Doesn't change the behaviour of the existing door. Instead it adds an upgraded version one can craft. Be mindful, though, those hinges you came up with are made of rope, not metal. Don't expect them to survive any relocations.
Ideally I'd like to lock this door behind some kind of progression, but alas the Vanilla game doesn't offer any great intermediate steps (particularly in the tool department) between Stone/Pottery Age and Copper Anvil Age, at which point the door becomes more or less superfluous.
Compatible with Vanilla Variants doors.
Advanced Crude Insulated Door
After a few too many days laying awake due to the freezing temperatures in your cave, you finally had a eureka moment. Why not stuff the cracks with straw, you thought, feeling a little warmer already, blazing with the passion of discovery.
Even more advanced than the Advanced Crude Door. Insulates a room. The hinges still don't survive any relocations, though.
Compatible with Vanilla Variants doors.
Ceramic brazier
Did you ever want to brighten a lost souls night by guiding them into a safe harbour?
Look no further. Shape looks kind of funny, but I wanted to use an in-world crafting mechanic, without deviating too far from the clay form and without making the clay form too difficult to finish. May be subject to change.
Comes in all Vanilla colours.
If you thought animals of certain FotSA mods drop too much fat, the specially (mod-dependent) exorbitant fat costs of this block will delight you.
Like any other block or item which could be considered overpowered or unfitting, the ceramic brazier too can be disabled via Config lib.
Ceramic bucket !
Awoken to a splitting headache after a long night spent with too many bowls filled with fermented honey, drenched in what appeared to be the remains of heavy rainfall, you noticed a freshly fired storage vessel, accidentally left open and filled to the brim with water. At first you were angry with yourself, "Did I forget anything else..." you shouted furiously, but then an idea started to form in your head. "What if..?"
Works exactly like a wooden bucket. Comes in all Vanilla colours. Will shatter if caused to fall.
I have tested the functionality of this item only in Vanilla VS. I cannot guarantee compatibility with mods which drastically change liquid functionality. Always back up your worlds before updating mods.
Modder info NEW
Use tag "tool-bucket" in your recipes to add support the easy way.
Shattered Bucket NEW
You accidentially removed a supporting ground which caused the bucket to fall and shatter due to its fragile nature. Great! Now what?
This is a precursor to the eventual balancing mechanic I would like to see implemented, to make the ceramic bucket an inferior version to the advancements of a wooden bucket.
Basic compatibility with Bricklayers.
Basic compatibility with Clayworks.
Half log corners NEW
Like the Vanilla quad-log corners, but a bit more rustic. Naturally it comes woodtyped. Also comes with recipes to switch between quad- and half-logs at your leisure.
Compatible with Floral Zones (with the exception of Cosmopolitan Region).
An early game alternative to the quartz glass nobody knows about. It's parchment, so don't expect the transparency of glass.
Ideally I'd like to lock this window behind a meaningful progression too, but the base game doesn't offer much in this regard, which is why I added a very simple parchment item that can be crafted with oiled hides. It can also be crafted with scraped hides. Both styles have slightly different pane textures. More suited for the builder or decorator type.
Scaffolding NEW
Acts like a ladder (convenient placement and dismantling) but gives you the visual feeling of security of a full block. On top of that it even looks better than your Vanilla ladder scaffolds. For your convenience the block is also dismantled a lot faster than you average ladder. Rated E for Everybody.
Comes woodtyped as well. More suited for the decorator type.
Compatible with Floral Zones (with the exception of Cosmopolitan Region).
These ways are made for walkin'. And that's just what you'll do. One of these days these ways are gonna let you walk all over ... them.
For all your steady exploration needs. Rated E for Everybody not interested in using dirt blocks or water lifts to get to the bottom of things.
Comes woodtyped as well. More suited for the decorator type.
Note: Due to the amount of walkway blocks and current inefficient means of adding woodtypes, the walkways will be exempt from any compatibilities for now. !
When testing, on half of the worlds the straw part of the door disappears in the opened state, on the other half it doesn't. I don't know if VS is gas-lighting me or what is what. - Very likely resolved itself - or only ever existed in my head
Parchment Window
Certain elements (such as water or leaded glass panes) are more visible through the window. This applies to Vanilla glass too, but is a bit more visible on the parchment variation.
Scaffolding
Not the biggest problem. It's essentially a ladder, so it will attach like one to blocks, which results in scaffolds attached to blocks not breaking with the rest. I am not experienced enough to manipulate this behaviour.
Walkways
The smallest snow layers (snowlayer-1) have culling problems when next to a snowed under walkway. It's just a visual problem and only appears under very specific circumstances (The walkway block must be straight on top of a block that can accumulate snow).
