Mods / Ancient Tools

Category: #Crafting #Technology
Author: Taska
Side: Both
Created: Jun 24th 2021 at 12:03 AM
Last modified: Aug 15th at 3:11 PM
Downloads: 40435
Follow Unfollow 335

Latest file for v1.18.8:
AncientTools_V1.5.8.zip 1-click install


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. 
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!
Adze
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!
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
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. 
Carts
There has always been a need to transport goods from place to place. With the advent of the wheel, this need was quickly met with the invention of hand-drawn carts! With Ancient Tools, you can create your very own personal cart that you can pull around. Simply place a compatible inventory on the cart and it quickly becomes a handy hauling inventory. 

 

 

 

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 1-click mod install*
v1.5.8 4258 Aug 15th at 3:11 PM Show AncientTools_V1.5.8.zip Install now
v1.5.7 5927 Jun 21st at 12:07 AM Show AncientTools_V1.5.7.zip Install now
v1.5.6 1170 Jun 10th at 3:49 PM Show AncientTools_V1.5.6.zip Install now
v1.5.5 923 Jun 3rd at 11:25 PM Show AncientTools_V1.5.5.zip Install now
v1.5.4 2330 Apr 29th at 7:52 PM Show AncientTools_V1.5.4.zip Install now
v1.5.3 850 Apr 26th at 8:17 PM Show AncientTools_V1.5.3.zip Install now
v1.5.2 579 Apr 24th at 3:32 PM Show AncientTools_V1.5.2.zip Install now
v1.5.1 771 Mar 24th at 12:13 AM Show AncientTools_V1.5.1.zip Install now
v1.5.0 486 Mar 13th at 3:29 PM Show AncientTools_V1.5.0.zip Install now
v1.4.9 3594 Nov 12th 2022 at 10:53 PM Show AncientTools_V1.4.9.zip Install now
v1.4.8 1030 Oct 19th 2022 at 10:08 PM Show AncientTools_V1.4.8.zip Install now
v1.4.7 1605 Sep 8th 2022 at 7:46 PM Show AncientTools_V1.4.7.zip Install now
v1.4.6 771 Aug 12th 2022 at 6:15 PM Show AncientTools_V1.4.6.zip Install now
v1.4.5 429 Jul 28th 2022 at 6:32 PM Show AncientTools_V1.4.5.zip Install now
v1.4.4 1468 Jun 14th 2022 at 9:02 PM Show AncientTools_V1.4.4.zip Install now
v1.4.3 608 May 31st 2022 at 11:35 PM Show AncientTools_V1.4.3.zip Install now
v1.4.2 1527 Apr 27th 2022 at 4:31 PM Show AncientTools_V1.4.2.zip Install now
v1.4.1 1009 Apr 9th 2022 at 4:45 PM Show AncientTools_V1.4.1.zip Install now
v1.4.0 1409 Mar 3rd 2022 at 11:53 PM Show AncientTools_V1.4.0.zip Install now
v1.3.6 1536 Feb 2nd 2022 at 5:34 PM Show AncientTools_V1.3.6.zip Install now
v1.3.5 670 Jan 29th 2022 at 12:11 AM Show AncientTools_V1.3.5.zip Install now
v1.3.4 640 Jan 19th 2022 at 5:52 AM Show AncientTools_V1.3.4.zip Install now
v1.3.2 402 Jan 16th 2022 at 12:57 AM Show AncientTools_V1.3.2.zip Install now
v1.3.1 1169 Jan 10th 2022 at 9:20 PM Show AncientTools_V1.3.1.zip Install now
v1.3.0 573 Jan 1st 2022 at 7:56 PM Show AncientTools_V1.3.0.zip Install now
v1.2.4 861 Oct 9th 2021 at 4:35 PM Show AncientTools_V1.2.4.zip Install now
v1.2.3 338 Oct 6th 2021 at 7:30 PM Show AncientTools_V1.2.3.zip Install now
v1.2.2 513 Sep 16th 2021 at 6:28 PM Show AncientTools_V1.2.2.zip Install now
v1.2.1 595 Sep 1st 2021 at 4:30 PM Show AncientTools_V1.2.1.zip Install now
v1.2.0 353 Aug 29th 2021 at 10:10 PM Show AncientTools_V1.2.0.zip Install now
v1.1.0 497 Aug 6th 2021 at 4:02 PM Show AncientTools_V1.1.0.zip Install now
v1.0.3 406 Jul 26th 2021 at 4:05 AM Show AncientTools_V1.0.3.zip Install now
v1.0.2 396 Jul 16th 2021 at 7:05 PM Show AncientTools_V1.0.2.zip Install now
v1.0.1 377 Jun 28th 2021 at 6:02 PM Show AncientTools_V1.0.1.zip Install now
v1.0.0 350 Jun 24th 2021 at 12:05 AM Show AncientTools_V1.0.0.zip Install now

