Mods / Anvil Metal Recovery
Author: Melchior
Side: Both
Created: Feb 14th 2021 at 7:21 PM
Last modified: May 7th 2023 at 6:06 PM
Downloads: 50839
Follow Unfollow 603
Latest file for v1.18.1:
AnvilMetalRecovery_V0.1.19-pre.1_Debug.zip
1-click install
Time to take back what is owed: Get them METAL (bits) Back when Smithing !
Tools and Weapons may shatter into fragments - when the last of their durability is spent. (Recycle these metal leftovers)
0.1.19 (Pre-Release 'Beta-ish'):
- Rebuilt again for V.S. 1.18
- 3rd Party Item/Tool support ~ imperfect...e.g: BUGGY - so may not work as intended...a W.I.P.
- Internal tweaks to support multi-material items in the future
-
Spoiler!Maaabey...something recycling related... TBD!
DON'T USE 0.1.14 ! (Its flawed...)
0.1.18 (Release-Candidates):
- Rebuilt for V.S. 1.17
- Breaking Ingot/Tool Molds: results in metal bits flying everywhere! (but not lost...)
- STEAM POWER! Steam results from pouring water on a HOT Ingot or Tool mold, wow neat!
- Smithing Gone wrong? Splitting EVERY SINGLE VOXEL: just dumps the original recipie's worth in bits out... This isn't meant to be a common way to salvage badly made works, just handling a corner-case...
- Untuned settings TBD!
0.1.17 (Release):
- Rebuilt for V.S. 1.16.4
- 3rd party mod API extensions / interfaces & some internal changes
- 'Broken metal fragments' Tooltip, really works again
0.1.16 (Release):
- Updated for V.S. 1.16
- Configuration file now supports item/block shavings issuance filters [the scales/mails/chains are defaults now]
- changed broken metal bits tooltip...less confusing now?
0.1.15 (Release):
- Finally really fixed that Metalbits recipie output overwriting bug...
0.1.14 (Release):
- Fix for some recipies giving metalbits instead of normal output...
- Now configurable Metal Voxel equivalence ratio, plus Tool-breakage can be disabled
- SEE: amr_config.json - (in /ModConfig)
0.1.12 (Release):
- New ability to actually break down "Broken Metal bits"; (Use the Chisel, and it will smash the former-tool into metal bits...)
- [That means the "Broken Metal bits" arn't smeltable anymore...]
- "Metal shavings", may eventually be removed (changed) in the future, FYI
0.1.9 (Release):
- Entirely new Item damage detection code.
- Breaking crafting tools, also become scrap-metal.
- No more trouble with spears & hammers...
Notes: While testing with every other mod that could interact with AMR+ is way beyond my resources; it was previously tested with XSkills & Mystical Metals...while no obvious faults were found - there could still be a bug or 5 lurking.
Weapon/Tool breakage; is mostly bugfree....I think, so far - today...
P.S. Iron still isn't meant to be smeltable. (not with this mod)
P.P.S. Who thinks this has anything to do with Recycling Anvils? it doesn't.
Someone please revive this mod! It's arguably the best balanced smithing rework mod out there!
A giant +1 on being interested in this mod having an update for 1.20. I used it throughout 1.18 and 1.19, and I sorely miss it!
Any plans to get the mod working for 1.20?
Crash report from world generation in 1.20.0.rc.1:
[Error] Exception: Method not found: 'Vintagestory.API.Common.IAsset Vintagestory.API.Common.IAssetManager.TryGet(System.String, Boolean)'.
at AnvilMetalRecovery.MetalRecoverySystem.UnravelMetalProperties()
at Vintagestory.Server.ServerEventAPI.OnServerStage(EnumServerRunPhase runPhase) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 141
at Vintagestory.Server.ServerSystemModHandler.OnBeginGameReady(SaveGame savegame) in VintagestoryLib\Server\Systems\ModHandler.cs:line 77
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 626
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 548
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 398
keep up the good work!
I think chains you don't receive bits back by default.
Also running on 1.19.8 without issues. Happens to any metals for these btw, I think I do get bits back from plates last time I checked
Been playing in v1.19.8 stable and I noticed that I don't get bits back from smithing copper chains or scales.