Screenshot
If you prefer hole-less environments you can disable snowed under walkways completely via Config lib. (Preferably before it snows or after thawing.)
State of the mod
There are still one or two (or three) things I would like to add, but those are currently well beyond my capabilities.
The latest addition - the walkway, just barely made it in due to restrictions of pure content mods and isn't very user-friendly at all in its current state.
The scaffolding is another block that needs C# to move away from a mere roleplayer item.
How to report NEW
NEW
Before reporting ensure that you are using the most recent mod version (including any 3rd party mods involved) for the game version you are playing. Check changelogs for any mentions of your issue.
Try to reproduce your issues with only the affected mods enabled. Preferably on a new save or a backup copy of your world to prevent loss of data.
If the issue subsides, follow these instructions to find incompatibilities in your complete mod setup. Once the culprit has been localised, please report the offending mods.
If the issue persists, consult the following list on how to proceed:
Suggestions can be posted in the comments or on the issue tracker.
Mod status: Maintenance mode
Log files haven't been printing any errors, but that doesn't mean that they don't exists. Please feel free to share any findings or suggestions in the comments down below.
Please leave any feedback regarding recipe costs and output numbers. With the exception of the half-log corners, which have been mirrored from the vanilla variants, these have been written without any real long-term testing.
Some Disassembly Required: Errors pertaining to overlooked changes within recipe files causing patches to fail
Removed
Material Needs: Dark aged wooden variants (which are just rebranded Very aged Vanilla variations and thus only exist in form of strings)
Note
The next release version 1.6.0 on the will be removing compatibility for the oudated Wildcraft: Trees and Shrubs, replacing it with Biodiversity: Trees instead. ETA: The internal transitions has already concluded. I am now waiting for a full release.
Always back up your worlds before updating to any new game or mod version!
Added
Creative Inventory stacks for liquids in ceramic buckets (mainly for testers and disabled by default)
Implemented new Groundprocessing mechanic for parchment items used in crafting crude windows
Support for new large lanterns placeable on rafts
Shattered ceramic bucket (transformation for placed ceramic bucket when they lose support - precursor of intended downside for ceramic buckets to add a reason to progress to wooden buckets, requires either Grog or SDR (future compatibility for SDR update to 1.22) to be further processed)
Earthyorange ceramics
Changed
Recipes to use tags instead of codes in appropriate places - should now accept all types of tools (including any added by mods) as long as those have been tagged correctly
Lots of refactoring
Things pertaining to internal changes introduced with this game update (mainly asset paths)
Black, Brown, Gray, Purple, White, and Yellow ceramic buckets added in combination with Clayworks (feature sync with Clayworks v0.6.0) - remove any liquids from any buckets of said colours before updating!
Misc
In combination with Bricklayers there could be some inconsistencies with some ceramic buckets. I could either remove compatibility or act on Bricklayers updates. I chose the latter.
I haven't played the game since October 2024 still waiting for mods to be updated to 1.21 and haven't been "feeling it" the last couple of months. I haven't done any major work to this mod in quite some time (maybe I will start to learn how to code some day), so in reality it has been in maintenance mode for the longest time, but I make it official now. I will fix issues and keep the mod usable. Thank you all for playing with my mods!
VaelophisNyx, Jul 19th at 12:26 AM (modified Jul 19th at 12:26 AM)
got a weird one here (VS 1.21.6, v1.4.8)
no errors about it in the log, no crashes, but
I uninstalled Clayworks and Bricklayers, and now the ceramic bucket is just...missing. Not in the handbook, creative inventory, or clayforming options at all? It is enabled still, I checked
Unfortunately I cannot reproduce the issue with the Vanilla ceramic buckets. Have you tested if the same problem occurs with only the mods in question (preferably on a new save or a backup copy of your existing world)? Bricklayers/Clayworks alone shouldn't cause this, because their presence/absence only enables/disables extra files, so there might be potentially a weird mishap of more mods at play.
The list is quite lengthy so I won't force you to diagnose issues with an older version of things, it's definitely a mod conflict since they work fine on a multiplayer server a friend hosts, with the same version of this mod installed
Have you tested this problem (starting with all mods, disabling clayworks/bricklayers) with a new save? Maybe it's a weird one-off. I find it strange that another mod would cause these issues in this order.
You could also go to "%AppData%\VintagestoryData\ModConfig" and delete "bradycrudebuilding.yaml". This would generate a new config file. I don't see why this would be causing problems, but who knows.
If you ever want to get to the bottom of this, you could utilise a binary search to find the culprit.