144 Comments (oldest first | newest first)

💬 Moon_Dew, Sep 26th at 4:03 AM

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.

💬 Taska, Aug 31st at 1:33 PM

Spleen Probably, I'll look into it ^_^

💬 Spleen, Aug 27th at 4:20 AM

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.

💬 Taska, Aug 21st at 2:03 PM

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

💬 Alatyr, Aug 20th at 3:03 PM

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.

💬 LatexAssassin, Aug 16th at 9:54 AM

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

💬 cavy8, Aug 15th at 9:06 PM

Ah, thanks, I must've gotten confused when I looked at it - that's perfect!

 

💬 Taska, Aug 15th at 8:51 PM

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

💬 cavy8, Aug 15th at 8:26 PM

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.

 

💬 Taska, Aug 3rd at 11:56 PM

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

💬 Alatyr, Aug 1st at 4:58 PM

How about birch bark paper?

💬 Taska, Jul 28th at 11:33 PM

Alatyr Definitely gotta figure out what material to make a higher tier mallet from, yep!

💬 Alatyr, Jul 26th at 11:01 PM

Maybe add mallets made of copper and lead? Wedges can be cast from bronze, and a mallet only from silicon or stone.

💬 AlbinoRhino, Jul 26th at 6:58 PM

conninator2000 Did you find a way to fix this? just encountered the same issue.

💬 Taska, Jul 22nd at 12:15 AM

MrTango Nope, just salted meat from the mod

💬 MrTango, Jul 21st at 9:10 PM

Can curing rack be used to hang curing oiled hides?

💬 Taska, Jul 19th at 3:17 AM

Tobymaxgames Alatyr Both should be possible, yes! I just need to find the time to actually do it

💬 Alatyr, Jul 17th at 12:13 PM

Is it possible to add the ability to transport crates on a carts?

💬 Tobymaxgames, Jul 16th at 10:40 PM

Is it possible to add a cart that can be hitched to and moved with Feverstone's Horses? perhaps with alot of inventory space?

💬 itinerare, Jul 16th at 2:44 PM

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.

💬 Taska, Jul 15th at 12:42 AM

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

💬 itinerare, Jul 10th at 6:19 PM

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!

💬 Taska, Jul 3rd at 2:22 PM

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

💬 Torisk_Ablinsky, Jul 3rd at 12:26 AM
💬 DanaCraluminum, Jun 30th at 8:02 PM

Torisk_Ablinsky Can you upload crash log to pastebin and send here? https://pastebin.com/

💬 Torisk_Ablinsky, Jun 30th at 7:44 PM

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...)

💬 Taska, Jun 30th at 2:24 PM

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

💬 Moon_Dew, Jun 30th at 6:38 AM

Taska So are they just rare or do I need a specific tool?

💬 Taska, Jun 30th at 12:42 AM

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

💬 Moon_Dew, Jun 29th at 10:02 PM

Is this compatible with Hide And Fabric?  Because I have both mods and I haven't seen any brains drop yet.

💬 Taska, Jun 22nd at 1:54 PM

PervertChimp Probably in the next update whenever that may be ^_^

💬 PervertChimp, Jun 21st at 3:49 AM

I can't grind down salt crystals from the expanded foods mod. Do you think you can add compatibility for them?

