Mods / Beam Tools
- Tags:
- Author:
- Xytabich
- Side:
- Both
- Created:
- May 10th 2025 at 9:54 AM
- Last modified:
- Sep 2nd 2025 at 5:24 PM
- Downloads:
- 20728
-
Latest release (for Vintage Story 1.21.0, outdated):
beamtools_v1.0.2.zip 1-click install
At the moment the mod only adds a crowbar for dismantling support beams. More tools may appear in the future.
Crowbar removes all support beams from a block and drops them into the world. There are several modes of use, the key combinations can be found through tooltips.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.2 | beamtools | 17170 | Sep 2nd 2025 at 5:24 PM | Empty | beamtools_v1.0.2.zip | 1-click install | |
| 1.0.1 | beamtools | 3220 | May 12th 2025 at 11:57 PM | beamtools_v1.0.1.zip | 1-click install | ||
|
- Potential fix for crash | |||||||
| 1.0.0 | beamtools | 338 | May 10th 2025 at 10:18 AM | Empty | beamtools_v1.0.0.zip | 1-click install | |

Ahoy - thanks for this mod. First time I used it today to remove some support blocks - and VS crashed with this:
Running on 64 bit Windows 10.0.26200.0 with 63119 MB RAM
Game Version: v1.22.2 (Stable)
11/05/2026 08:04:56: Critical error occurred in the following mod: beamtools@1.0.2
Loaded Mods: barkbeetle@1.0.6, bedrespawn@1.1.0, biggerpockets@1.0.6, canoemodepitchlesspatch@1.0.5, chiseltools@1.17.1, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.4, dfsa@0.1.1, dfsaa@0.1.1, dfsf@0.1.1, nailsmold@1.0.2, plainsandvalleys@1.0.13, primitivesurvival@5.0.5, propersticks@0.2.0, prospecttogether@2.2.1, RelightTorches@1.0.0, SmokingChimneys@1.3.0, game@1.22.2, vsimgui@1.2.4, zoombuttonreborn@2.0.2, aged@2.0.2, alchemy@1.9.0, altmapiconrenderercontinued@1.6.0, offhandpenalty@1.2.3, animalcages@5.0.0, egocaribautomapmarkers@5.0.3, betterfpcamerafork@1.4.1, betterruins@0.6.1, blocksoverlay@4.10.4, bloodtrail@1.2.1, butchering@1.13.2, carryon@1.14.0, commonlibforked@2.8.1, configlib@1.12.0, danatweaks@4.0.0, dfs@0.3.0, farseer@1.4.0, firewoodtosticks@1.0.0, spawngiantwaterlilies@1.0.1, handbookbookmarkbutton@0.1.2, hudclockpatch@4.3.0, improvedhandbookrecipescontinued@1.3.0, juicyores@1.0.2, justanarrowheadmold@1.1.0, knapster@4.0.0, immersivetradernotes@1.0.1, mobsradar@3.0.0, realsmoke@1.2.0, rivers@5.0.0, smithingplus@1.9.0-rc.1, spawnhighlight@1.2.0, stepupcontinued@0.0.2, substratereflush@1.0.1, targetDotMedium@1.1.0, vsairshipmod@1.1.2, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2, beamtools@1.0.2, castaway@1.0.2, playercorpseforked@1.14.1, slanted_display_cases@1.3.2, stonequarryforked@3.5.3, xinvtweaksfork@1.9.0
System.MissingMethodException: Method not found: 'Void Vintagestory.API.Common.CollectibleObject.DamageItem(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.Common.Entities.Entity, Vintagestory.API.Common.ItemSlot, Int32)'.
at MonoMod.Core.Interop.CoreCLR.V60.InvokeCompileMethod(IntPtr functionPtr, IntPtr thisPtr, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at MonoMod.Core.Platforms.Runtimes.Core60Runtime.JitHookDelegateHolder.CompileMethodHook(IntPtr jit, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at BeamTools.Items.BehaviorBeamExtractor.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in /media/xytabich/Projects/Projects/VSMods21/mods/beamtools/src/Items/BehaviorBeamExtractor.cs:line 64
at BeamTools.Items.BehaviorBeamExtractor.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in /media/xytabich/Projects/Projects/VSMods21/mods/beamtools/src/Items/BehaviorBeamExtractor.cs:line 64
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1686
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 238
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 134
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 867
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 08/05/2026 15:52:09, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x8b54
Faulting application start time: 0x1dcdef9fb2124eb
Faulting application path: C:\Users\tomtom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\tomtom\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 4abfb1dd-1203-44de-81dd-8c45e4f3c2f2
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 08/05/2026 15:49:57, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8246, time stamp: 0x208e0cb7
Exception code: 0xe0434352
Fault offset: 0x00000000000c79da
Faulting process id: 0x3344
Faulting application start time: 0x1dcdef9dd1bc22d
Faulting application path: C:\Users\tomtom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: f6ec615b-7682-4ece-b175-66ee7c203108
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 08/05/2026 15:49:00, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8246, time stamp: 0x208e0cb7
Exception code: 0xe0434352
Fault offset: 0x00000000000c79da
Faulting process id: 0x1354
Faulting application start time: 0x1dcdef99b41bcdf
Faulting application path: C:\Users\tomtom\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 401c1db8-9ac5-442e-82c9-af7227008873
Faulting package full name:
Faulting package-relative application ID: }
+1 for this sticking around as a model replacement. I've loved this mod for a while and I would be more then happy to use these models over the upcoming vanilla.