The walkways don't seem to be allowing water to be placed under them. I seem to remember that they did, once upon a time. Was that changed on purpose, is it a bug, or am I just Berenstaining myself?
You are not mad. This is an unfortunate side consequence of making the upper side of the walkways solid. The mechanic you mentioned is definitely something I want to keep, so I'll will figure out something for the next release.
If you don't want to wait until then: Please install this addon and use it in combination with the complete mod. Unfortunately the change will not fill in any potentially displaced water, but simply replacing the affected walkways should do the trick in most cases.
And finally, this one IS a report, though a very minor one.
I don't have an image for this because it's generally prevalent but hard to catch. The support beams under the walkways have some z-fighting issues that show themselves if the blocks connect from the sides or to the bottom of a walkway stair block. Adding some face culling logic should fix that.
This one is just a suggestion/recommendation, I think the bottom portion of the walkway stairs shouldn't be visible when the block is placed on top of a solid surface, for better blending.
Pineas, Jun 1st at 2:17 PM (modified Jun 1st at 2:19 PM)
Another graphical bug, the half log corner blocks have their top and bottom textures oriented incorrectly. They're turned 180 degrees from the standard log texture orientation (which messes up seamless tiling), and the bottom texture is parallel to the top instead of perpendicular.
I have a bizarre graphical bug to report regarding the braziers. Some of them seem to become a different color depending on what coordinates they're placed at.
Despite what it looks like, this screenshot displays only three types of braziers. The one in the middle just becomes a different color depending on where you place it.
For some reason I don't remember, I implemented the textures of clay items in such a way that they are randomized, which wasn't too noticeable but for the brown ones, which for some reason have vastly different colouring. The game handles randomisation based on coordinates so that's why the issue is presenting itself in such a way.
The fix will be included in the next update. Thank you for reporting!
If you're feeling truly out of options, you can try giving your code to an AI and describing the issue. Even just basic ChatGPT will work.
There's a lot of stuff AI is completely useless for, but it's pretty good at finding errors in code when properly instructed what to look for. Just don't let it write any fixes for you.
I will soon replace Wildcrafttree compatibility with Biodiversity, due to the former causing a lot of errors and warnings on accounts of it being oudated. I am currently waiting on Biodiversity Trees hitting the next full release.
Seems to have some critical issue with the current Combat Overhaul Fork and JSON Patches Lib that causes the combat mod to not function and player models to dissappear
Brady_The , May 18th at 12:26 AM (modified May 18th at 12:28 AM)
With some many mods involved it could be a lot of things.
Could you do me a favour and test if deleting the entire "patches" folder in "bradycrudebuilding-v1.5.3_v1.22.2\assets\bradycrudebuilding\compatibility\floralzonescaperegion" fixes your issues? Thank you!
I tested this for you and at least with my current modlist this has actually fixed the issue I was seeing with the player model and selection screen no longer appearing.
Compatibility has been added and will be part of the next release. I am currently not sure when that will be. It depends a bit on the updates of other mods.
Brady_The Did the thing, got the mod list, tried clearing cache, didn't do much. I hvae the PDF of the mod list, are you same name on discord or something? I can contact on there if you want the list.
I've duplicated the mod list you sent me on my end one to one (with the exception of "Geology additions and interesting ore gen compatibility patch" which seems to have been taken offline but really shouldn't be causing the issue anyway) and have no problems seeing the walkway crafting recipes nor crafting them. I discovered though that the scaffolding is of course affected as well, so I updated the addon. If you don't care about those, you can safely ignore the update.
I would recommend to start a new world with all mods enabled and check if the issue persists. If it does, disable Material Needs and check if that fixes it. If it doesn't I have unfortunately no idea what could be causing it. All mods I installed are on default settings, so there might be a non-default setting that is causing this issue, even though I highly doubt it. This is a confirmed Material Needs incompatibility.
I am sorry about that! Version 1.5.1 should take care of this issue.
Mrozak, Apr 30th at 12:59 PM (modified Apr 30th at 12:59 PM)
Brady_The A small, and possibly little nitpicky suggestion, regarding the config menu: Consider changing the captions from "Toggle" to "Disable" or "Enable", depending on what is the result of checking that checkbox.
For example, the "Toggle Shelter" option is the worst of the worst: I can't tell what does it do if i check it - even the help tooltip doesn't tell me, because it says "Enable/Disable the Shelter block". But even if the tooltip would say "Disable the Shelter block" (kinda like the other tooltips do), it is still not very clear - is the disabling done when the checkbox is checked? or is it disabled when the checkbox is unchecked?