💬 Taska, Jun 21st at 12:16 AM

PeterSanderson Ruyeex gndrneutralnoun These issues should now be resolved, thank you for your reports ^_^

💬 conninator2000, Jun 19th at 9:15 PM

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

💬 Taska, Jun 14th at 11:11 PM

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

💬 PeterSanderson, Jun 14th at 7:34 PM

Running on 1.18.5 SMP server

This error appeared in console

14.6.2023 15:32:14 [Server Error] Patch 0 (target: ancienttools:blocktypes/salvepot.json) in ancienttools:patches/compatibility/carryon/salvepot.json failed because supplied path /behaviorsByType/@salvepot-(birch|pine|softwax|hardwax|barkoil)/- is invalid: The json path /behaviorsByType/@salvepot-(birch|pine|softwax|hardwax|barkoil)/- was not found. Could traverse until /behaviorsByType, but then '@salvepot-(birch|pine|softwax|hardwax|barkoil)' does not exist. Full json at this path: {
  "@salvepot-(birch|pine|maple|oak|acacia|softwax|hardwax|barkoil)": [
    {
      "name": "UnstableFalling"
    },
    {
      "name": "RightClickPickup"
    }
  ],
  "@salvepot-(empty|finishedsalve)": [
    {
      "name": "UnstableFalling"
    }
  ]
}
14.6.2023 15:32:16 [Server Error] Failed loading patches file wildcrafttrees:patches/trees/treegenproperties.json: Newtonsoft.Json.JsonReaderException: Failed deserializing treegenproperties.json: Input string '0.6d' is not a valid number. Path '[28].value.MinSize', line 468, position 18.
   at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
   at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 98
💬 Taska, Jun 13th at 2:08 PM

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.

💬 gndrneutralnoun, Jun 13th at 1:35 PM

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.

 

💬 Taska, Jun 12th at 4:52 AM

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

💬 gndrneutralnoun, Jun 11th at 7:08 PM

Any chance you could make it so:

  1. Able to put more kinds of storage into carts?
  2. Carts can be stone age tech?

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.

 

💬 Taska, Jun 11th at 6:47 PM

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 ^.^

💬 Ruyeex, Jun 10th at 9:13 PM

There's some missing textures like some of the baskets

Plus the nickel, cupronickel and electrum chambersticks pls

💬 Taska, Jun 10th at 5:19 PM

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

💬 DanaCraluminum, Jun 10th at 5:11 PM

Can you lock wooden cart with any metal lock?

💬 DanaCraluminum, Jun 3rd at 11:32 PM

Is it possible to make wooden carts as a separate mod?  Could you please do that? I would appreciate it a lot

💬 Taska, May 30th at 12:10 AM

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!

💬 Shion, May 29th at 6:10 PM

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

💬 Taska, May 29th at 12:11 AM

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

💬 Shion, May 28th at 10:06 PM

Is there a place where mod options are explained? I'd like to know what these are for:

  • SalveEnabled
  • DisableVanillaHideCrafting
  • AdzeStrippingOnly
💬 Roidgy, May 10th at 8:48 PM

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.

💬 Taska, May 10th at 4:41 AM

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

💬 Roidgy, May 10th at 12:48 AM

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.

💬 TurboMegaSoggy, May 7th at 1:00 AM

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.

💬 DanaCraluminum, May 6th at 2:25 PM

TurboMegaSoggy Look at handbook, there should be recipes for pelts

💬 Taska, May 4th at 1:21 PM

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

💬 YokieWartooth, May 3rd at 11:26 AM

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.

💬 Taska, May 2nd at 1:33 PM

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

💬 Gnomp, May 2nd at 8:22 AM

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

💬 Taska, Apr 28th at 2:04 PM

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.

💬 Vinter_Nacht, Apr 27th at 1:14 PM

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)

💬 Taska, Apr 26th at 10:18 PM

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

💬 mcnostril, Apr 26th at 6:46 PM

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.

 

💬 PeterSanderson, Apr 26th at 4:50 PM

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?

 

💬 Taska, Apr 26th at 4:46 AM

Aedis Yup! The main branch is updated now ^.^

ForestWitchReyna Probably not :c Hopefully will be able to focus on compatibility and whatnot soon

💬 Aedis, Apr 26th at 12:07 AM

Could we get git updated too, pretty please..

