v1.5.8
v1.5.8
If you find issues with this release, please notify me on the issue tracker attached to this mod! If another method is preferred, you may also contact me through a DM on Discord(@Taska) or by commenting on this mod.
Ancient Tools 1.5.8 Change Log:
Ancient Tools is now built upon the .Net7 framework and will be the only framework supported going forward.
Metal mallets have been added! They can be crafted by smithing or smelting. Improvement requested by Alatyr, thank you!
Mallets can now be placed in ground storage.
Reed baskets and all vessel variants(except raw) can now be placed on carts for transport. gndrneutralnoun requested additional storage for carts, so now they're here ^_^. If there's more that I missed, please request. Crates will hopefully be a thing soon, too.
Salt crystals from Expanded Foods can be ground in the mortar. This compatibility was requested by PervertChimp, thanks!
Added electrum, nickel and cupronickel chamberstick variants. These variants were requested by Ruyeex, thanks!
Fixed an issue where spruce flour would appear in-game when Wildcraft Trees was not installed.
Hopefully fixed a crash that occurred when XSkills was installed. Repair/Deconstruct collectible behaviors for carts use 'handling = PreventSubsequent' now in hopes that default code will not be called. Issue reported by RogueRaiden on GitHub, thank you!
Updated the Japanese translation for Ancient Tools! Thanks, Macoto Hino!
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4258 |
Aug 15th at 3:11 PM |
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AncientTools_V1.5.8.zip |
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v1.5.7
v1.5.7
Fixed some missing textures on Purpleheart and Ebony bark baskets.
Fixed a mistake that resulted in spruce bark grinding properties overwriting the properties for all other types of wood.
Fixed an issue where behaviors were not being applied to salve pots when CarryOn/Carry Capacity was installed
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5927 |
Jun 21st at 12:07 AM |
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AncientTools_V1.5.7.zip |
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v1.5.6
v1.5.6
Cart owners(the player who placed the cart originally) now always have permission to access their cart, and to deconstruct it. NOTE: A new cart needs to be placed for this to take effect!
Carts now remember the previous player hauler. When placed, even when in other player claims, it can be picked up and/or have its inventory accessed by that player.
Fixed a crash that occurred when deconstructing carts.
Fixed an issue where some Wildcraft Trees recipes were enabled even when Wildcraft Trees was not installed.
Fixed an issue where In Dappled Groves dried spruce bark(from Wildcraft Trees) was not given a grindingProps attribute, preventing it from being ground in a quern.
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1170 |
Jun 10th at 3:49 PM |
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AncientTools_V1.5.6.zip |
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v1.5.5
v1.5.5
Okay! It's compatibility patch time. Here, we have a bunch of compatibility tweaks for In Dappled Groves, Wildcraft Trees, Reignited, and Fauna of the Stone Age mods. There's also many significant improvements and additions to Ancient Tools itself. There's a lot of moving parts with this so I imagine something has been missed- if you notice an issue, please let me know on Discord, in the comments on the ModDB page, or on the official issue tracker. Thanks!
##### Ancient Tools Optimized ItemAttributeVariant items(cart hand-held objects) and cart entities. They are now only assigned textures that they will actually use.
Massive optimization for carts. Carts now go 'dormant' when they don't need to visually update, resulting in far fewer calls to the GPU. Carts also update their mesh when possible instead of generating new meshes each render frame. Massive FPS improvement!
Carts and their inventories now respect claims. No more grand theft auto!
Carts cannot be deconstructed by players that do not have use/build permissions while in a claim.
Fixed an issue that prevented Acacia wood from being carvable for a resin source.
Added compatibility for the Reignited mod. Extinct pitch torches can be held against other fire sources to light the torch.
Added compatibility for Fauna of the Stone Age mods. Thanks Weathersong for your Capreolinae patches!
Narrow trees can now be stripped, too! Show off by crafting bark baskets using rare Greenspire Cypress bark.
Oak and Acacia bark can now be used to create healing salves, too!
Fixed a crash that occurred whenever a player tried to interact with the stretching frame with a collectible that does not have attributes.
##### In Dappled Groves Compatibility Note: Some new Ancient Tools additions may be unavailable with Dappled Groves installed. For example, narrow log stripping
Disabled the Ancient Tools adze molds. Adze heads are only craftable via smithing in Dappled Groves.
Adjusted the mortarProperties object in the bark compatibility patch to work with the new Ancient Tools mortar system.
Only soaked bark can be used for healing salve crafting.
Removed all strippedlog patches. They're not need now that both mods use the vanilla debarked logs!
##### Wildcraft Trees Compatibility Bark, Bark Baskets, Stretching Frames, Curing Racks, Beams, Wheels, and Carts can all now be crafted using the pretty wood variants from Wildcraft Trees!
Willow, Alder and Bride In White narrow trees have narrow log variants that can be stripped for their bark.
Douglas Fir and Spruce can be scored using a knife to create a leaking log for a consistent source of resin.
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923 |
Jun 3rd at 11:25 PM |
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AncientTools_V1.5.5.zip |
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v1.5.4
v1.5.4
This update attempts to mitigate a crash seen when harvesting resin. It may not even be an Ancient Tools problem. I never was able to replicate this issue, but I'm releasing this just on the off chance that it can help some folks.
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2330 |
Apr 29th at 7:52 PM |
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AncientTools_V1.5.4.zip |
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v1.5.3
v1.5.3
Fixed an issue with the Japanese language file not loading(courtesy of Macoto Hino)
Added Japanese translations for Very Aged beams and Very Aged Rotten beams(courtesy of Macoto Hino)
Fixed an issue where resin would not appear on directionalresin leaking logs if decor(moss) was hanging on the block that was carved.
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850 |
Apr 26th at 8:17 PM |
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AncientTools_V1.5.3.zip |
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v1.5.2
v1.5.2
Note: This is an update for compatibility with Vintage Story 1.18! It will not work on Vintage Story 1.17 or earlier.
Ancient Tools should now be fully compatible with Vintage Story 1.18.
The Ancient Tools mortar has been switched from a BlockEntityDisplay object to the Ancient Tools proprietary DisplayInventory object to be on-par with all other inventories in the mod that show their inventory.
The mortar no longer uses GrindingProps to determine its grinding result. Instead, it's all controlled through an attribute attached to the collectible called 'mortarProperties'. Shapes, textures, quantities can all be adjusted here.
Removed many duplicate shapes from the mortar resources folder that are no longer required due to the above changes.
Added crafting recipes to switch between Ancient Tools beams and vanilla support beams. Both can be used interchangably in crafting recipes. This way, players can retain the GroundStorage capabilities of AT beams while still having the ability to build creatively with the vanilla beams.
Fine-tuned the repair/deconstruct behaviors for carts and gave the processes some proper sounds.
Ancient Tools now removes grid crafting recipes for vanilla beams and debarked logs. These can be enabled again by modifying two new config variables, 'InWorldBeamCraftingOnly' and 'AdzeStrippingOnly'.
Ancient Tools stripped logs have been removed. Adze tools now strip logs into the vanilla debarked logs. Remaps have been made that should convert all existing stripped log blocks to debarked logs.
Modified the Ancient Tools beam and beam ground storage stack to use vanilla debarked textures.
Hide and salted meat transforms in the fire pit have been altered to accomodate the firepit model rework.
The command for removing mobile storage debuff was modified to work with the new Vintage Story command API.
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579 |
Apr 24th at 3:32 PM |
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AncientTools_V1.5.2.zip |
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v1.5.1
v1.5.1
Solved an incompatibility between Ancient Tools and Chisel Tools. Ancient Tools wedges were adopting the wedge functionality from the Chisel Tools mod.
Fixed an issue that prevented stripped logs from breaking when in survival mode.
Mitigated an issue where carts would suddenly 'fall off' a player if they were moving too quickly. This was most common when jumping off cliffs. This can still happen...like when a player dies, as is intended, but should be much less likely through regular gameplay.