So, i suggest to change the captions accordingly, to make it 100% clear: [ ] Disable Ceramic Bucket [ ] Disable Ceramic Brazier [ ] Disable Shelter [ ] Just let me craft (this one can stay as it was - it is already clear what the result of checking the checkbox will be) [ ] Disable Liquids (or "Enable Liquids"? ...see *** below) [ ] Disable Snowy Walkways
This way it makes it clear that if that checkbox is checked, that setting will take effect, resulting in disabling the bucket or whatever. *** Or, obviously, flip it around if that makes more sense and use "Enable ..." instead of "Disable ...".
I agree! I wanted it to make it more understandable through applying a neutral term and achieved the complete opposite. The changes will be part of the inevitable fix update that'll eventually be released.
I can see that since this exchange the captions have been updated, and they are somewhat more understandable now. But it's still quite confusing that they're described as "untick to X" instead of "tick to X", because I think most users will expect tick = true = do something. And it adds to the confusion that some of them are "untick to enable" and some "untick to disable". I suggest having ALL the features be "tick to enable", and then have them default to true or false as you see fit.
PS - Great mod, I love things that add depth to the early game and stone age survival. :)
Entirely possible it did fix the issue for most folk. Checking if it fixes it then going to bed. so if it does not I can chase it with you tomorrow if need be. I have a lot of mods on btw so it is entirely possible it's somethine else affecting things. Same issue, fix didn't fix. I imagine it's some other mod compatibility issues. Tried to upload image of crafting recepie and handbook, in crafting grid set up the correct items, nothing, handbook shows items, but no crafting instructions. For clarity I am using birch planks and birch beams.
Brady_The , Apr 30th at 12:28 PM (modified Apr 30th at 12:28 PM)
It is very likely Material Needs. I could reconstruct it. With the addon fix it worked, though. I forgot to mention that deleting the folder in "%AppData%\VintagestoryData\Cache" could potentially fix it. There might be some left-over files in that folder that overwrite things.
If that still doesn't do the trick, I could use your whole mod list. To get one easily I can easily use, download https://mods.vintagestory.at/modsupdater and export the mod list (the format doesn't matter, as long as you can share it via some means I can work with any format).
Kherron My apologies for this. I can't say why the 1.4.8 update, specifically released to fix this incompatibility issue, did in fact not fix the reported issue. Or why I received no feedback about this until now. Download bradycrudebuilding-mnfix-v1.0.0_v1.4.8 from here. This should fix the issues once and for all.
Note: This is an addon release and is used in conjunction with the original mod.
Brady_The So I'm having the same issue that gndrneutralnoun had, I was already on 1.4.8 but I removed and re-added it just in case. Walkways are all uncraftable for me, other than aged wood walk ways, requiring aged plants and any beams. Not sure what else could be doing it. I do have expanded matter 3.4.2, which is the last version of EM that will run on game verion 1.21.6. I've also got material needs 1.1.13, and these two are the only ones I think that add anything on the wood side of things that could be affecting this.
Brady_The , Apr 21st at 8:10 PM (modified Apr 21st at 8:14 PM)
Always back up your worlds before updating to any new game or mod version!
Per usual I cleared the logs of any error or warning messages in combination with any compatible mods. If you encounter any issues with any mods which are not explicitly compatible please notify me. All functionalities with compatible mods have been tested.
Some things have been removed. Please consult the changelog.
I definitely needed to update. Usually I check that first. Doh! My apologies. I can take the pitch glue out of the pot with a bowl now. Thank you!
Brady_The , Mar 1st at 11:36 PM (modified Mar 1st at 11:38 PM)
Blaiyze Hm, that is odd. Are you using the current version? It should look like this:
Spoiler!
If that is not the case, please share your mod list.
Blaiyze, Mar 1st at 11:09 PM (modified Mar 1st at 11:09 PM)
Brady_The no I'm not, haven't used Vanilla Variants in a minute. I DO have a lot of mods so it's perhaps an issue with one of them? Ancient Tools by Taska adds pitch that requires resin, charcoal and dry grass, but those should be entirely separate items.
I made the pitch glue specifically from your mod and I just simply can't take it out of the container in order to make anything with it. As it's a liquid it wants to be in a container and is the only way I can move it around, whether that be a bottle, cooking pot, or other container, but you can't use the glue in a container in the recipe.
Brady_The , Mar 1st at 11:00 PM (modified Mar 1st at 11:01 PM)
Blaiyze Are you, by any chance, using Vanilla Variants? In that case you came across an oversight. I completely forgot about vanvar when fixing the recipes.