💬 ForestWitchReyna, Apr 25th at 3:24 PM

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

💬 Taska, Apr 25th at 3:15 PM

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

💬 Burgersim, Apr 24th at 4:32 PM

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)

{ name: "CanBeIgnited", properties: {auto: true}} 
{ name: "CanBeIgnited", properties: {domainToBecome: "theitemsdomain", itemToBecome: "the-items-codename"}} 
💬 Taska, Apr 23rd at 3:31 AM

adres4t I'll think about it

💬 adres4t, Apr 20th at 9:51 PM

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.

 

💬 Taska, Apr 17th at 2:57 PM

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

💬 DanaCraluminum, Apr 16th at 8:15 AM

Burgersim Debarked logs are vanilla since 1.18

💬 Burgersim, Apr 16th at 7:45 AM

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?

💬 Taska, Mar 27th at 2:43 PM

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.

💬 Pallanza, Mar 25th at 1:01 AM

@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.

💬 Artronia, Mar 24th at 6:22 PM

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.

 

💬 PeterSanderson, Mar 24th at 5:33 PM

The use of the cart seems to be incompatible with Carry On. You cannot use the cart with a chest on your back.

 

💬 Taska, Mar 24th at 5:13 AM

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

💬 Pallanza, Mar 24th at 4:07 AM

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()

}

💬 Taska, Mar 10th at 5:03 AM

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

💬 Taska, Mar 7th at 2:04 AM

Michaloid I'll be looking into 1.18 compatibility soon

💬 Michaloid, Feb 26th at 10:13 PM

It seems like the hit detection is shot in 1.18, because animals and drifters kill you in a single hit. 

💬 Rabbitt, Feb 4th at 10:21 PM

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

💬 Taska, Oct 25th 2022 at 12:42 AM

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

💬 Horizons, Oct 24th 2022 at 6:31 PM

Spigot It's a mod that's still in development and hasn't been published on the database yet. I think soon though

💬 Spigot, Oct 24th 2022 at 6:01 PM

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?

💬 l33tmaan, Oct 21st 2022 at 2:50 AM

Thanks, Taska! I can't wait to find out what new mortar shapes you've added...

💬 Taska, Oct 7th 2022 at 4:33 AM

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?

💬 l33tmaan, Oct 4th 2022 at 1:06 AM

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?

💬 WesCookie, Sep 30th 2022 at 2:03 AM

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 }

💬 Taska, Sep 8th 2022 at 7:43 PM

Brotherlui No worries at all ^.^

💬 Brotherlui, Sep 2nd 2022 at 7:49 AM

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.

💬 Taska, Sep 2nd 2022 at 12:06 AM

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?

💬 Brotherlui, Sep 1st 2022 at 6:11 PM

Curing racks not working in 1.17 stable, plz update. :-)

💬 Nebux, Aug 7th 2022 at 4:13 PM

works flawlessly in 1.14rc3

💬 Taska, Jul 13th 2022 at 7:10 PM

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.

💬 Michaloid, Jul 12th 2022 at 10:43 PM

Can you update the mod to 1.17? It doesn't seem to work anymore.

💬 Taska, Jun 29th 2022 at 1:41 PM

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!

💬 Tajin, Jun 29th 2022 at 10:27 AM

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).

💬 Taska, Jun 6th 2022 at 3:02 PM

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

💬 Grem, Jun 6th 2022 at 4:23 AM

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

💬 Taska, May 28th 2022 at 3:14 AM

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?

💬 gndrneutralnoun, May 28th 2022 at 12:05 AM

I can't seem to right-click with raw hides to make sacks. Am I doing something wrong?

💬 Taska, May 1st 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 at 7:46 PM

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.

💬 Taska, Mar 2nd 2022 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 2022 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 2022 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.
EDIT
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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 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 2022 at 6:51 AM

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

💬 Taska, Jan 15th 2022 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 2022 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 2022 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 mod...so yea, probably soon.

💬 Shion, Jan 12th 2022 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 2022 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 2022 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 2022 at 4:04 PM

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

💬 Michaloid, Jan 4th 2022 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

@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.

💬 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

@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 ^.^

💬 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

@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 ^.^

💬 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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