Also crashes in 1.20.0pre4 when breaking an anvil mold after taking a copper anvil out of it.
Running on 64 bit Linux (Linux Mint 21.3) [Kernel 6.8.0.45] with 13733 MB RAM
Game Version: v1.20.0-pre.4 (Unstable)
10/04/2024 16:16:51: Critical error occurred in the following mod: metalrecovery@0.1.19-pre.1
Loaded Mods: degrees1499@1.0.0, sticksfromfirelogs@1.3.0, game@1.20.0-pre.4, betterfirepit@1.1.4, hydrateordiedrate@1.3.8, rivers@3.2.0, temporalstormtimer@1.1.1, creative@1.20.0-pre.4, survival@1.20.0-pre.4, metalrecovery@0.1.19-pre.1
System.MissingFieldException: Field not found: 'Vintagestory.GameContent.BlockEntityToolMold.fillLevel'.
at AnvilMetalRecovery.MoldDestructionRecovererBehavior.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, EnumHandling& handling)
at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1069
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 590
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1717
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 803
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 452
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 819
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1023
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 694
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crashes in 1.20.pre4 when using watering can on ANYTHING (not just molds). Probably a conflict with the new watering can breaking molds mechanic.
Log:
Running on 64 bit Linux (Linux Mint 21.3) [Kernel 6.8.0.45] with 13733 MB RAM
Game Version: v1.20.0-pre.4 (Unstable)
10/01/2024 23:03:09: Critical error occurred in the following mod: metalrecovery@0.1.19-pre.1
Loaded Mods: sticksfromfirelogs@1.3.0, game@1.20.0-pre.4, hydrateordiedrate@1.3.8, temporalstormtimer@1.1.1, creative@1.20.0-pre.4, survival@1.20.0-pre.4, metalrecovery@0.1.19-pre.1
Involved Harmony IDs: metalrecovery
System.MissingFieldException: Field not found: 'Vintagestory.GameContent.BlockEntityToolMold.fillLevel'.
at AnvilMetalRecovery.Patches.WateringCanAssist.PerformBlockCooling(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at AnvilMetalRecovery.Patches.WateringCanDaptor.OnHeldInteractStep(Boolean& __result, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, BlockWateringCan __instance) in /home/librarian/Documents/Project/DotNet/First_Machine_Age/AnvilMetalRecovery/Harmony/WateringCanDaptor.cs:line 49
at Vintagestory.GameContent.BlockWateringCan.OnHeldInteractStep_Patch1(BlockWateringCan this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1160
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 329
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 207
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 694
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 669
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Crashes for me when trying to break a partly filled ingot mold:
5.8.2024 21:50:17 [Event] Player Bukka got removed. Reason: Threw an exception at the server
5.8.2024 21:50:17 [Error] Exception: Object reference not set to an instance of an object.
at AnvilMetalRecovery.MoldDestructionRecovererBehavior.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, EnumHandling& handling) in /home/librarian/Documents/Project/DotNet/First_Machine_Age/AnvilMetalRecovery/BlockBehaviors/MoldDestructionRecovererBehavior.cs:line 57
at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1067
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 575
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
and debug:
5.8.2024 21:48:43.833 [VerboseDebug] MoldDestructionRecovererBehavior::OnBlockBroken
5.8.2024 21:48:43.833 [VerboseDebug] 2 Ingot Mold(s) with L 0 Units, R 20 Units
sadly the source seems to be down, so I can only guess that this cast fails:
string baseMetalCode1 = ((RegistryObject) blockEntityIngotMold.contentsLeft.Collectible).Variant["metal"];
Still working fine in 1.19.8.
mj_outlaw
but it still works on 1.19.x
Would be so awesome if it got bits back from helvehammers. Processing blister steel gives back bits, and those mods that let helvehammers make other things would be a huge upgrade.
Just for those wondering, Melchior posted on the AMR VS mod discord channel on 1/18/2024 in regards to 1.19 update; "Agh I need to update - everything to update AMR, timeline isn't going to be short for this - got other things afoot...VS mods just don't have a priority these days"
Just wanted to let the folks know since I saw a few have been asking.