Carts shouldn't despawn unless they are destroyed or burned. I couldn't spend time thoroughly testing this for this release. If they do still randomly despawn, please let me know!
Added a command that can be used by server owners/op'd users that can remove the mobile storage debuff for themselves or another player. '/removemobilestoragedebuff [playername]'
Fixed an issue where the player would have the cart movement debuff even when the cart detached.
Fixed an issue where the player would have the cart movement debuff if they logged off with a cart attached, then logged back in.
Fixed an issue where, when the player placed a cart, the cart was not removed from their inventory.
Players can also log off then log back in to clear any mobile storage debuffs in the case that a command can't be used or does not work.
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771 |
Mar 24th at 12:13 AM |
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AncientTools_V1.5.1.zip |
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v1.5.0
v1.5.0
Note: This version is intended to be used on Vintage Story 1.17.* versions! Do not use it with Vintage Story 1.18, it will not work!
Note2: Some content of 1.5.0 will be removed with the 1.18 port. Stripped Logs and the new Beams will be removed as they have equivalent vanilla content to replace them. I'll do my best to remap the Ancient Tools content to vanilla content for the 1.18 port of Ancient Tools.
Carts have been introduced to Ancient Tools! They can attach to players and follow them around. Chests can be placed on carts to give them storage capabilities and can be used to transport items from place to place.
When picked up, carts apply a small movement debuff to the player. It should clear automatically when the cart is placed but, if it happens to disconnect from the player due to desync and the debuff is not lost, simply pick the cart back up again then drop it manually.
Two new tools have been created, wedges and mallets. Wedges can be made from stone or metals, whilst mallets only have a stone variant.
A new in-world crafting system for creating beams has been introduced. The aforementioned wedges can be placed atop upright standing stripped logs and smacked into the wood using a mallet to split the wood into beams. Beams are required to craft both wheels and carts.
Wheels can now be crafted and are required to craft carts.
A simplistic(unpolished) deconstruction mechanic has been introduced that will quickly deconstruct in-world carts. Simply break apart the cart with a saw.
A simplistic(unpolished) repair mechanic has been introduced that can be used to repair carts. Simply hold boards that match the type of the cart in your off-hand and interact with the cart with a mallet to repair.
Added additional information to all Ancient Tools collectibles that will help identify their purpose. Placed block info and hover tooltip.
Added a Crafted By link to each crafted object handbook entry in Ancient Tools that directs players to the appropriate handbook carfting guide.
Created a generic class that will handle like-functionality between different MobileStorage objects.
Created a generic class that can be used to display different item types without creating excessive numbers of variants(think of it as a personalized clutter class)
Updated the Japanese translation file(Thanks Macoto Hine, again!)
Added a little easter egg to one of the newly introduced things~
Known Issues
Carts can be rather performance-heavy for clients.
Cart inventories don't animate when opened.
Some functionality, such as repairing and deconstruction, are still rudimentary at best.
Carts don't have shadows
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486 |
Mar 13th at 3:29 PM |
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AncientTools_V1.5.0.zip |
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v1.4.9
v1.4.9
Integrated the pull request created by NerdScurvy that enables CarryOn compatibility. Thanks so much!
Chambersticks will now be held out instead of held up when viewed in third person or when held by another player.
Adze tools will no longer sink into the ground when stored in ground storage.
Curing hooks and curing racks now have some additional information that may help point players towards their correct usage without the need to scour the handbook.
Updated the Japanese translation file with the two previously mentioned lines(Thanks Macto Hino!)
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3594 |
Nov 12th 2022 at 10:53 PM |
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AncientTools_V1.4.9.zip |
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v1.4.8
v1.4.8
Added compatiblity for the Acorns mod which allows acorn/bark flour breads to be made.
Added more compatibility for Expanded Foods. Many more mortar shapes have been added.
Added initial compatibility for the Dappled Groves mod. Adze items and components, stripped logs, barks, bark baskets and possibly more are disabled in the Ancient Tools when installed alongside Dappled Groves. Related recipes have also been removed. Compatibility has been added to Dappled Groves things where needed. Since Dappled Groves is still in development there are likely to be further compatibility issues.
Fixed a crash that occurred when Hide and Fabric hides were attempted to be placed upon the stretching frame.
Fixed an issue that prevented the bark flour doughs from appearing in the creative menu.
Fixed an incompatibility between Ancient Tools and Primitive Survival 3.0.3 and later that prevented raw hides from being filled when interacting with water sources.
Meat pies can now be made using salted meat, salted poultry, and salted bushmeat.
Modified Salve Container code to be less hardcoded. Required for Dappled Groves integration.
Mortar content shapes paths can now also be defined as an attribute.
Boosted cooked salted redmeat satiety slightly.
Various adze assets have beem moved from the game domain to the ancienttools domain. Please apply remaps!
Updated Japanese translation(Thank you macoto_hino)
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1030 |
Oct 19th 2022 at 10:08 PM |
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AncientTools_V1.4.8.zip |
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v1.4.7
v1.4.7
Please re-download if you were one of the first few to download this mod version... a small recipe change was made.
Fixed a crash that infrequently occurred with the pestle renderer in Vintage Story 1.17.
Fixed an error in the stripped log recipes that prevented purpleheart, kapok and ebony stripped logs from being crafted into firewood.
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1605 |
Sep 8th 2022 at 7:46 PM |
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AncientTools_V1.4.7.zip |
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v1.4.6
v1.4.6
Compiled the mod with VS RC-5 to prevent crashes that were happening with a 'Method Not Found' error with TesselateShape() that occurred when AT 1.4.5 was used on RC-5
Fixed an issue where sheep inventories were not properly increased in size.
Fixed an issue that prevented raw hides from being filled by clicking a water source.
Removed the UnstableFalling behavior from bark baskets to allow them to be placed anywhere.
Removed duplicate entries in all lang files.
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771 |
Aug 12th 2022 at 6:15 PM |
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AncientTools_V1.4.6.zip |
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v1.4.5
v1.4.5
Mod updated to be compatible with Vintage Story 1.17.0
-- Brain Tanning(and related) Brains are no longer dropped on kill. Instead, they can be harvested from animals just like any other harvestable items.
The new gazelle mob has the chance to drop brains when killed.
Adds compatibility for the More Animals mod. Pheasants, Golden Pheasants and Capercaillie creatures should now all have harvestable brains.
Smoked Hide now visibly hangs on the firepit spit after being 'cooked' from brained hide.
New Acacia tannin recipes can also be disabled via config.
-- Other Adze tools can now be placed against walls using the new ground storage mechanics in vanilla.
The mortar and pestle objects can now be crafted using chert stones.
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429 |
Jul 28th 2022 at 6:32 PM |
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AncientTools_V1.4.5.zip |
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v1.4.4
v1.4.4
Block grindables can now be placed in the mortar. Seashells, in vanilla Vintage Story, now have shapes in the mortar and can be ground down into lime.
Added shapes for white marble, red marble, and green marble stones when they are in the mortar.
Added shapes for seaweed in the mortar. This is used by Expanded Foods. Suggestion offered by willflatt on GitHub.
Modified mortar particle logic slightly. If the texture of a mortar ingredient is transparent, the grounded stack texture will be used to get the particle colour instead, to prevent particles from being white.
Added compatibility for Better Than Heresy powdered charcoal. It can be used to make pitch if that mod is installed alongside Ancient Tools. Issue reported by Grem on VS Mod DB.
Modified the display of the pitch container to be more flexible, allowing other modded items to appear as possible pitch ingredients.
The display for curing rack cure times should be more accurate when the curing rack is loaded after having been unloaded for an extended period of time. Issue reported by Stin045 on GitHub.