Stupid question: how the heck do we actually USE the pitch glue? The recipe for the insulated door shows 10ml of the glue by itself, not in a pot or other container, but you can't pull it out of the cooking pot any way that I'm able to determine.
So, how do we make the insulated door? I'm playing in survival and prefer not to cheat lol.
Aw, don't give up! You fixed the issue once it was reported very quickly, and I really like the stuff in this mod; it adds some much-needed quality of life for a base in the Stone Age. (Yeah, I figure you're probably joking, but still. Have some reassurance.) Thanks for the fix!
Brady_The , Jan 3rd at 8:34 PM (modified Jan 3rd at 8:35 PM)
Oh well, look at the clock, it's almost giving up as a modder time.
The issue has been resolved. Thank you for the report, gndrneutralnoun!
Brady_The , Jan 3rd at 6:47 PM (modified Jan 3rd at 8:34 PM)
gndrneutralnounIt could have been very well me, my current track record of releasing working updates is not the greatest. However, recipes show up and work on my end this time. 😮💨
Could you please give me your most recent client-main and server-main log (either create an issue on Gitlab or put them in a spoiler here), so that I may be able to track down the source of the issue? Much appreciated.
TideTurner An update to Overhaul lib has been released which should take care of the crashing.
Brady_The , Dec 28th 2025 at 7:35 AM (modified Dec 28th 2025 at 8:03 AM)
TideTurner Thanks for the feedback! This appears to be a Tools Animation issue. The crashing is not isolated to this mod. I created a bug report.
Restarting the complete game after changing options with Config Lib seems to be a workaround for the time being.
TideTurner, Dec 27th 2025 at 11:55 PM (modified Dec 27th 2025 at 11:58 PM)
Crashed when trying to enable the shelter block. Idk why. Edit: didn't crash when reloading the world.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32609 MB RAM Game Version: v1.21.6 (Stable) 12/27/2025 3:53:52 PM: Critical error occurred in the following mod: toolsanimations@1.3.0 Loaded Mods: walkingstick@1.0.12, alefix@1.1.0, bradyladder@1.1.0, catchledge@0.7.0, cbr@2.0.1, chiseltools@1.15.6, crawlanddive@0.2.3, expandedmolds@1.2.0, firstaidkit@1.0.7, floralzonescosmopolitanregion@1.0.11, freelook@1.0.4, kemonoskins@0.0.0, longtermfood@0.5.5, manualquenching@1.0.9, overhaullib@1.16.10, primitivesurvival@4.0.2, saddleblanketbeds@0.0.4, fseasonedfirewood@1.2.4, shelfobsessed@1.9.1, tprunes@1.1.3, translocatorengineeringredux@1.6.2, game@1.21.6, vsimgui@1.1.16, wildfarmingrevival@1.4.2, windowstorage@0.1.1, zoombuttonreborn@2.0.0, abcsredux@2.0.5, aculinaryartillery@2.0.0-dev.11, animalcages@4.0.2, attributerenderinglibrary@2.4.1, betterruins@0.5.5, bettertraders@0.1.0, billposting@1.1.0, blocksoverlay@4.7.1, bradycrudebuilding@1.4.7, carryon@1.12.1, climbmountain@0.2.1, combatoverhaul@0.11.7, commonlib@2.8.0, configlib@1.10.12, farseer@1.3.3, foodshelves@2.3.3, fromgoldencombs@1.9.4, genelib@2.1.6, hpspinningwheel@1.0.7, immersiverope@1.0.7, jaunt@2.1.1, maltiezcrossbows@1.6.8, maltiezfirearms@1.5.4, metalpots@1.6.3, purposefulstorage@1.5.1, smithingplus@1.8.3, statushudcont@4.0.2, stonebakeoven@1.2.0, terraprety@7.9.0, toolsanimations@1.3.0, toolsmith@1.2.13, vanity@2.4.6, creative@1.21.6, vsroofing@1.0.15, survival@1.21.6, woodenfortifications@2.0.10, armory@1.7.3, equus@1.2.0, expandedfoods@2.0.0-dev.6, quiversandsheaths@0.6.5, stonequarry@3.5.1, wwaymarkers@1.0.2 System.NullReferenceException: Object reference not set to an instance of an object. at ToolsAnimations.AxeClient..ctor(ICoreClientAPI api, Axe item) in D:\Projects\VintageStory\ToolsAnimations\source\Axe.cs:line 75 at ToolsAnimations.Axe.OnLoaded(ICoreAPI api) in D:\Projects\VintageStory\ToolsAnimations\source\Axe.cs:line 506 at Vintagestory.Client.NoObf.ClientSystemStartup.OnAllAssetsLoaded_Items(Int32 i) in VintagestoryLib\Client\Systems\Startup.cs:line 1026 at Vintagestory.Client.NoObf.ClientSystemStartup.<>c__DisplayClass59_0.b__0() in VintagestoryLib\Client\Systems\Startup.cs:line 1031 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 767 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 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 347 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
Brady_The , Dec 27th 2025 at 9:32 PM (modified Dec 27th 2025 at 10:00 PM)
Kiwi_Con_Gin Thanks for the feedback. This is very confusing indeed. I don't touch any of those mods. How does it present itself? Do you not see the recipe in the handbook? Do the ingredients in the grid not show any ouput? Looking at the candle handbook page I can see the recipe that's utilising hardened lard and can craft it as well, for example.