Can you update to 1.19.3, please?
I would love an update. Especially to increase the compatibility with the Toolworks mod cause there seems to be an issue with one of the tools replacing the other tool but not both tools thus making breaking down the anvil have issues.
On version 1.19.3 after placing copper bar on an anvil and trying to make a saw it crashes the game with the mod enabled, I believe the mod needs an update
Ok, from my testing, either something is interfering with it, or this does not work on a server. It DID work offline tho. I broke a copper pick and it gave me copper bits and some extra metal I had to use a chisel to turn into more copper bits. But that was offline, I get instantly booted when trying to join my server when this mod is active.
CDragonDream
People are saying it seems to be working. Try it.
is this going to get an update for 1.19,1?
Melchior, Any way to add recipes to smash tools with a hammer to get the fragments immediately? I always wind up with a copper chisel for all eternity. Other mods to smash tools don't work right (bits with durability).
Melchior, Any way to add recipes to smash tools with a hammer to get the fragments immediately? I always wind up with a copper chisel for all eternity. Other mods to smash tools don't work right (bits with durability).
I can match what @Bryserker mentioned in the new release of 1.19.0. I peformed the same test as them and have the same successful results.
From what I can tell the mod works as intended in the current version of 1.19.
Edit:
Did some more testing, only tested with copper:
Seems to work perfectly.
sorry the versioning here is confusing. The VSmodDB metadata says its for version v.1.18.1 and description says "Rebuilt again for V.S. 1.18" but the file name is "V0.1.19-pre.1_Debug.zip" and the description header says "0.1.19 (Pre-Release 'Beta-ish'):"
Does this mod work for Vintage Story v.1.19-pre? Or is it only working so far for the stable releases (1.18x)?
I can't play the game without this mod. I just can't. I wish this were vanilla.
its working for me in 1.18.15 and i also have a lot of mods
@ThesapphicSeas it works for me i have 40+ mods
Is this mod currently working or not? Getting mixed signals from the comments
Please tell me how to remove the blacklist. I mainly got this to help with making black bronze armor, but the chain isn't recoverable, even if I remove it from the blacklist in the config.
So, don't know what I'm doing but it's crashing for some reason and it says something about metalrecovery.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.18.7 (Stable)
8/5/2023 12:03:20 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.7, betterruins@0.2.1, bth@1.2.8, bettertraders@0.0.2, cairns@1.0.0, cwmodular@1.0.9, cropsconfig@1.0.0, fantasycreatures@0.5.3, capreolinae@1.0.3, pantherinae@1.0.7, furniturelibrary@1.0.9, HangingOilLamps@1.0.1, immersivecorpsedrop@1.0.1, leaflanternlining@1.1.1, mannequinstand@1.0.1, medieval@2.01.26, MoreTreeSeeds@1.0.0, primitivesurvival@3.2.7, she1fish@1.1.0, sortablestorage@1.9.0, temperaturescales@1.0.2, viesblocks@2.4.2, game@1.18.7, abcsreborn@0.1.1, alchemy@1.6.14, altmapiconrenderer@1.2.1, animalcages@2.1.5, beehivekiln@1.2.2, betterfirepit@1.1.0, carryon@1.3.0, commonlib@2.2.0, crateful@1.0.3, cuniculture@1.0.1, expandedfoods@1.6.6, flintchisel@1.0.2, glidervar@1.1.1, hudclock@3.2.1, medievalexpansion@3.9.3, morepiles@1.4.3, nemi@1.1.0, petai@1.7.10, claywheel@1.1.0, prospectorinfo@4.3.0, stepup@1.2.0, tablet@0.1.4, th3dungeon@0.1.2, creative@1.18.7, survival@1.18.7, waypointcolours@1.1.0, waypointtogether@1.0.1, wildfarmingrevival@1.1.0, metalrecovery@0.1.19-pre.1, cats@1.7.0, tradercamps@1.0.6, em@2.2.2, extraoverlays@1.3.1, ensisswordpack@2.0.0, bricklayers@2.2.0, moreroads@1.5.1
Involved Harmony IDs: metalrecovery
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.ItemSlotCraftingOutput.triggerEvent(ItemStack craftedStack, Int32 moved, IPlayer actingPlayer) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Common\GameContent\Inventory\ItemSlotCraftingOutput.cs:line 72
at Vintagestory.Common.ItemSlotCraftingOutput.TryPutInto(ItemSlot sinkSlot, ItemStackMoveOperation& op) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Common\GameContent\Inventory\ItemSlotCraftingOutput.cs:line 63