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1468 |
Jun 14th 2022 at 9:02 PM |
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AncientTools_V1.4.4.zip |
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v1.4.3
v1.4.3
Included the Russian translation of Ancient Tools offered by MrMeg, thanks!
Added compatibility with the Immersive Crafting mod.
Added further compatibility for Bricklayers. Bricklayer crocks can now be sealed using pitch.
The ability to disable vanilla leather creation techniques has been added. It is still enabled by default.
Bark Basket and Stretching Frame blocks have both been given the UnstableFalling behavior.
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608 |
May 31st 2022 at 11:35 PM |
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AncientTools_V1.4.3.zip |
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v1.4.2
v1.4.2
Fixed an issue where Vanilla Variants buckets would be consumed when crafting the hide sacks in the crafting grid.
Fixed an issue where pitch would be removed from the finished pitch container, but the player would not be given pitch sticks because their inventory was full.
Bark baskets should now be properly grouped.
Included the updated the French translation of Ancient Tools offered by Cendar, thank you!
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1527 |
Apr 27th 2022 at 4:31 PM |
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AncientTools_V1.4.2.zip |
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v1.4.1
v1.4.1
-- Curing Rack Curing rack shapes have been modified to better fit the Vintage Story aesthetic.
The curing rack can now be used for drying objects, storage, as well as curing. They just need to have an onCuringRackProps attribute(detailed in a guide in the resources folder on the mod GitHub)
Added compatibility for Expanded Foods, Primitive Survival, and Wildcraft. Various items can be hung on the curing rack from each mod.
-- Other Updated the Japanese language file(thank you, Macoto Hino!)
Stretching Frame shape has been modified to better fit the Vintage Story aesthetic.
Expanded Foods grindables now have their own custom meshes for the mortar.
Lowered drop rates of brains, now 25% chance for smaller animals, and 35% for larger animals.
The chamberstick blocks now emit a warmer hue.
Unwanted bark baskets can now be burned as fuel.
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1009 |
Apr 9th 2022 at 4:45 PM |
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AncientTools_V1.4.1.zip |
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v1.4.0
v1.4.0
-- Pitch New crafting process - Pitch!
Firepits, Forges, Pit Kilns, and Bloomeries can use pitch for a fuel and will become waterproof(won't extinguish due to rain).
Adds a new torch block made from pitch. Pitch torches burn longer than regular torches and will not be extinguished if put out in the rain.
Adds Chambersticks which can be smithed from various metals. Empty chamberstick blocks can hold pitch or candles and work as a permenant lighting solution similar to the vanilla oil lamp.
Pitch can be used to seal crocks.
Adds a new item, powdered charcoal, which is required for the crafting of pitch.
-- Resin Harvest Adds new 'directional resin' blocks that act just like regular leaky pine/acacia blocks but have the ability to be selectively rotated.
Knives can now be used to carve into the bark of pine and acacia trees. A directional resin block will be placed in the tree with leaky resin appearing on the face that was carved.
-- Other Hide Sack and Curing Rack processes should now 'catch up' after having been unloaded. If the meat spoilage timer and curing timer both expire, though, meats will still turn to rot when they should have been cured.
Fixed an issue where curing rack spoilage modifier was not actually applying to the meats.
Compatibility for Bricklayers and Creatures and Critters(cochineal, grasshoppers, crickets) grindables to be visible in the Ancient Tools mortar.
Carry Capacity compatibility with stretching frames, curing racks, and pitch pots.
Bark doughs now require 4 flours to craft instead of just 1. Saturation values for the bread has also been reduced.
Brained Hides can now be crafted in the barrel without requiring exact hide-to-braining solution ratios.
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1409 |
Mar 3rd 2022 at 11:53 PM |
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AncientTools_V1.4.0.zip |
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v1.3.6
v1.3.6
The mod can now be enjoyed in Japanese, courtesy of a translation offered by Macoto Hino!
Beeswax and fat patches should no longer overwrite the vanilla game attributes. This should allow the items to be placed on shelves again. This should also fix compatibility issues with From Golden Combs on my end. However, a patch needs to be made on their end too to prevent overwriting of the Ancient Tools salve creation attribute.
in-container strings in language files have been duplicated to compensate for changes made in the game engine.
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1536 |
Feb 2nd 2022 at 5:34 PM |
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AncientTools_V1.3.6.zip |
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v1.3.5
v1.3.5
The mod can now be enjoyed in French, courtesy of a translation offered by Cendar!
Implemented compatibilty for Vanilla Variants buckets to be usable in bark dough recipes.
Implemented compatibility for Bricklayers bowls to be usable in bark dough recipes.
Brained hide barrel recipes don't all take 10L of braining solution now. Instead, huge takes 10, large takes 6, medium takes 4, and small takes 2.
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670 |
Jan 29th 2022 at 12:11 AM |
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AncientTools_V1.3.5.zip |
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v1.3.4
v1.3.4
Fixed a crash that occurred when interacting with the hides against nothing.
Fixed a crash that occurred with the adze when it was used on blocks that do not have attributes.
Added a hack-y compatibility patch that should make it possible for raw hides to be filled by right-clicking water, as intended, when Primitive Survival is also installed.
Vanilla Variants buckets can now be used in the crafting recipe to create raw hide sacks.
Made some modifications to the code that controls raw hide sack creation. They should now be made consistently when raw hide is interacted on water. Also, gave it a sound!
Fixed an issue where bark basket recipes couldn't be navigated to by clicking the bark basket on the bark handbook page.
Big thanks to Craluminum for pointing me in the right direction for several of these fixes.
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640 |
Jan 19th 2022 at 5:52 AM |
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AncientTools_V1.3.4.zip |
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v1.3.2
v1.3.2
--Brain Tanning Fixed an issue where the client/server interactions related to the stretching frame were causing some issues.
Fixed an issue where the raw hide water sacks would reset their timer after being picked up, then placed again.
Fixed an issue where the raw hide water sacks would reset their timer on world reload.
Water sacks can now be picked up using Carry Capacity.
Animal brain drop percentage has been increased by 25%. Decay timer is unchanged(this is to encourage preparing the braining solution in advance. It doesn't decay!)
Aurochs from Medieval Expansion, deer and gemsbok from Lichen will all now drop brains if the mods are installed alongside Ancient Tools.
Brains can now be used to create stews. Mmmmm brain food.
--Other Some items are now ground storable. Namely, curing hooks, bark, pestles and adze heads.
Fixed an issue where Carry Capacity patches were not being applied to blocks on first game load.
Salve containers can now be picked up using Carry Capacity(contents will appear again when placed).
Bark bread patches were modified to eliminate remove operations, replaced with move operations instead.
Oak bark can now be used as a replacement for oak logs in tannin recipes. Amount of bark required is equivalent to the BarkPerLog value in the Ancient Tools config.
All Ancient Tools blocks and items (should)now be properly grouped in the handbook.
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402 |
Jan 16th 2022 at 12:57 AM |
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AncientTools_V1.3.2.zip |
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v1.3.1
v1.3.1
--Adze
Adze tools can now be crafted using bones for handles(Important: This change requires a remapping. The game will prompt you for this at game start. All adzes that you own will then be converted.)
Adze tools can once again be placed on a tool rack.
--Other
Fixed an issue where salted meat recipes would mysteriously stop appearing.
Updated the handbook entry for Native American Brain Tanning for extra clarity on the crafting process.
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1169 |
Jan 10th 2022 at 9:20 PM |
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AncientTools_V1.3.1.zip |
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v1.3.0
v1.3.0
--Brain Tanning Added a whole new technique for creating leather inspired by Native American techniques, Brain Tanning.
Added a stretching frame block that can be used to scrape soaked hides. All hides can be stretched on the frame for decoration.
Added a hide water sack block that is used to convert raw hide into soaked hide.
Added two new hide types required for the brain tanning process, a 'brained hide' and a 'smoked hide'.