Edit: For some reason there is a difference between my local copy of the mod and the uploaded one. I am investigating.
Brady_The, I can confirm what MorganaBlackwood said about recipes disappearing with v1.4.6. In my case, recipes from Expanded Foods that use hardened lard or oils, such as the one for candles, have become unsusable. However, reverting CBE back to v1.4.5 fixes the issue.
Brady_The , Dec 27th 2025 at 8:56 PM (modified Dec 27th 2025 at 8:57 PM)
MorganaBlackwood (Un)Fortunately I cannot reproduce that with 1.4.6 and 1.2.14. This mod shouldn't be touching Toolsmith. Are you sure it's not an incompatibility with another mod? Are you maybe using an incorrect ingredient (wavy sand instead of sand, hardened glue instead of pitch glue, etc)?
I didn't went back to recreate it but I had a crash when searching how to make the advanced insulated crude door with the ceramic clay bucket disabled via config.
Brady_The , Dec 24th 2025 at 3:55 AM (modified Dec 24th 2025 at 7:36 AM)
The brazier cost of 20 fat is somewhat randomly chosen (even though probably pretty fair if you take the size under consideration (one oil lamp = one fat)) and is supposed to balance the range of the light with its cost.
Utilising the walkway as a shelves is an interesting use-case. I can't tell you why they don't count as solid blocks. I probably had a reason but, to be honest, I don't remember it. I'll take a second look.
I will look into the compatibility but I can't promise anything. That's really something that should happen on Some Disassembly Required's end.Implemented ✅
i love this mod but im not sure why the blazier costs 20 fat and the walkways arent counted as solid blocks, i wanted to use the walkways as shelves for barrels but i couldnt :(, also, could you add compatability with Some Disasembly Required? the bucket and the blazier arent recycleable, thanks
Maschinenmensch Thanks for the feedback! I fixed this already locally (the recipe stems from a time in which glue worked this way) but apparently I never uploaded the fix. An update should be up later.
Thanks for the mod, but I'm having a problem in regards to the pitch glue used for the insulated crude door. The issue is that if I put the items, including the pitch container, in the spots they are supposed to go into the crafting menu, the item is not crafted. Since I am playing with numerous mods, I suspect it is likely a similar issue to the one regarding the clay crafting bug that has already been mentioned. I will attempt to fix it myself, and will report back if I succeed.
Venusgate Thanks for your efforts! I answered on your issue, but for anyone else who might come here, I also add an explanation and a solution here as well.
The problematic mod seems to be Art of Cooking [unofficial] and Core of Arts [unofficial] (even though I wouldn't be surprised if all Art mods (original and forks) would be affected), disabling the grid crafting for an in-world crafting. The clay bucket is seemingly unaffected by this, because I am adding my own recipes instead of patching Vanilla recipes.
To circumvent the crashing caused by the in-world crafting and to re-enable the grid crafting, open the following zip files and remove the mentioned JSON files:
Actually, it turned out a barrel didn't need coding at all. I misunderstood the code I was reading. It was much more straightforward than a crate. I went ahead and made a ceramic barrel myself: Extra Clay.
Oh good grief. I couldn't figure out what meant about a ceramic barrel needing coding. I just looked at the barrel -- everything is hard-coded. You really do have to subclass BlockBarrel to add a different shape. I didn't realize I was asking for something that involved so much work!
Can i request a recipe change for the primitivie advanced door with insulation? Pitchglue requires charcoal powder, which requires a quern, which requires copper. Which means you're better off just making plank doors.
I suggest changing the pitch glue to, i dont know 6 resin.
That's an interesting utilization! I might add some alternative shapes in the next update to make it look less awkward.
Spoiler
Persii, Sep 9th 2025 at 4:51 PM (modified Sep 9th 2025 at 4:52 PM)
Great mod! In fact, I used your stick ramp as a primitive tent. I've always felt that early survival in Vintage Story lacked such options not everyone wants to live in a house made of dirt, especially when playing with cave-ins enabled. I dont know how to upload screenshot here haha here's link 🤦 https://imgur.com/a/IGgHk0f
Kastoruz I am glad to hear that people are enjoying my mods. Thank you!