at Vintagestory.API.Common.ItemSlot.TryPutInto(IWorldAccessor world, ItemSlot sinkSlot, Int32 quantity) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Inventory\ItemSlot.cs:line 176
at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass79_0.<RefillSlotIfEmpty>b__0(ItemSlot invslot) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Collectible\Collectible.cs:line 842
at Vintagestory.API.Common.EntityPlayer.WalkInventory(OnInventorySlot handler) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Entity\EntityPlayer.cs:line 1203
at Vintagestory.API.Common.CollectibleObject.DamageItem_Patch1(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32 amount)
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Collectible\Collectible.cs:line 551
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:line 1661
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 788
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 595
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:line 787
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:line 979
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ScreenManager.cs:line 722
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ScreenManager.cs:line 625
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 7/31/2023 12:55:02 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1882708855462422800, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.7.0
P3: 10.0.19045.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:
Attached files:
\\?\C:\Users\kiria\AppData\Local\Temp\RDR525B.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER528B.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER529C.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER52C9.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER52F9.tmp.txt
These files may be available here:
Analysis symbol:
Rechecking for solution: 0
Report Id: 6d9f0c5f-373a-40e7-abb4-4062752d6ec0
Report Status: 268435456
Hashed bucket: 4beace18ff2961a00a20b9baa151e910
Cab Guid: 0 }
--------------
{ TimeGenerated = 7/29/2023 5:36:30 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1679123947133849182, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.7.0
P3: 64bd7a7d
P4: KERNELBASE.dll
P5: 10.0.19041.3155
P6: bf300201
P7: c0020001
P8: 000000000002cf19
P9:
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WEREE56.tmp.WERInternalMetadata.xml
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_e9938b1396e901ee3bc758c5473be7c02f16a8_229aabcc_d160e1c2-30ba-40cc-bd94-a9cbdc25d0db
Analysis symbol:
Rechecking for solution: 0
Report Id: ef165ab6-d148-4265-8e0e-8cb045dfcc15
Report Status: 268566528
Hashed bucket: 0b6873d9465d2689074d725562c3ce5e
Cab Guid: 0 }
--------------
{ TimeGenerated = 7/29/2023 5:36:28 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.18.7.0
P3: 64bd7a7d
P4: KERNELBASE.dll
P5: 10.0.19041.3155
P6: bf300201
P7: c0020001
P8: 000000000002cf19
P9:
P10:
Attached files:
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_e9938b1396e901ee3bc758c5473be7c02f16a8_229aabcc_d160e1c2-30ba-40cc-bd94-a9cbdc25d0db
Analysis symbol:
Rechecking for solution: 0
Report Id: ef165ab6-d148-4265-8e0e-8cb045dfcc15
Report Status: 131076
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Cab Guid: 0 }
im having problem chnaing the mod config. im trying to remove the black list from it so i can get bits from all smithables. i tried deleteing just the items in the blacklist, and ive tried deleteing that whole section but it does not seem to take any affect in my game. am i misssing something?
EDIT: Its working again? i didnt change anything other than restart vintage story. i guess it was an "unplug and plug back in again" sorta situation
im having an issue getting back tool fragments. i think its because of a base game (possibly mod) thing where broken tools are auto swapped out with new tools. the only mod i can think of that would do something like this is xandus inventory tweaks, but i have that mod disabled. would there be any place (like log files or something) i could look to see whats going on?
heres my most recent game where i had a hammer with 1 durability
8.7.2023 14:29:11.512 [VerboseDebug] [metalrecovery] Adding Recovery entries table to Cache...
8.7.2023 14:29:16.862 [VerboseDebug] Received identification packet from CanaDan
8.7.2023 14:29:16.863 [VerboseDebug] Spawn chunk load request enqueued.