All wild animals have the chance to drop a new item when killed, a brain!
Added a new liquid, braining solution, crafted from brain and water in a barrel.
Scraping, water sack soaking, and scraped hide brain soaking times are all configurable in the mod config file.
--Bark Craft logs with an adze in the crafting grid should now return the correct number of bark pieces.
--Adze Fixed a crash related to block selection while the adze is in use.
Adze can also use sprint instead of sneak to begin bark stripping.
--Mortar and Pestle Resin has been removed from the crafting recipe and replaced with more stone.
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573 |
Jan 1st 2022 at 7:56 PM |
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AncientTools_V1.3.0.zip |
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v1.2.4
v1.2.4
The bark recipe output count is now based on the config variable BarkPerLog.
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861 |
Oct 9th 2021 at 4:35 PM |
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AncientTools_V1.2.4.zip |
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v1.2.3
v1.2.3
Implemented various configuration options for Ancient Tools, including the ability to disable bark bread and salves. Other options can be seen in the config file that generates on first load of this version.
Carry Capacity 'Carryable' behaviour is now only attached to bark baskets when Carry Capacity is actually installed.
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338 |
Oct 6th 2021 at 7:30 PM |
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AncientTools_V1.2.3.zip |
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v1.2.2
v1.2.2
Salve containers now have world interaction information that should help clarify the salve creation process.
The tooltip shown when beeswax is inserted into an empty salve container should now show correct information.
Bark baskets now are properly named immediately after crafting.
Fixed an issue where bark and beeswax could be combined to create barkoil, instead of bark and fat as intended.
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513 |
Sep 16th 2021 at 6:28 PM |
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AncientTools_V1.2.2.zip |
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v1.2.1
v1.2.1
--Adze(and related)
Stripped logs now only drop the ud directional variant when broken.
Created a compatibility recipe for Building+ derbarked wooden supports. They can be crafted directly by using stripped logs.
Added the molds to the Ancient Tools creative tab.
--Curing Rack(and related)
Fixed an issue where the curing hook GUI image hid the number of hooks in the stack.
Improved the block interaction tooltips for the curing rack.
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595 |
Sep 1st 2021 at 4:30 PM |
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AncientTools_V1.2.1.zip |
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v1.2.0
v1.2.0
--Adze(and related) Added an adze tool(with multiple variants) that can strip bark from trees.
Added stone(created through knapping) and metal(created through smithing/smelting) adze heads that can be used to create adze tools.
Added a stripped log block with variants matching all tree types. These stripped logs can used for decorative purposes, chiseled, used for firewood, or planks.
Added bark for each tree type. These have various crafting purposes, and can be used as a firestarter/kindling in place of firewood. Short burn time.
Birch and pine bark can be ground down into flour, then crafted into a dough that can then be baked into breads with the clay oven.
Healing salves made from oils extracted from birch/pine bark can be crafted for significant healing over time. There's a detailed guide in-game describing this process.
All bark can be used to create cute little bark baskets that can store items. Equivalent to the reed basket. Carry Capacity compatible.
--Curing Rack Hopefully fixed a text issue in the curing rack blockinfo.
--Mortar and Pestle Added shapes for pine bark and birch bark
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353 |
Aug 29th 2021 at 10:10 PM |
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AncientTools_V1.2.0.zip |
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v1.1.0
v1.1.0
Curing Rack
Implements a salted meat item that is intended to be cured on a rack. Redmeat, poultry and bushmeant. Can be cooked.
Implements a curing rack block made of any wood type that can be visually extended across multple blocks and/or hung with the proper support.
Bone curing hooks can be crafted and placed on the rack, then meat can be added.
Rack meat perish rate is modified based on the environment in which it is placed... will need a controlled environment to properly cure.
Meats attached to the rack will cure over 20 ingame days
Mortar and Pestle
Fixed a rare crash that occurred when an item rots in the mortar, and is then attempted to be ground down.
Pestle rotation now syncs upon starting and finishing a grind.
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Aug 6th 2021 at 4:02 PM |
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AncientTools_V1.1.0.zip |
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v1.0.3
v1.0.3
Particle colours should now sync between all players.
FPS while interacting with the mortar is vastly improved.
The pestle while in the mortar has its own renderer which means the animation is far smoother.
Pestle animation should be seen by all players(rotation is not synced, however).
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Jul 26th 2021 at 4:05 AM |
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AncientTools_V1.0.3.zip |
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v1.0.2
v1.0.2
Compiled mod to be compatible with Vintage Story 1.15.0
New grindable items introduced in Vintage Story 1.15.0 are grindable in the mortar(previously implemented, but inaccessible)
Fixed an exploit where players could insert old foods into the mortar then pull out fresh food.
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Jul 16th 2021 at 7:05 PM |
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AncientTools_V1.0.2.zip |
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v1.0.1
v1.0.1
Adds a chalk stone shape for the mortar, forgotten with the first release.
The mortar now finds shapes based on the the FULL item code, not just first and last code parts.
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Jun 28th 2021 at 6:02 PM |
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AncientTools_V1.0.1.zip |
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v1.0.0
v1.0.0
Mortar and Pestle release
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Jun 24th 2021 at 12:05 AM |
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AncientTools_V1.0.0.zip |
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I don't know if it's on your side or theirs, but there's an incompatibility between your mod and Medieval Fashion Vanilla Textures that prevents tree scratching.
Spleen Probably, I'll look into it ^_^
Are you able to add mod compatability with more candles' coloured candle variants in the chambersticks? Would look so cool with red candles around the base.
Alatyr Oh, hmm, yea I imagine that the temperature doesn't get high enough to melt those materials for smelting. I might need to do something similar to what's done with arrows possibly
Taska There is a problem with the wedges, the iron, steel and meteorite versions can only be cast into a mold, and in theory they need to be forged.
There seems to be an issue in the last two version of this mod where trying to add the stripped maple bark into the mortar causes the game to crash. Since you can grind the bark into flour I was hoping I could use the mortar for early game grain.
Edit: Ignore this, I'm not sure what changed but after crashing again on the 1.18.8 version it seems to be working now and taking a single item out of my maple bark stack
Ah, thanks, I must've gotten confused when I looked at it - that's perfect!
cavy8 Unless there's been some recent changes in Dappled Groves or I simply missed something, all the content in Ancient Tools should disable itself and function is patched over to Dappled Groves blocks when necessary
Any chance we could get config options to disable individual features? I wanted to use this mod alongside In Dappled Groves but there's some content overlap.
Alatyr Perhaps! I'd love to have some immersive systems to make something like that interesting, too. Maybe they could be made into little post-it notes or something xD
How about birch bark paper?
Alatyr Definitely gotta figure out what material to make a higher tier mallet from, yep!
Maybe add mallets made of copper and lead? Wedges can be cast from bronze, and a mallet only from silicon or stone.
conninator2000 Did you find a way to fix this? just encountered the same issue.
MrTango Nope, just salted meat from the mod
Can curing rack be used to hang curing oiled hides?
Tobymaxgames Alatyr Both should be possible, yes! I just need to find the time to actually do it
Is it possible to add the ability to transport crates on a carts?
Is it possible to add a cart that can be hitched to and moved with Feverstone's Horses? perhaps with alot of inventory space?
Taska Yeah, I was wondering after ExtraInfo... I believe that's the only mod I have that would impact the handbook specifically, so I'm likewise at a loss assuming that's not the culprit.
itinerare You're welcome, glad you're enjoying it :D
I'm not too sure what's causing your crash. I don't see it happpening in a 1.18.5 test world with just Ancient Tools, at least. I'll probably update to 1.18.6 to try and replicate it when I get the chance. It is possible that some mod that affects the handbook could cause problems but that's just a guess! ExtraInfo seemed to work just fine, and that was the one possibility that stuck out in my mind. Do you have any other mods that may affect the handbook? I'm not too familiar with all the mods that have come out recently so I may have missed something
Getting a crash (non-specific critical error according to the logs) when attempting to view hide water sacks in the handbook; log for one of the instances of this (I poked at it a couple times to confirm that it was the cause) is here. It's possible it's a compat issue, I suppose, but feels like an odd one if so. I'm not overly fussed about it considering creating them using a water source block works fine, though.