But regardless, thank you for this mod, always exciting to see them added to the game!
With the upcoming 1.22 release and vanilla crowbars, maybe this mod could stick around as only a model and texture replacer. Cuz I'm gonna be honest, the vanilla crowbars look a bit.. goofy.
Finally, I can remove glitched beams without having to destroy half of my build! It even works on chiseled blocks! This mod is amazing.
This is one of the most important construction mods for me. You've done an amazing service making this.
Xytabich
hi! i ran into an issue with beams the other day (not with the mod, the mod is really good), and i think it could be a great utility to add in this mod:
basically i was having issues placing a beam on an edge and was getting crazy after trying something like 10 times, everytime it got placed slightly ofsset, so i was thinking... it would be great to have an option in the beam like with the prospecting pick, to select a "face placement position" like "top left" and just have to click on the face of the block and the beam is placed on the top left edge of the face, change the placment to "bottom left" and place it on the other block and done! perfect and effortless edge placement!
some example of placement could be "top left", "top mid", "top right", or also the inbetween those positions, and the same also for center and bottom, or you could make a more generic image of the grid detail of chiseling "half block", "quarter block", etc.. and have the beam snap to that grid!
Vanra In my experience, once a block that a beam is attached to is chiseled, it becomes a part of that block and can't be broken anymore, the chiseled block itself has to be removed, as the beam and it are one now forever.
have anyone noticed issue with not being able to break beams on chiseled blocks?
Absolutely LOVE this mod! I have noticed that when in creative mode, if you copy and paste a chiseled block with a support beam on it, the crowbar wont remove the beam on the pasted block. It's a tiny issue but one that I noticed a couple of times while doing build practice. Thanks for the mod!
Bless you for this mod. It's the only thing that let me get rid of a beam in the middle of my house.
oh thank goodness there's finally a solution to this. Was the main reason i never used beams. Thanks!
Heyo, using this mod on our server. When using the tool on a chiseld block it causes a repeating error that crashes the server.
12.5.2025 21:59:37 [Server Error] Exception: Object reference not set to an instance of an object.
at BeamTools.BeamExtractorMod.ExtractBeams(IBlockAccessor accessor, IPlayer player, HashSet`1 beams, BlockPos pos, Int32 maxCount) in /media/xytabich/Projects/Projects/VSMods20/mods/beamtools/src/BeamExtractorMod.cs:line 68
at BeamTools.BeamExtractorMod.TryExtractBeams(EntityAgent byEntity, BlockPos pos, Int32 maxCount) in /media/xytabich/Projects/Projects/VSMods20/mods/beamtools/src/BeamExtractorMod.cs:line 59
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1324
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep_Patch1(CollectibleObject this, Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Server.ServerSystemInventory.callOnUsing(ItemSlot slot, ServerPlayer player, BlockSelection blockSel, EntitySelection entitySel, Single& secondsPassed, Boolean callStop) in VintagestoryLib\Server\Systems\Inventory.cs:line 516
at Vintagestory.Server.ServerSystemInventory.OnUsingTick(Single dt) in VintagestoryLib\Server\Systems\Inventory.cs:line 126
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
Can give more information or the full, Rather large Crash log file.
query, could it be possible to add "Air Block" removal as part of it's function? A few mods add those to keep things from collapsing, Better Ruins, etc... annoying to not be able to build and leave "holes" creatures can go through...
It could be something as simple as using the "/setblock SomeBlock s" to replace air block where player is standing? But ONLY if used on Meta-filler block? Of course normally that requires op/creative to do, so there is security to think of also.
/EDIT Also, thinking on it, the block replacing the air block would have to be wood or stone, since some are in the air, turned on landslide would not allow dirt, etc.
/EDIT2 turns out it can be replaced with stick ... LOL
So, does this mean we can finally cosplay as gordon freeman? Goated mod fr fr! Also good function as support beams are tricky to remove.