8.7.2023 14:29:17.440 [VerboseDebug] HandleRequestJoin: Begin. Player: CanaDan
8.7.2023 14:29:17.440 [VerboseDebug] HandleRequestJoin: Before set name
8.7.2023 14:29:17.440 [VerboseDebug] HandleRequestJoin: After Level initialize
8.7.2023 14:29:17.557 [VerboseDebug] [metalrecovery] Sending joiner: CanaDan a copy of config data.
8.7.2023 14:29:17.557 [VerboseDebug] HandleRequestJoin: After broadcastplayerdata. hotbarslot: Vintagestory.API.Common.ItemSlotSurvival (1x Item Id 1619, Code game:hammer-iron)
8.7.2023 14:29:17.557 [VerboseDebug] HandleRequestJoin: After LevelFinalize
8.7.2023 14:29:28.483 [VerboseDebug] Prefix_DamageItem: game:hammer-iron by 1
8.7.2023 14:29:28.483 [VerboseDebug] InventoryID: hotbar-NCjOlD7QSHn6d7u7hpWRXXRc, Class: hotbar
8.7.2023 14:29:28.483 [VerboseDebug] Thing has HP: 1
8.7.2023 14:29:28.483 [VerboseDebug] Sending Item Expiry Event
8.7.2023 14:29:29.105 [VerboseDebug] Prefix_DamageItem: game:hammer-iron by 1
8.7.2023 14:29:29.105 [VerboseDebug] InventoryID: hotbar-NCjOlD7QSHn6d7u7hpWRXXRc, Class: hotbar
8.7.2023 14:29:29.105 [VerboseDebug] Thing has HP: 1
8.7.2023 14:29:29.105 [VerboseDebug] Sending Item Expiry Event
8.7.2023 14:29:41.453 [VerboseDebug] Entering runphase Shutdown
A bug i have found; not sure which mod causes it of the two is that if you have this mod and "Can Jewelery" installed when breaking ore with any pickaxe you will get ore blocks instead of ore chunks.
I discovered a gnarly bug that lets you duplicate your scraps using axes. If your axe and any backup axes break while chopping a tree, it will create as many metal fragments that are the same type as the first axe. I got 20 iron axe fragments from one iron axe and a bunch of 1 durability stone axes. Would appreciate a fix soon.
Skrepon
I am relatively sure that its likely due to the output of metal bits you can get by punching holes in what equates to a metal plate.
I use 1.18 - what file should I be downloading? Reading in the files confuses me.
It seems breaking a mold with a hardened piece in it gives you back both the piece and 20 metal bits.
Is there a reason Copper Chain isn't a recoverable item? Copper Chain is not Recoverable?
Thank you for your service. This mod is awesome and I hope that you continue your work on it for the benefit of all who want the game to play fair with its survival crafting mechanics.
Yanazake
Bit late but yeah the crash is fixed and the dropped item from broken tools is working properly now.
UnknownFox
Do tell if the crash gets fixed. We're using the other 1.18 fix until it is fixed here.
Am getting a crash when we get the Broken Tool item. We can carry it around but the moment we hover over it, instant crash. The only thing we can think is perhaps it conflicts with the "More Classes" but we are not 100%. Any idea?
Crash Report
Edit: Actually checking now I see the mod was updated yesterday so maybe we just need to update the server with that.
Shavings not need, add return "bits"(Nugget's it ore and they need to be melted to ingot to make something out of them.)
XSkills kinda conflicts at a fundamental basic feature level. AMR has a config file to adjust some params, but why install it just to disable things?
(They should both function together, just it won't make sense to have both running?)
is there any config with this? or exception for xskills?.. i havent tried it y et but idk if itll conflict or be op as xskills no0w has a smithing skill that gives metal bits back. Just curious.
The update for 1.18 has some more wrinkles than I expected (mystery metals!)...stay tuned; as this is an ongoing discussion/issue with VS itself too.
any plans for 1.18 update?
Same issue here as well.
Mabashi's report is on point, I'm having the same issue.