Anyhow, thanks for the neat mod. I've been wanting something that implements a slightly more involved leathermaking process/provides alternate method(s) of approaching it, so I'm enjoying it thus far!
Torisk_Ablinsky You may need to update your CarryOn mod. It seems you're running CarryOn 0.11.0-pre.1 and the most recent version is CarryOn 1.2.0
https://pastebin.com/4JePviLW DanaCraluminum
Torisk_Ablinsky Can you upload crash log to pastebin and send here? https://pastebin.com/
well.. i have an issue with the bark baskets and carry on.. when i try putting the basket down after picking it up, it crashes vintage story...
(Edited to fix a stupid typo. i thought i typed in carry on but i guess my keyboard made it c on...)
Moon_Dew No special tool required. It's a resource that should appear in the harvestable inventory like redmeat and such. Rarity is dependant on animal size- bears have the most, at a 45% chance to drop. Rabbits are 25%. Small baby animals don't drop any.
I did a little testing now to confirm and, at least on VS 1.18.5, wolves and rabbits drop brains and animal furs
Taska So are they just rare or do I need a specific tool?
Moon_Dew I think so? I've watched videos of people using both mods and they got brains in carcasses. I've done no testing to confirm that though
Is this compatible with Hide And Fabric? Because I have both mods and I haven't seen any brains drop yet.
PervertChimp Probably in the next update whenever that may be ^_^
I can't grind down salt crystals from the expanded foods mod. Do you think you can add compatibility for them?
PeterSanderson Ruyeex gndrneutralnoun These issues should now be resolved, thank you for your reports ^_^
Hey I noticed a bug where if you put a support beam on a chiseled block (for example a handmade corner stair) the support beam placement glitches out and doesnt allow it to be broken once placed. I reported this on your repo with a few pictures to help show the problem a bit better. Otherwise great mod!
Edit: Realized this is a vanilla bug... oops
PeterSanderson Oh, I changed that path and forgot Carry On patches were trying to access it. Maple and oak bark is now possible to use as bark for healing salves. I'll get it fixed up, thanks!
This error shouldn't result in any significant issues for your gameplay
Running on 1.18.5 SMP server
This error appeared in console
gndrneutralnoun Naw that was me making a mistake with the patch that adds spruce grinding properties. Spruce grinding is overwriting everything else. I'll fix it in the next update.
Okay, that does make more sense. I forgot that boards are copper age in vanilla haha, I use Primitive Tools.
Also I've been meaning to mention this on the Dappled Groves page, but I figure I'll mention it here just in case - having both Ancient Tools and Dappled Groves installed means I can't make any kind of bark flour besides spruce. I'd guess it's because Dappled Groves takes over the bark items, and forgot to add grindstone recipes for them? Something like that.
gndrneutralnoun More storage types on carts will definitely be a thing ^_^ I would love to add each typical storage block, like vessels and reed baskets.
Unfortunately, I don't see stone age carts being a possibility without a lot of work. Sure, maybe the boards on the cart could be replaced with a rough board of sorts. A whole crafting system(probably using wedges/mallet) would need to be made to facilitate that. From what I know, Dappled Groves is doing something of that sort and I'd prefer to avoid treading the same ground.
I really feel like carts fit where they are in the vanilla game progression. Right at that sweet spot where the early game turns to mid and options open up. Right where you might start to think about expanding, or exploring, or interacting with other players. It feels like it should be something that players need to strive for, too, so locking them behind copper is an intentional choice. It makes all those aforementioned tasks easier
Any chance you could make it so:
Moving base is a huge hassle, especially stone age before you have access to chests (so long as you have Carry On installed, which, who doesn't?). Wagons would help with that immensely.
Ruyeex Oh right, I was using the Ancient Tools debarked wood textures for purpleheart and ebony bark baskets. Removed those when debarked logs came to vanilla and...well...forgot :x Thanks!
I'll get those new materials used for all the metal tools and such in the next release ^.^
There's some missing textures like some of the baskets
Plus the nickel, cupronickel and electrum chambersticks pls
Craluminum I'm going to be splitting some code from this mod into a library mod soon. This should pave the way for being able to split carts into a separate mod in the future.
Carts can't be locked, not yet at least. They should respect claims though so if a player does not have the ability to use things within a claim then they won't be able to take carts or access their inventories
Can you lock wooden cart with any metal lock?
Is it possible to make wooden carts as a separate mod? Could you please do that? I would appreciate it a lot
Shion Aah! Seems this might happen with any collectible that doesn't have attributes. It's been fixed and will be included in the next release of the mod. Thanks for the report!
Right-clicking with the oil lamp on the tanning rack with Hanging Oil Lamps mod installed results in this:
System.NullReferenceException: Object reference not set to an instance of an object.
at AncientTools.Blocks.BlockStretchingFrame.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Projects\vsmods\mods\ancienttools\src\blocks\StretchingFrame.cs:line 137
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 867
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 535
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 787
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 979
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 722
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in 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 VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Shion Probably only in the change logs where they were introduced.
SalveEnabled: If true, the Ancient Tools salve is enabled and all attributes to relevant items are applied. Lets you create a healing salve by mixing bark oil and beeswax(or other relevant thickener) that will heal over time when applied.
DisableVanillaHideCrafting: Some people wanted to only use the brain tanning method of making leather. So, with this set to true, the vanilla recipe is disabled.
AdzeStrippingOnly: If true, this disables the vanilla crafting recipe for making debarked logs. The one using a knife in the crafting grid with a log or whatever
Is there a place where mod options are explained? I'd like to know what these are for:
Taska
oh my goodness ive figured it out, so stripping still works but not in the crafting grid, and in-world the animation and sound is missing so I didn't know it was actually working, but it is. It's the Ancient Tools adze so I think some files just got corrupted. Thanks for the response.
Roidgy I don't think I changed anything regarding grid crafting with an adze O.o I did remove the vanilla method of crafting debarked logs, but using an adze should still work. Does it work in a world with only Ancient Tools installed?
If IDG is installed, that would certainly explain the lack of ability to craft using the grid. I have no recipe that accounts for their adze. If you hover over the adze, the tooltip should say which mod it comes from.
If you could share a link to your mod list(maybe a dropbox text file?) I could give your mod set a try and see if there's some other incompatibility someplace that's causing issue
Wonderful mod! Definitely one of my favorites.
I updated both the game and this mod to 1.18 and now I can't seem to make stripped logs, just bark. Am I missing something or was that functionality removed? I'm pretty sure I've never installed IDG so I don't think the stripped logs I was looking at were from that.
Craluminum I deleted my comment a minute after I typed it, your quick lmao. Thanks though I got it figured out. It was confusing me because I wasn't getting the recipe to make it appearing but instead saw what dropped it which was bear head, wolf heads etc as trophey wall mounts and I thought were just to show the mobs that drop it. Turns out the recipie was just 2 fat + a hide cures it and makes it into a pelt.
TurboMegaSoggy Look at handbook, there should be recipes for pelts
YokieWartooth If I'm not mistaken, I think In Dappled Groves is adding a tool like that. Originally that's what the wedges were for... to make rough boards, or proper boards, but Vinter and I got talking and I saw no point in doing something essentially the same as he was doing. So, I hijacked the system to create beams with it
I've been using this mod for a while now and One thing that would be a nice addition is a way to make wooden boards without going into the copper age and making a sawblade.
If we could get some kind of primitive flint planer added, the feature might work out for people who want to go full cavepill.
