Mods / Ancient Tools

Category: #Crafting #Technology
Author: Taska
Side: Both
Created: Jun 24th 2021 at 12:03 AM
Last modified: Apr 27th at 4:31 PM
Downloads: 10094
Follow Unfollow 54

Ages pass. Civilizations rise and fall. Yet even time can't erase all evidence of history. Ancient history is preserved through the artifacts dug up centuries after they were lost.

Ancient Tools is a mod that looks to inject tools into Vintage Story that have either been lost to time, or have been treasured since ancient times. It will bolster the vanilla Vintage Story experience by providing immersive tools and techniques to further progression.

I intend to start small with this mod and update it when new things are ready. If you have any suggestions please do leave a comment!


So...what's included?
Mortar and Pestle
A time-tested classic. These two items can be used together as an alternative to the quern to grind down items into a powder. They may be accessible earlier in your adventure and cheaper to create...but they can only handle one item at a time and cannot be automated. 
The adze, introduced in the Neolithic era, was a tool commonly used by ancient carpenters to shape wood into various objects or architecture. In its current implementation in the Ancient Tools mod, the adze is used to strip bark from trees. The stripped logs can be used for decoration or construction projects, and the bark itself has various useful crafting options!
Curing Rack
Curing meats with salt is a centuries-old practice of preservation. A wide variety of racks can be crafted from your favourite woods for all your meat curing needs. Attach rudimentary hooks from bone, salt your meat, and let it hang to cure your delicious meats! Make sure your curing environment is nicely controlled to prevent spoilage. A cellar is recommended!
Brain Tanning
Brain tanning is an alternative method of tanning hides that was used by Native American tribes to create leather. Ancient Tools implements a simplified version of this technique. Several new blocks and items are introduced to make this a reality, including a stretching frame, hide water sacks, a new liquid....and animal brains!
Pitch is a sticky black substance often used throughout history for waterproofing, sealing, and as a fuel. In Ancient Tools, this substance is created by mixing powdered charcoal, resin, and dry grass. It can be used to seal crocks, to create water resistant light sources that won't extinguish in the rain, and as a fuel for fire pits, forges and pit kilns that can be exposed to the elements. 


For Modders

Parts of this mod can be customized by your mod if they are installed alongside.

Do you want a custom mesh for a grind-able item in your mod to appear in the mortar? You can do that!

Here's a guide that describes how:  Custom Mortar Shapes Guide


Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!



Version For Game version Downloads Release date Changelog Download
v1.4.2 827 Apr 27th at 4:31 PM Show
v1.4.1 825 Apr 9th at 4:45 PM Show
v1.4.0 1216 Mar 3rd at 11:53 PM Show
v1.3.6 1362 Feb 2nd at 5:34 PM Show
v1.3.5 513 Jan 29th at 12:11 AM Show
v1.3.4 485 Jan 19th at 5:52 AM Show
v1.3.2 240 Jan 16th at 12:57 AM Show
v1.3.1 1015 Jan 10th at 9:20 PM Show
v1.3.0 412 Jan 1st at 7:56 PM Show
v1.2.4 697 Oct 9th 2021 at 4:35 PM Show
v1.2.3 186 Oct 6th 2021 at 7:30 PM Show
v1.2.2 359 Sep 16th 2021 at 6:28 PM Show
v1.2.1 439 Sep 1st 2021 at 4:30 PM Show
v1.2.0 203 Aug 29th 2021 at 10:10 PM Show
v1.1.0 356 Aug 6th 2021 at 4:02 PM Show
v1.0.3 264 Jul 26th 2021 at 4:05 AM Show
v1.0.2 250 Jul 16th 2021 at 7:05 PM Show
v1.0.1 234 Jun 28th 2021 at 6:02 PM Show
v1.0.0 199 Jun 24th 2021 at 12:05 AM Show

41 Comments (oldest first | newest first)

Taska, May 1st at 3:18 PM

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 ^.^

PeterSanderson, Apr 30th at 3:00 AM

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?


Taska, Apr 28th at 11:27 PM

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.

PeterSanderson, Apr 28th at 6:46 PM

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?

ThePionier, Apr 27th at 5:01 PM

Thank you for your time and the hotfix! My buckets also thank you for not disappearing into nothing anymore! :D Taska

Taska, Apr 27th at 4:38 PM

ThePionier Your buckets should no longer be consumed when crafting hide sacks in the latest release. Thanks again ^.^

ThePionier, Apr 26th at 3:19 PM

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

Taska, Apr 26th at 12:36 AM

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 ^.^

ThePionier, Apr 25th at 4:22 AM

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

Taska, Apr 25th at 12:03 AM

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.

ThePionier, Apr 23rd at 7:46 PM


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.

Taska, Mar 2nd at 4:27 PM

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 ^.^

Shion, Mar 2nd at 12:14 PM

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?

Sindanarmo, Mar 2nd at 9:35 AM

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.
Nevermind xD After some experimentation I learned that you need to have exact amount of the solution and it can't be more.

Taska, Jan 23rd at 7:46 PM

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 ^.^ 

Randwulf, Jan 23rd at 4:30 PM

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!

SmeeSlug, Jan 21st at 8:55 PM

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

Taska, Jan 21st at 2:26 AM

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.

Shion, Jan 20th at 3:25 AM

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.

Taska, Jan 19th at 5:27 PM

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

Shion, Jan 19th at 6:51 AM

Is it intentional that all sizes of scrapped hide require the same amount of braining solution (10L)?

Taska, Jan 15th at 1:19 AM

Shion Both of these plus the previous issue should be fixed for the next release, hopefully will be out soon.

Shion, Jan 13th at 11:55 PM

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.

Taska, Jan 12th at 4:34 PM

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 yea, probably soon.

Shion, Jan 12th at 6:16 AM

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?

Taska, Jan 4th at 7:05 PM

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.

Michaloid, Jan 4th at 4:41 PM

Taska It's that you made it sound that the stretcher would be ecenssial to cutting the smoked hide into pieces of leather.

Taska, Jan 4th at 4:04 PM

Michaloid They're cut by placing them in the crafting grid with a knife

Michaloid, Jan 4th at 7:28 AM

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.

Taska, Dec 24th 2021 at 6:03 PM

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.

Lexingtondavid, Dec 5th 2021 at 12:50 AM

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!

Wilsonrost, Nov 29th 2021 at 12:07 PM

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!

Vinter_Nacht, Oct 25th 2021 at 4:49 AM

Could we maybe get a generic bark basket recipe that'll accept any bark?  Could make it a nice multi-textured pattern.

Taska, Sep 29th 2021 at 9:32 PM

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.

Shirelagel, Sep 29th 2021 at 7:05 AM

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?

l33tmaan, Aug 31st 2021 at 6:30 PM

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.

Taska, Aug 31st 2021 at 5:29 AM


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 ^.^

l33tmaan, Aug 31st 2021 at 3:55 AM

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.

Taska, Jun 25th 2021 at 5:48 PM


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 ^.^

l33tmaan, Jun 25th 2021 at 3:39 PM

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...

Stargazer, Jun 25th 2021 at 7:59 AM

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 :)?

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