Anvil Metal Recovery v0.1.18-rc2_debug
When a tool breaks, it throws an exception that it cannot find Entity.Pos which in turn causes the tools to become unbreakable with 1hp and not return metal parts.
This bug doesn't cause crashes, but it's not the intention of this mod either, unless we want unbreakable tools from now on :P
https://pastebin.com/07vj3Vx8
Is this able to work in 1.18? I hope someone is planning on updating. This is a very useful mod.
Suggestion for this mod...
After a while, you have extra tools (IE copper/bronze prospecting picks) you don't need because you have iron (or iron tools after you get to the point where you have a steady supply of steel) tools instead that are drastically faster and with better durability so you're not carring around multiple slots' worth of tool while mining.
In their tool form, these copper/bronze/iron tools are essentially detrimental, if not (nearly) useless.
But in their broken form, they'd have value as you can chisel the returned broken fragments into metal bits!
With copper tools, the copper can be recycled for chutes, or making bronzes.
With bronzes, they can be used for decorative lanterns to match a theme, made into plates for mining bags (or modded uses that require bronze, like the better backpacks mod that requires you upgrade your bags with bronze plates before you can move on to upgrading further with iron and then steel) or even just to make a different tool that can be sold to a trader. (IE, saws, axes, pickaxes, etc can be sold to various traders for a quite decent amount of rusty gears! While the same can't be said for iron, meteoric iron, or steel tools.)
So it'd be nice if the mod that gives us recyclable broken tool bits also let us simply recycle tools without having to fully use them to breaking!
To do so:
We already get a broken tool fragment piece when a tool is used til it breaks.
Just let us put any given metal tool (that breaks and gives a broken metal fragment peice that returns some of the metal) into the crafting grid with a hammer and chisel (virtually identical in function to crafting axles for windmills), essentially "crafting" the tool into it's broken metal fragment peice.
Additionally, it makes sense that a brand-new tool would have all the metal you started with (no loss, as it's unused so the metal hasn't worn down with use).
So let us use a hammer to smash the handle off any tool at +95% durability, thus returning the head. (Let's face it, if you're desperate enough to smash the head off your tool every 5% use, and it's costing hammer durability to boot, you're really not well off to start with so it's not a huge exploit thanks to the raw tedium of having to stop every few uses to renew the tool by smashing the handle and re-adding a stick.)
From there, let us "craft" an un-handle'd tool head into an ingot's worth of bits (minus whatever return amount you get when smithing).
I've gotten silver knives from chests and tool vessels in the past, and it'd be REALLY nice if I could get back as much of that silver as possible seeing as how the tool hasn't even been used!
Or get back the vast majority of that black bronze from a falx I bought off a trader, and shortly after found iron so the black bronze was inferior as a weapon.
not fully working with 1.18.0-pre builds, the items don't break, but all the rest work just fine, the bits recovering (even on new recipes) the using of water to cool molds with metal, just when the tool is to break, it just desapear and then apear again in your inventory with 1 durability and don't give you the broken parts that it's used to.
AMR doesn't seem to be working on the .net7 build.
I'm not seeing any errors in the logs, though it is not having any affects in-game.
Which discord is the best one to reach you on?
There are a few items excluded from being "Recoverable"; the mails & scales being two...(due to issues with multiplicative effects)
I should make that clearer in the tooltip message...
Update 1.17.10:
When working ingots into chain on an anvil, metal bits are no longer returned. When a tool breakage still works, however. Maybe bits were never returned for chain?
Can you go on Melchior's Discord channel and clarify what doesnt work Snoopier ?
Yes I can confirm also this does not work for 1.17.9
This mod does not appear to be working for 1.17.9
Is this working for 1.17.9?
if not, can you update this mod?
Thnx alot for the reply, I reduced the tool recovery rate to 80%, should I tamper with the VoxelEquivalentValue, I dont know what it does, thnx again 😀
Edit the amr_config.json, found in the user-data directory ( ? /VintagestoryData/ModConfig )
Hello there Melchior, love ur mod, very immersie for me, but I want to decrease the returning metal bits when using the chisel on the broken metal fragments, I use another mod (Break Down Tools) which return metal bits, I modifed it to return 8-12 metal bits per tool depending on the tool size, but I did it randomly because I dont recall how many bits does ur anvil mod return per smithed tool, I also want your mod to return the least amount of bits to give incentive to acutally take the time and keep the tool and not allow it to break down completely, I am looking around the files, but I dont know Jack "merd" about modding so, thanks for understanding
Yeah it's a bit... intense. I feel like I'm not losing ANY metal.