Gnomp Oh yea, I've discovered this in my testing. They're still unoptimized but yea... that fps drop is rather extreme. I've already fixed one issue that could be a contributing factor, and I think I know what the biggest cause for fps drop might be. Uploading new meshes to the GPU each render frame is slow... updating would be ideal, but there were crash issues with the API when going that route for the mortar/pestle in 1.17. Gotta test to see if the issue persists in 1.18 or find some alternate solution
I've noticed an issue with MASSIVE drops in framerate when one or more carts is present. The issue seems to be amplified when the carts have chest. I'd love to help you trace the issue, but for now all I have are screencaps for reference.

The FPS is marked on the top left Taska
Vinter_Nacht Yep! Been doing loads of compatibility lately. There's so many great new mods that I want to play with, personally, and would love for Ancient Tools to work seamlessly with them.
Re: IDG compatibility. Aside from AT beams, it turns out we kind of developed along a line of convergent design. I also added beams as something craftable using the adze. As far as I know, we are compatible as far as "adzes, bark, and bark baskets" go. Taska was kind enough to let me use these resources while also ensuring theirs were disabled when IDG was installed. We've been in talks about increased compatibility between our mods, so expect to see more coming. (This statement not proofed by Taska for updated accuracy, YMMV)
You're both right-there should be a pre-copper age means of accessing this mod's leatherworking. A small container sealed with pitch could be a good option? I'd love to find some real-world inspiration for this process
Yeah, I feel the same way about the brain tanning.
I don't mind carts requiring a saw, but this mod's leatherworking feels like it should be accessible earlier. Some kind of small container that functions like a barrel (dunno how that would affect getting other recipes too early though) or a rework of the brain tanning to have a different requirement would be nice.
Thanks for keeping this updated Taska, we use it regularly on our server
The brain tanning is currently locked behind getting to the copper age.
Is there a way it could be made available earlier? Presuming clay use, is there any way it could be done in a clay vessel of some kind? Max capacity 10L, enough for one batch. Fillable by jug. How difficult would that be to implement?
Aedis Yup! The main branch is updated now ^.^
ForestWitchReyna Probably not :c Hopefully will be able to focus on compatibility and whatnot soon
Could we get git updated too, pretty please..
Do salves work with In Dappled groves? Do they need to be dry/soaked, bundled etc, because I can't use barks for it at all. Also can't put the barks in the mortar and pestle either.
Edit: nvm, I loaded the page before you made your comment
Burgersim In Dapple Groves has come a looong way since compatibility was last looked at between the two mods, so there's likely a bunch of things that could still use some improvement there! I want to include more compatibility with various mods still, it just takes time.
I think I left the vanilla recipe in simply because... it is a legitimate technique for curing meat. I didn't want to remove a feature people are familiar with, and makes sense in a real-world context. I may need to re-evaluate the balance between the two techniques to see if they're even in terms of time investment and resource.
Ancient Tools hasn't actually had a compatibility pass for Wildcraft Trees yet, it's just... they add to the list of wood types and stuff that I use to make all sorts of things! Wildcraft Trees is one I really want to build compatibility for, so there will be more than just language tweaks when I do get around to it ^.^
Also, that reignite mod seems really cool! Didn't even consider that one and how Ancient Tools could interact with it. It'll fit right in, so ya, I'll look at getting that compatible as well. Thanks! :D
Hi, another question. I am using In Dappled Groves as well, but would love to use this mod. Is mod compatibility something you are looking into, for example disabling this adze and beam crafting or using In Dappled Groves's systems for that if it is present? (Kreatures and Kritters also was recently released and has crawfish meat that could be cured btw).
Edit: Oh, I'm an idiot, was asking too quick about In Dappled groves, I see that the compat is already there, so nevermind that ^^
Another question though, why isn't the cured meat vanilla recipe disabled by this mod? I don't really see why you would use the new hooks when you could get the same result in a barrel with the same resources (2 salt, 1 meat). I mean, other than for fun ^^
Other mod compatibility could also include a lang file for the wildcraft trees woods e.g. curing racks ^^
And because I just noticed, we use a mod called Reignited, which lets you ignite torches against lit blocks in the world, would you be able to add this behaviour to the pitch torch, if the mod is present? They even posted the code for it (I think)
adres4t I'll think about it
Can you release carts as a separate mod? I go for a nomad playthrough and use tent a lot, but a cart would be a fantastic addition to that.
Burgersim There's no compatibility for Wildcraft Trees just yet. I imagine that Wildcraft Trees adds their new stuff to existing vanilla lists for logs and whatnot, then Ancient Tools references that list for its own items, like bark.
I want to get the mods compatible together in 1.18 sometime
Burgersim Debarked logs are vanilla since 1.18
I was wondering, it seems that the mod is automatically creating additional bark items for logs from other mods, but I can't seem to get them in game. I am using wildcraft trees for example. I can also see that there are actually debarked log variants as well in the creative inventory (the top seems messed up tho). Is there something wrong with my installation or is this automatic stuff just not functional yet?
PeterSanderson Weird, will need to look into that. I have others mention that carrying chests with CarryOn was possible but they never specified whether it was on the back or not.
Artronia I'll think about it. A separate mod for just carts would likely mean stripping all the in-world crafting mechanics that will be associated with them, though. I'd love to use them for other things in the mod. Like the beam crafting, wedges, and mallet, etc. Also, what we have now is just a simple abstraction of a much more complex building mechanic I hope to implement. A separate mod really would make them just bare-bones crafting in the crafting grid. Minecraft-esque
Pallanza Awesome! Thanks for getting back to me on that.
@Taska
That solved the issue, deleted the older version of Ancient Tools completely from my Mod folder, then started up Vintage Story, enabled the newer version since it had been disabled previously, and booted into a pre-existing world. No crashes, and I could pull up the carts in the recipe book.
Question: Would it be possible to get the cart as a standalone mod? Its a really nice cart model and mechanics but i want to keep my world simple.
The use of the cart seems to be incompatible with Carry On. You cannot use the cart with a chest on your back.
Pallanza From what I've read about similar crashes, the game sometimes doesn't like having multiple versions of a mod present in the mods folder whether they're enabled or not. If only one version of the mod is present, does this crash still happen?
I've never been able to replicate this so I really am just grasping at straws xD
I'm getting a weird crash with all versions of Ancient Tools past v1.4.9. It occurs both when I try to load a world that had Ancient Tools v.1.4.9 previously, and when I try to create a new world. In both cases, I made sure the older version of Ancient Tools was disabled in the Mod Manager and the new one was enabled. I also tried disabling the last mod in the loaded mods list section of the log, and it didn't fix it. It seems to be tied to the system exception regarding 'ConvertBlockUsingIngredient'.
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.11 (Stable)
3/23/2023 8:59:41 PM: Critical error occurred
Loaded Mods: animalcages@2.0.6, tonwexp@1.1.0, APsWolfTweaks@1.0.1, awearablelight@1.0.3, brigandinerebalance@1.0.0, coppercoldforging1@1.0.0, cottagewindows@1.0.9, cwtall@1.0.9, cwwide@1.0.9, djsdrifteranimations@1.0.0, weaponpackg@1.0.1, HangingOilLamps@1.0.1, HumanSkinTones@0.0.3, GreaterChanceForTerraPretaX2@0.0.2, morefirewood@1.0.1, naturalpatcheslite@0.0.3, necessariesfix@1.1.3-rc.1, NoMoreDrifterThrowing@1.0.0, nooffhandhunger@1.0.0, oneshotpropick@1.0.0, primitivesurvival@3.1.2, reducedwolfaggro@1.0.1, salty@1.0.1, sleevesdecor@1.0.2, usefuldrifterloot@1.0.2, game@1.17.11, wildcraft@1.5.1, witchsticks@1.0.2, betterfirepit@1.0.0, canbeignited@1.0.2, cbetterfertilizer@1.0.1, claywheel@1.0.0, fromgoldencombs@1.3.15, lessclasspenalties@1.0.0, lichen@1.6.2, morebags@1.2.0, recyclestorage@1.0.1, stonequarry@2.0.0-rc.4, vanilla@1.6.7, creative@1.17.11, survival@1.17.11, metalrecovery@0.1.18-rc.2, bullseye@2.4.2, tradercamps@1.0.4, defensive@0.1.7-pre.0, flammablefirestarter@1.0.1, moremolds@1.2.0, wattleworld@1.0.1
System.Exception: Don't know how to instantiate collectible behavior of class 'ConvertBlockUsingIngredient' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 48
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 3/23/2023 8:59:41 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 3/23/2023 8:55:03 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 3/16/2023 6:23:13 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
Michaloid Actually... now that I think about it, Ancient Tools doesn't even touch drifters. I did get attacked by wolves in my test 1.18 world, too, and it took three hits to die. Maybe something else is the culprit?
