mode :(
Hey, I don't know if the devotion key is actually working.
had the same problem. It is the animation, not the key itself
As far as I know, they are looking for a fix* (Correct me tho)
I think the new attribute rendering lib version breaks this mod somehow
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
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
Arches do not support dry stone blocks?
Damn, that looks awesome! Almost like something out of KCD. Needs more tapestries though. Lord Clarence McDonald will be coming to view them soon.
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!
For starters make sure to validate the config before loading a world and check the logs (most mods will reset the config if it is invalid / cannot be read)
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.
Hmm just did a quick check in the code and that would mean it's failing to load the config
uhh wait a second...
I think I see the mistake in this code 😓
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?
which version of the mod are you using?
1.0.8
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)
Is there any way for a quick fix or anything? I ain't quite ready to update all my mods and stuff
You could try renaming the config to "variant-types-config.json"
(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)
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
Is there any possibility of adding support for texture packs like conquest?
You need to add icons
How do I add glass to the tiny window frames? The handbook just says "glass in right hand and interact" but that does nothing
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?
If somebody else is intrested, workaround. Replace VintagestoryData/ModConfig/medievalarchitecture.json
By simlar way I can also add compatibility with various trees
((Reuploading Gabbro fix...))
Note. It WON'T fix existing questionmark textures
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.
Thanks again for taking care of this. Someone should post this as a workaround on the mod page.
I passed link to this Discord. And got it. I didn't finished my mod's compatibility as well because "other projects" xD If you don't have any objections I can make (or... At least I think I can) make compatibility mod that is just adding some lines to config automatically, Separate mini mod.
@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?
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)?
You can actually lock and unlock it so you don't need a key if its unlocked
Try the Keys on the source block when it's locked
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
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
Locked gate
Normally you shift rightclick the door on the source block to switch from locked to unlocked and vice versa
Thanks for checking. So the problem must be somewhere else. I'll have to take a look at the thievery code.
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
all i can seem to find is leaded windows
It's Small Trapdor. If you point wall at right angle,it will be Vertical
awesome, thank you