Yeah, still works, it's amazing how much metal is wasted when making stuff. This saves so much material it's crazy!
Works on my machine.
Can anyone confirm if this works with 1.17.6? People are saying it stopped some versions ago :/ Such a great find...
When working an iron bloom into iron bar sometimes I get a few extra bits of iron that don't fit into the bar but I don't get iron bits
Thanks for the update <3 looking forward to it <3
When I install a/the 1.17 release; AMR will get an update to match.
Can we expect a 1.17 version ? or is this mod dropped ?
stopped working with 1.17 rc.4
I added a quick mod to change the steel bit smelt temperature from 1502 to 1499
Otherwise the steel bits you get back from the mod are useless.
@Melchior Let me know if you add this to the main modpack and I'll remove mine.
mods.vintagestory.at/show/mod/3710
I've got another odd one for you, with the latest update you posted marked "Debug" in the filename - it causes the game client to crash when creating or loading a world if you also have Bricklayers active. The previous version of the mod works fine with it though.
Hmm, you may have found something there... I'll check it out; 0.1.18 is taking a while; but should be worth it.
On 1.16.5 with mod version v0.1.17 if you break a smithing project completely down into bits, instead of getting 20 (for a one-ingot item) you actually don't get anything. I found this when I accidentally started the wrong tool head and tried to just break it apart to save the metal and try again. Also when I removed the last voxel it didn't cancel the crafting project - I had to remove and replace my anvil.
Not work in 1.17.0.pre-4
Will this mod be Updated for 1.16.5 ??
Melchior and if metal is still liquid it will propably just steam-explode in your face.
Interesting idea; mabey it should! (IRL a TERRIBLE idea as it would probably shatter the mold)
Tsssss!
Say, Got this neat Idea, What if you could use the Watering Can to Cool the Molds faster ??
Just made it to the copper age recently and made a couple pickaxes to continue my mining. I was excited with this mod, since I would no longer have to be constantly hunting more deposits to maintain my tools. With my first break, I now know that this mod is a bit overpowered. My broken tool has given me 10 copper bits, worth 5 units each, and broken metal fragments, worth 57 units. By putting in 100 units of copper, now I'm getting back 107. Although I love the idea of being able to recycle old metal to help make new tools, this seems to be a bit 'game breaking' for me currently.
Rayle Pengwin
The thing I would point out is the vanilla recipe: Ingots + chisel-> metal bits. It was changed as some point you couldn't melt an ingot in a crucible and needed to break it up first.
Quote Rayle : Also, having to use a chisel to break down the metal fragments isn't very obvious. Normally a hammer is used to crush tools back into bits, so I didn't even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it!
-> Exactly the same thing happened to me. The use of the chisel is counterintuitive. I think the tooltip hinting to the chisel is needed, since there is also no visible recipe in the ingame manual.
All features are working fine for me in 1.16.3 along side a bunch of other mods. If someone is having trouble with it, check your logs for mod errors and also try disabling the mod, loading the game, saving and quitting, and then re-enabling the mod. Some mods like Carry Capacity break for me occasionally and doing that always fixes it.
I love this mod! I can recover almost half an ingot worth of metal after making something small like a chisel. It makes sense and seems more balanced this way compared to vanilla. I also really enjoy being able to recycle a tool when it breaks. However, it seems a little overpowered currently. I always get a flat 10 bits back after a tool breaks plus the metal fragments that can be turned into more bits. Combine that with the ability to recover metal from the anvil and I often times get more bits back than it took to make the tool in the first place. I like the idea of recycling tools, but it seems to give too much metal back currently. I'd like it if you could recover up to 75% of the metal used in its construction.