I'll still keep an eye out though
Michaloid I'll be looking into 1.18 compatibility soon
It seems like the hit detection is shot in 1.18, because animals and drifters kill you in a single hit.
I kinda wish I could just rub a brain all over a scraped hide on the rack to brain it, would love some pre-saw leather, even if just for rp purposes
Spigot Just as HorizonAdmin said, it's still being developed. Not quite ready for a public release yet!
If you're interested in it, though, here's a link to the announcement of the mod in the Vintage Story discord. Vinter Nacht is doing some great work bringing new layers of depth to Vintage Story forestry with it 😄
https://discord.com/channels/302152934249070593/454909656230526976/1029253796867604500
Spigot It's a mod that's still in development and hasn't been published on the database yet. I think soon though
What is "Dappled Groves"? I've tried searching the forums, and even google is giving me zero results whatsoever - did not match any documents. Is it under a different name?
Thanks, Taska! I can't wait to find out what new mortar shapes you've added...
WesCookie I can't seem to replicate this crash on 1.17.6.
Does this crash occur on game start-up for you? If so, does it occur when creating a new world?
Hey, would you mind making the flours from this mod compatible with the breads from Acorns? So we can make Acorn-Birch bread and whatnot?
Crashes on 1.17.4
Running on 64 bit Windows with 32 GB RAM
Game Version: v1.17.4 (Stable)
9/29/2022 10:02:06 PM: Critical error occurred
Loaded Mods: game@1.17.4, creative@1.17.4, survival@1.17.4
System.Exception: Don't know how to instantiate collectible behavior of class 'ConvertBlockUsingIngredient' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 47
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/29/2022 10:02:06 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(Vintagestory.API.Common.CollectibleObject, System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
}
--------------
{ TimeGenerated = 9/29/2022 10:01:27 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1347945742074808094, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.4.0
P3: 6329a6de
P4: VintagestoryLib
P5: 1.17.4.0
P6: 6329a6de
P7: 1575
P8: 23
P9: System.Exception
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1354.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1568.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1579.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER157D.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER159D.tmp.txt
\\?\C:\Users\gcook\AppData\Local\Temp\WER1627.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_be675b6ddcab79784ef6a09dc49077f79fa17799_4220f55b_8161e09b-3562-4148-b473-c876b2cc8203
Analysis symbol:
Rechecking for solution: 0
Report Id: 045573ef-159c-4497-8d53-a2291bbf0f7a
Report Status: 268435456
Hashed bucket: c23f61f89a015ec232b4dd82bcde871e
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/29/2022 10:01:26 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: Vintagestory.exe
P2: 1.17.4.0
P3: 6329a6de
P4: VintagestoryLib
P5: 1.17.4.0
P6: 6329a6de
P7: 1575
P8: 23
P9: System.Exception
P10:
Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1354.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1568.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1579.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER157D.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER159D.tmp.txt
\\?\C:\Users\gcook\AppData\Local\Temp\WER1627.tmp.appcompat.txt
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_Vintagestory.exe_be675b6ddcab79784ef6a09dc49077f79fa17799_4220f55b_cab_8161e09b-3562-4148-b473-c876b2cc8203
Analysis symbol:
Rechecking for solution: 0
Report Id: 045573ef-159c-4497-8d53-a2291bbf0f7a
Report Status: 4
Hashed bucket:
Cab Guid: 0 }
Brotherlui No worries at all ^.^
Hi Taska, I´m very sorry for my first post, your mod is working fine. It seems I accidentally pressed key B and disabled entity info overlay sometime before checking my curing racks and didn´t see the info so assumed it has something todo with me updating to 1.17 stable before and the mod not being compatible. My human error. Plz apologize.
Brotherlui Dang, was hoping to hit stable with no further bugs. Should be able to focus on getting issues fixed up this weekend.
Edit: What's the issue you're having?
Curing racks not working in 1.17 stable, plz update. :-)
works flawlessly in 1.14rc3
Michaloid It will be updated for when release candidates are available for 1.17. I can't commit to keeping my mods stable during the pre-release stage due to time constraints, unfortunately, so I keep those versions private.
Can you update the mod to 1.17? It doesn't seem to work anymore.
Tajin I really love that idea! Yesterday, I'd thought something similar- but only applied that to stone cutting. It's possible to use metal wedges to break apart stone, so that could be an easier(but more expensive) way of getting full blocks of stone quickly.
Your idea for crafting planks with wedges would really round out the feature. It makes a lot of sense, and I could make an immersive way of performing this task by showing the weges inside the block and requiring a hammer strike(probably with a primitive stone hammer) to finish it off.
Cool, thanks!
I love this mod.
Have you considered also adding a primitive tool for creating planks?
Personally I don't like the idea of crafting a saw from anything other than metal but a good primitive way of making planks could be with wedges.
Wooden wedges (single use - made with a knife and firewood) together with a log and an axe could could be a recipe for 2 planks. Ideally with a random chance of it to fail (if the wood is too warped).
Grem Oh yea, I noticed that Heresy had powdered charcoal when browsing mods just yesteday. I'll make it so that that version of powdered charcoal is compatible in an update shortly ^.^
Thanks for checking out the mod :D
a great mod, get a ton of use out of it. but it doesn't seem to be compatible with Better Than Heresy, the powdered charcoal from BtH overrides this mod's and you can't make pitch. they seem to be named the same thing but i don't know how to fix anything, honestly. when i do use it it's very useful and immersive though! awesome for neolithic play
gndrneutralnoun Should just be able to right click the raw hide on any water block to make them o.o
If that's not working, there's likely some mod conflict going on. Any other mod that might touch the raw hide item could be interfering. Would you mind providing a mod list on the forum, or pointing towards a likely culprit?
I can't seem to right-click with raw hides to make sacks. Am I doing something wrong?
PeterSanderson I expect it would be as simple as disabling some recipes. It shouldn't be too hard to implement that, unless I'm missing something significant. I'll look into it for a future update ^.^
Thanks Taska - understandable. Would it be possible in a future release to make the option server side configurable so that an admin could require that the hide scraping be done on the stretching rack for those of us who want the immersion or would that be too fiddly?
PeterSanderson Vanilla hide stuff is intentionally left in, yea. I don't want to eliminate things from the vanilla game with this mod, I'd rather provide alternative methods of reaching the same goals. The Ancient Tools method doesn't require borax/lime, so that's definitely an advantage over the vanilla technique. It can sometimes be difficult to find those resources.
I'm just wondering if it is intentional that hide scraping can still be done in the crafting window in the vanilla way? Is there an advantage to using the stretching frame or is that solely an aesthetic choice? Was there a way to disable standard hide scraping?