Kastoruz, Sep 2nd 2025 at 12:29 AM (modified Sep 2nd 2025 at 12:29 AM)
Awesome mod, all of these additions are very much needed. Thank you for the update!
Echoweaver, Sep 1st 2025 at 6:08 PM (modified Sep 1st 2025 at 6:09 PM)
Understood! No pressure, just suggestion :).
I just finished a mod involving implementing a pottery version of a wooden base game object, so if I'm enough of a glutton for punishment, I might try doing it myself as a companion to this lovely mod.
Brady_The , Sep 1st 2025 at 6:05 PM (modified Sep 1st 2025 at 6:12 PM)
Version 1.4.3 has been released.
Added
Three missing language strings for Floral Zones: Cape Region (v1.0.17) assets.
Changed
Split clay assets into raw and fired files to mirror Vanilla changes.
Fixed
All sorts of things related to file structure changes, e. g. clay and raft asset paths.
Everything should work as expected. The log files are error free. "Should" doesn't mean "will", though, so please report any issues you come across.
Thanks for using my mods!
Echoweaver: Sorry, the clay bucket barrel has to wait a while. I'll need to venture into coding to manipulate the shapes, and that's a bit of a strech right now. Nonetheless, I have noted down your suggestion.
I don't know what new parts you're considering. The only thing I think would round out the current mod would be a ceramic barrel. Clayworks has one, but I'm not going to use that mod's primary features. It seems more suitable to this mod, along with the bucket.
Brady_The , Aug 5th 2025 at 3:28 PM (modified Aug 23rd 2025 at 12:05 AM)
Edit 23.08.: New PC parts have been assembled. I am on the case about compatibility for the next update.
Hello, just wanted to say thanks for making this mod! I'll admit I don't use many of its options, but your insulated crude door and cerami bucket have been Gamechangers for me. I was really annoyed to learn that there was no way to pad the crude door to work over the winter, and you had to just rush your way into copper age and get a saw going to make a proper wooden door, so your insulated option is fantastic for those wanting to play pre-copper age worlds. In the same vein, the ceramic bucket is Esssential for my farming, I was so mad there was no way to make a bucket without metal! Thank you for adding it ♥
CupOfMoths I finally got around to report the bug. On a live stream, so the fix, which at this time is more of a workaround, was implemented right away and should be included in the next update. https://www.twitch.tv/videos/2476025299?t=01h41m30s
CupOfMoths Thanks for bringing this to my attention! Luckily (for me) this appears to be a Vanilla problem. I can reproduce this issue with default half slabs placed on the upper half of a block (mirroring the placement of the walkways). I'll do some more investigating and report it as a bug.
Meanwhile you could have a look at https://mods.vintagestory.at/beamtools and see if that is a satisfying workaround for the general Support Beam jankiness. I just quickly tested this mod. It seems to work very well.
Thanks for using my mod! And the walkways. I was somewhat afraid that I am just wasting everybody's time by creating roleplayer blocks. Haha
Hey, found an issue where putting the starting point of a support on the underside of a walkway will cause the support to become unable to be moved or broken.
Absolutely nothing pops up in the logs relating to the mod, so I'm not sure what the deal is exactly.
I can't find a way to get rid of it after but it's pretty easy to recreate- just place a walkway, place a support with the starting point on the underside of it, then finish placing the support whereever.
Edit: Correction, turns out it doesn't completely remove the hitbox, it just moves it and makes it really really hard to find.
Brady_The thank you for the reply!! there might be something you can use from the actual Wear and Tear mod? You could check in with that dev, they managed to add wear conditions to things like mold casts so they break over time from the heat. Might be a great place to start
Thank you for getting back to me btw, still on the hunt for the mod thats affecting my red clay jug making so appreciate the ability to cross this one off the list :)
Crump Compatibility with Vanilla mechanics is another good reason. So is convenience. Forcing players to run twice as much just to prevent a devaluation of the water bucket might not be enjoyed by everyone. My plans are to add a minor break chance to the bucket eventually to simulate wear and tear, but for that I have to learn how to code first. I'll definitely add the config, though.
I only touch the Vanilla oil lamp to allow attaching to a raft. Anything else should not be affected.
Yeah and upon thinking about it, having it under 10 kind of breaks/interrupts the ability for it to easily fit under somethign like the fruit press and squeeze all 10L in one go (I forgot the game uses metric not imperial lol). I guess the tradeoff there would be people timing it correctly to swap, accepting spill, or putting in half the max capacity squeeze.