Also, having to use a chisel to break down the metal fragments isn't very obvious. Normally a hammer is used to crush tools back into bits, so I didn't even think to try the chisel. I tried the hammer, tried putting them in a crucible, and tried putting them in the bloomery, but nothing worked. I thought maybe the mod was bugged out and I came back to this page to look around for the answer. I found it hidden in the patch notes. Maybe consider adding the chisel information to the main description where people are most likely to see it! I love this mod a lot and hope you will continue to support it 😁
This mod doesn't seem to work in 1.16.3. I'm not getting any bits at all.
In 1.16.1 the mod seems to almost work. The saved up shavings are shown in the block info window but when finishing the product the shavings aren't transfered to inventory.
Sincerely
K
I missed the messages here, fixed for V.S. 1.16... and I'll reach out to l33tman... can't have busted pies can we?🙂
Hey there, I'm getting reports that using this mod with Expanded Foods SOMEHOW makes you unable to make pies. I've got a custom class called 'ExpandedDough' that lets you combine different food categories, such as adding meat + cranberries to a single pie. I have no idea why this is a conflict, though. Can we work something out?
Brace yourself, 1.6 breaks this mod.
I'd love the ability to configure how much metal you get from the anvil, and how much you get from a tool, separately.
I'd like to get less metal back from a broken tool than from fragments broken off on the anvil, in essence.
By tool returns also wouldn't suck.
By tool by metal, type would be optimum.
Moonmonk, use chisel with the fragment in the crafting grid to break them down.
Also, how to smelt the steel/blister steel bits down? Bloomery?
Is there a use for the broken metal fragments? I can't smelt them in the crucible or break them into nuggets?
Is it possible to turn down the amount of metal retreived from broken tools? I feel the balance is off and it only takes minimal effort to mine enough to keep my tool rack filled.
Noticed that if the install directory is different than C-drive, adding the mod won't add the amr_config.json file to /ModConfig.
Putting the mod in the C-drive's Mod folder does.
Might be a mod compatibility issue but with v0.1.12 when I try to use shears on vegetables to get seeds, such as with onions, it outputs copper bits instead of the seeds. I have a video of it here with more detail: https://discord.com/channels/302152934249070593/334233095374897152/874093391066038315
Downgrading to v0.1.10 fixed the issue for me.
chiseling broken tools will result in every saw recepie giving said metal bits instead of planks until restart
@Lisabet - Hmm, I dunno if I like the idea of a hotter burning charcoal. Maybe if there were a bellows setup. That'd be cool.
if you also use the Mystical Metals mod, it has charcoal that gets high enough to smelt iron (it's not updated to 1.15 though, but neither is this atm afaik)
So iron bits and above are useless at this point? I was kind of wondering what to do with them as well.
Iron, STILL isn't smeltable - this mod doesn't DO that.
V0.1.9 - Should fix the bug with spears, hammers, ect...
How do you resmelt iron or steel shavings? Using the bloomery?
I've been getting "Broken Metal Fragments" popping into my inventory while throwing spears, but the spears don't dissapear. Is this the glitchy behaivior you were talking about? Is there a way to turn this bit off while it's glitchy?
@Doornydew If that's your idea of a fun time, I guess....
if i may ask, what is preventing you from for instance making an axe head, finishing it, keeping the bits, then just smelting back down the axe for another ingot?
surely this must be heavily exploitable.
Also - the actual values for the Broken metal fragments (or tool shards); is from the SMITHING recipies voxel count. If a mod adds a custom / unusual method of creating an item - AMR+ may not figure it out...and won't issue fragments for these 'unususal' items.
For Reference: 1 Voxel = 2.38 metal units.
Indeed - it can ONLY issue shards when a work-item completes. (Both a technical limitation, AND due to gameplay reasons)
[Research IS being carried out to have an updated version that is fully 'Harmonic' - and plays nicer with new steel & helve-hammer anvils]
Auhh I see what you did now. Very smart. Thank you so much for this! I always though we were kinda be wasteful leaving all those metal bittys behind :(. Like they have friends too hahahah. Great mod friend :) Keep up the great work!
You will get bits back ONLY after work was completely finished
Could you explain what this does. Well I get the basic concept, but where are the bits stored? In my inventory? So when I split any metal I get the bits back? Or it just prevents you from destroying the tool head?