Thank you for your time and the hotfix! My buckets also thank you for not disappearing into nothing anymore! :D Taska
ThePionier Your buckets should no longer be consumed when crafting hide sacks in the latest release. Thanks again ^.^
Hello! Taska
I am indeed using the Vanilla Variants mod, and also the Wild Farming mod! So that's where the scratching of the trees comes from, I thought it was in the vanilla game :D
ThePionier It looks like I'd missed something in the Vanilla Variants compatability recipe that would make it so that its buckets wouldn't be consumed when crafting the sacks. Are you running the Vanilla Variants mod?
I do know that Wild Farming also has a tree scraping mechanic, too. Maybe that's what you're seeing as the second method ^.^
Thanks for the tip about the water! Taska
And what I noticed is that in Vanilla there is now also the possibility to scratch a tree. I have one option with alt and one with just the right mouse button.
One seems to be from your mod because it is in english and the other is already translated to german. Or is it from another mod? :D At least I have two options
ThePionier I will have a look into it when I have the chance, thanks for your report!
As an alternative method of filling the sacks, you can simply right click raw hides on a water surface to get them, too.
Taska
Like SmeeSlug in January, I have the problem that the buckets disappear when crafting water sacks. I also don't get any back if I pick up the sack after 24 hours and get the leather to be worked on.
Sindanarmo Shion
Definitely not intentional, it's such a pain in the butt with everything needing to be exact. It's changed to be more flexible on the dev branch already, I just need a little bit more time to test some other features with the next update before putting it out. Should hopefully be just a day or two ^.^
Making Braining Hide requires exact amount of braining solution. If you have 10 in the barrel, and put scraped hide in - it won't allow you to seal the barrel until you leave only 6L of solution. Was that intentional?
Mod is very interesting and I like it a lot - have only one isuue with being unable to seal a barrel with brain solution and large scraped hide no matter if I put in barrel one hide, two or eight. I thought that it may be the issue with barrels mod, disabled it and still can't do it. Then I thought that maybe it is not enough solution so made another 10 litres of it and added to the barrel but still can't seal it. What can be the cause? I'm using 1.16.4 version of a game.
EDIT
Nevermind xD After some experimentation I learned that you need to have exact amount of the solution and it can't be more.
It's interesting that you used the term buckskin. That's exactly what this process would make, buckskin, and not leather technically. Buckskin is more pliable and more suited for clothing, whereas leather would certainly be more versatile and could also work as armor. I own authentic goods created using both techniques, it's interesting, feeling the differences. I chose to have the process create leather just to simplify things gameplay-wise.
I very much love those ideas! At some point I hope to bring Native American leather garments and other things to the mod, there's so much that could be done.
Thanks very much for checking the mod out ^.^
I do enjoy most of what the mod has to offer, but the braining/watering bag solution should lead to a buckskin version of a leather armor. Better than nothing, but still less resistant than bona fide European leatherworks. I could see it being used as a substitute for bags or even cut for early game shortbows (given it is made in a rope in the first place).
Excepted that minor detail, truly appreciate the mod. Keep it up!
Is crafting the water sacks meant to consume the bucket?
EDIT only happened once and hasn't happened again, may have been a visual glitch
Shion Oh yea, there's no logic that fast-forwards progress after a sack has been unloaded. The curing rack likely has the same issue. At some point I'll likely try to remedy that.
Another thing might have came up: water sacks timer doesn't seem to work if you are far away from it. I was "gone" for about 2 in-game days from the area (mining) and came back to "13 hours" left still.
Shion It was intended for simplicity...but I do suppose it'd make more sense to match up with the values used for limewater to create soaked hides the traditional Vintage Story way
Is it intentional that all sizes of scrapped hide require the same amount of braining solution (10L)?
Shion Both of these plus the previous issue should be fixed for the next release, hopefully will be out soon.
Gotta say that timer also resets when server is started (single player). Like "place in the world" uses 24 hours instead of "whatever is left on a timer" every time.
And there's another thing: it is possible to keep pressing (CTRL+RMB) on Streching Frame with the Soaked Hide even after it is turned to Scraped Hide, and release early - and it'll turn back to Soaked hide.
Shion Likely that's an oversight on my part, I'll look into fixing it for a next update. It was never intended to reset the timer. I should look into adding Carry Capacity compatibility with a bunch of things in the mod...so yea, probably soon.
If you pick up leather sack with water early and put it back - timer to soak up resets, even though it does show the decreased timer when in the inventory :/
Will it be compatible with Carry Capacity mod?
Michaloid Huh, I don't recall being specific, but that's likely part of the problem. I'll add a note to the handbook to indicate that the leather cutting part is done in the crafting grid for the next patch.
Taska It's that you made it sound that the stretcher would be ecenssial to cutting the smoked hide into pieces of leather.
Michaloid They're cut by placing them in the crafting grid with a knife
Hi, so how do we cut the smoked hides? i've laid them on the stretcher and nothing happened, used the knife and nothing. I'm so confused.
Wilsonrost Tried to replicated this and bark just splurged everywhere. Yep! Got buried. This will be fixed in the 1.16 release of the mod. Thanks for mentioning.
Vinter_Nacht I have no idea how I would accomodate all the different possible combinations of bark to be properly represented on the crafted item... that is a tall task for little gameplay benefit.
I've noticed that the bark/wood flours can be used to make raw pies but are not eligible for baking, is this due to the current version of the mod and if so, will this be resolved in future updates? In addition, when baking bark breads, the textures for the partially baked breads turn the baked doughs invisible.
Ah, Please scratch that! It turns out I just needed to update to the lates version of VS, Sorry about that!
Seems to be some kind of bug going on when you use the adze in the grid for a large stack of logs. It will show the total for the whole stack but give you the total for each craft subracting for the last one too. So if you have 16 logs in the grid, strip one you get 32 bark and one stripped log, then you get 30 bark and one stripped log, then 28 bark and one stripped log, and so on. Leads to a whole lot of bark, good lord!
Could we maybe get a generic bark basket recipe that'll accept any bark? Could make it a nice multi-textured pattern.
@Shirelagel
Naw, you're not forgetting anything. The only real advantage that the mortar and pestle might have is that it may be craftable before a quern, and it looks cooler. I don't want to invalidate any vanilla mechanics with this mod. I just want to make alternate paths of progression.
Great stuff, but I'm curious, what is the purpose of the mortar and pestle? By time you can make the saw for the bucket for the water to use flour, you should already have a pickaxe to make a quern. Is there a recipe I'm forgetting?
I guess one more thing - could I work with you to get some of the grindables in Expanded Foods visible in your mortar? Would those shapes be better in Expanded Foods or here? I think it would be best to keep compatibility stuff to Ancient Tools, but I'm open to ideas.
@l33tmaan
Oh whoops, that's an oversight. Can totally fix that, shouldn't be any trouble.
I'll totally look into making some recipes that should work with Building+ too, that's a good idea. Never used it, this'll be a great chance to check it out.
Glad you're enjoying the mod ^.^
The adze is GREAT, not only do the stripped logs look good, but the baskets are also gorgeous! Keep it up! Two things, though:
When you break it, it drops facing a certain direction, taking up multiple inventory slots, which is a bit annoying.
Any chance you could make this compatible with Building+? There's some wooden supports that have a debarked version, and it'd be neat to be able to use the adze for it.
@Stargazer
I would love to try to have a version compatible with Alchemy. It'll take some refactoring and a lot of custom shapes to pull off but I think it'd be possible.
I think for now the plan will be to have a single craftable potion just to show Llama what this is all about. If I get their approval then we'll see what happens from there.
Thanks for the suggestion ^.^
It would probably be up to Alchemy Mod to add custom meshes for the mortar and pestle in this mod.
Or maybe this one can just replace the one in Alchemy...
Heyhey, this looks very good :)
Are you aware of the Alchemy Mod?
It also brings a mortar and pestle to the table, albeit a smaller one, that CANT be placed on the ground (so far afaik), only on shelves.
Are you planning to do some compatability stuff with Alchemy Mod :)?