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Portcullis, Drawbridges and stuff

Classic Medieval addons: • New Large Door Type (Metal, Wooden, and Stone) • Drawbridges can be constructed in various materials, and a crude version can be made in the early game • Portcullis(vertical gate), which can be constructed in various materials; ev

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Quick answer

Which Portcullis, Drawbridges and stuff release matches 1.22.2?

Updated 6 days ago
Best match for your filters 1225.0.1
Game version 1.22.0, 1.22.1, 1.22.2
Loader Built-in Vintage Story mod system

Portcullis, Drawbridges and stuff 1225.0.1 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is Portcullis, Drawbridges and stuff required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does Portcullis, Drawbridges and stuff 1225.0.1 need?

1225.0.1 on 1.22.2. Every mod below is checked against that same setup.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Portcullis, Drawbridges and stuff without breaking your instance.

Built for Portcullis, Drawbridges and stuff 1225.0.1 on 1.22.2. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1225.0.1. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1225.0.1. It opens that exact file at the source.

About this project

What does Portcullis, Drawbridges and stuff add?

Classic Medieval addons:

  • New Large Door Type (Metal, Wooden, and Stone) 
  • Drawbridges can be constructed in various materials, and a crude version can be made in the early game
  • Portcullis(vertical gate), which can be constructed in various materials; even the crude version can be made in the early game.
    • If you time it right, your Portcullis can impale any entity behind you for about 8 points of damage 
  • The Brazier is a light source, but it is fueled the same way as a fire pit. 
  • Add a Lever and Switches that can be used on the Drawbridges and Portcullis if within 2 blocks away, 
  • Raise Displaycases and a large one for a Weapon Displaycase. Reinforceable/lockable 
  • Add The Classic "Sword in the Stone", where you can display, RP or whatever to place most weapons and some tools on. Reinforceable/lockable
  • A working Pillory(stockage) and a Guillotine
  • MOD Compatibility with betterruins' schematics to reduce or add more items when constructing. And of course patched to work with better smoke.  
  • MOD Compatibility with Floria Zones.

 

  • When reinforcing, add a lock, select the anchor block. This is the corner block when you set your block in place. When hovering over the block, look for the light blue italic description. This will indicate you are hovering over the anchor block and the correct place to reinforce and place a padlock.
    • Levers do not require a padlock if the bridge or gate is already locked.
      • Grant "Use" access: /bre grant [playername] use — This allows the player to open and close the locked doors or chests.
      • Grant "All" access: /bre grant [playername] all — This gives them "use" rights and allows them to remove your reinforcements or locks using their own plumb and square.
      • Revoke access: /bre revoke [playername] — Use this to remove a player's

 

Pillory mechainic 
  • Sequence of evens for non-LAN singleplayer
    • Right clicking the base you will immediately locked into the device 

"Pillory slams down on you, locking you in place...It's old, maybe if you can move around abit you might be able to free yourself?"

    • A few second will pass and you will get another message, this is the game time speed up up with sleep mechainic applied 

You succumb to exhaustion, dwelling over your crimes as darkness takes you...

    • Game time will speed up so sit back and enjoy the view. I should technical release in the morning

You wake to the sound of your pillory clicking open. Perhaps you have served your time?

Note: if hit by a mob or creature, it will release the player in the Pillory

Somehow that last strike freed the locking clamps!!! You're Free, now run!

  • Sequence of evens for Multiplayer 
    1. Right clicking the base you will immediately locked into the device 
      • "Pillory slams down on you, locking you in place...It's old, maybe if you can move around abit you might be able to free yourself?"
    2. Game time is not going to speed up, serve your time you criminal!
      • Random messages every hours to give you false hope of breaking free....maybe? Nahhh I'm full of lies, your stuck there till morning....I think
    3. Players can throw stuff at you and with damage....because you deserve it. 
    4. What can free you, when the sun comes up It should free you, self kill, creature damage, mod damage or a player hiting the base of the pillory...because if there is one criminal there is always another. 
  1.  
Guillotine mechainic 
  • Sequence of evens for non-LAN singleplayer
    1. Right clicking the base you will immediately lay into the device 
    2. in roughly ten seconds the Guillotine will drop or it trigger by a lever.
    3. DroppingEffect:
      • Animation of Guillotine blade dropping, with sound effect. 
      • Animation of player with head detacted, where the face, faces up(eye position face up)
      • a second or two the player will take massive damage (120pts) and die with the following death messages:
        • "{0}'s head was separated from it's body.",
           {0} was beheaded.",
           "The guillotine has claimed {0}.",
           "{0} lost their head.",
           "{0} met the blade of justice.",
          "{0} was fed to Madame la Guillotine.",
          "{0}'s neck met the Widow's embrace."
  • Sequence of evens for Multiplayer
    1. Right clicking the base you will immediately lay into the device 
    2. To trigger requires a Lever or a another person
    3. See 3 Above
  1.  

 

portcullisconfig.json Located in Appdata\Roadming\VintagestoryData\<installation version>\ModConfig\portcullisconfig.json

{
"PortcullisBurnDuration": 30,
"PortcullisBurnDurationDisable": false,
"PortcullisSetBrazierEnable": true,
"PortcullisSetTheRockEnable": true,
"PortcullisSetDisplaycasesEnable": true,
"PortcullisSetPortcllisEnable": true,
"PortcullisSetDrawbridgeEnable": true,
"PortcullisSetLargeDoorEnable": true,
"PortcullisSetSwitchEnable": true,
"PortcullisSetTortureEnable": true,
"PortcullisSetLampholderEnable": true,
"PortcullisAnimationEnable": true
}

 

Based on the Medieval Expansion mod (here is the link to the patch, as the original is gone), donate to this guy, he kept it alive - new models, and all new code from scratch.

 

Lore is always fun
The Age of the Severed Path
Before the Great Collapse, bridges were permanent arches of stone and timber, built by an agrarian civilization that had not yet encountered the "Rot". As Jonas’ Great Machine tore holes in space-time, the world became plagued by temporal instability and the emergence of drifters—twisted humans forced back into a terrible existence by the Rust.
The early Seraphs found that traditional bridges were invitations for the horrors of the deep to crawl into their settlements. To survive, the survivors realized they needed a way to sever the path.
 
The First "Lifting Ways"
The first drawbridges were crude "lifting ways" made of dry grass rope and rough-hewn oak. They were purely reactive:
  • The Moat of Rust: Early outposts were built with deep trenches not for water, but to keep drifters from reaching the walls. A bridge that could be hauled up by hand was the only way to sleep through a temporal storm.
  • Clockwork Influence: As Seraphs rediscovered Jonas parts and mechanical assemblies, the crude rope-pulls evolved into weighted counterbalances. These used the same bronze gears and axles found in the deep ruins to raise massive platforms of reinforced cobblestone.
 
The Legend of the "Gate that Breathes"
In the journals found within surface ruins, scholars mention the "Gate that Breathes," a massive drawbridge supposedly built over a great canyon to protect a legendary city like Maidentown. It was said to be powered by a primitive Resonator, lifting automatically when the temporal stability of the area dropped too low.
Today, as you stand over a river calculating the height for a boat's mast, you aren't just building a utility. You are recreating a piece of defensive history, a tool designed to ensure that when the "Rust" comes for the light, the path into your home remains firmly out of reach.

 

Future Plans:
  • Add wind mechincans to lanterns and oillamps when hanging on lamp posts
  • Add interactable Hand Cranks/ Gears system to raise drawbridges and portcullis 

Project description from Vintage Story Mod DB.

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