So no rush at all, was just some of the feedback I got from the players on my server. I personally thought it was fine, because we also have the metal bucket ones for later and the tradeoff with ceramics vs wood is wood is instantly made in the crafting grid whereas the ceramic is a 14 hour wait in-game. Maybe a config to extend the wait would make it more fair? Just some feedback for ya. Great mod!!
Oh I also had a question for you, and I will be asking this in the Claymaking mod as well: does your change the recipe for jugs? I swear one of my claymaking mods is turning off jugs from red clay and only has it as blue. Unsure if its this one or another, just wanted to ask here :) thanks for making the mod!
crumps It does not. Initially I played around with the idea to cap the bucket at around 5 litres but I eventually scrapped it, because ceramic vessels should easily be able to hold 10. Amphorae, for example, could hold, depending on their size, anything between 5 and 80 litres, with an average of 20 - 36 litres, so a bucket holding 10 isn't too far fetched.
I understand why the developers went down this progression path, but in my opinion it's not a great gatekeeping method, especially because the Vanilla game offers the clay-forming mechanic.
I will include a config in the next update, but I can't tell you when it'll come out.
If you like, you can change the bucket capacity before any update manually, though.
\assets\bradycrudebuilding\compatibility\bricklayers\blocktypes\clay\bucketcoloured.json (only required if Bricklayers is installed)
\assets\bradycrudebuilding\compatibility\clayworks\blocktypes\clay\bucketcoloured.json (only required if Clayworks is installed)
Unpack the files, open them, look for "capacityLitres", change the value accordingly and repack the files.
(Technically blocks and items should be handled server-side, but I am no multiplayer guy, so unfortunately I don't know if that is enough. If the client-side has to be changed as well, I'll push an earlier update.)
is there a config file to bring down the amount a ceramic bucket can hold? I love them in concept but 10 gallons makes the wooden bucket seem not as useful, or at least so the ppl on my server say. having the ceramic be 7-8 would be sick so it could still hold a lot and have a different making process while still encouraging going up the tech tree
Apro Thank you for your report! Unfortunately I am unable to reproduce any crash following your description, with ceramic buckets in combination with Vanilla liquids. Are you using any mods which add liquids or change liquid functionality?
Could you please head to "%AppData%\VintagestoryData\Logs", zip your client-crash, client-main and server-main, and upload the zipped file to https://filebin.net/ or create an issue here. Thank you!
Trying to fill a ceramic bucket while its in your hand with a wooden one ( with liquids or not ) crashes my game, doing it the otherway around works fine however.
CaptNattyLite That's exactly how it should work. Unfortunately an untested last-second change threw a wrench into the works. Now the carrying looks a bit silly (which is a fix for a later time), but the brazier does what it supposed to do. Thank you for notifying me!
This update adds and changes content. This includes change in the backend and to the name of .zip-file, which is now following the schema: {modid}-{modversion}-{testedgameversion}, for easier support and better readability in the log files.
"Tested game version" does not imply that the mod is not going to function on a different version. It merely states the game version it was last verified on.
I referr to the changelog for a more complete list of additions, changes, and fixes.
Ceramic Braziers: This beacon is (hopefully) the first part of a (potential) series of stronger illumination blocks one can use to guide players to certain places. Be it a mouth to a channel, a harbour entrance, or some epic build requiring the fitting illumination. The light levels are fairly high, maybe a bit too high. I'd gladly take your feedback in this regard.
Ceramic Buckets: Initially I didn't want to include this item, because it changes the dynamics of the game a bit. But gating progress behind certain artifical milestones is in my opinion not the right way. Ceramic vessels did and do exist and were and are used for the transportation and storage of liquids. I have some ideas to differantiate the ceramic more from the wooden bucket, but for that I will need code. I fully understand if you don't like the change this bucket introduces into Vintage Story. For this reason I added the option to disable the clay bucket with Config Lib.
Walkways: The stair and ramp variations of the name-giving block can be placed as follows:
How to place ramps/stairs
SecretMan83 I apologize that it took me this long. This update was supposed to be released two weekends ago, but life, uh, found a way. Additionally to your report I also changed how the texture of the actual half log looks. Instead of the bark texture, it'll now display the heartwood. I hope you like the adjustment!
NotQuiteNil Walkways have finally been added. Because I am currently restricted to pure content, the implementation is a bit rough around the edges, but should be servicable enough, until I finally learn to cut and polish code. Have a look and tell me what you think!
State of the mod: There might still be some small changes in the future, but that's pretty much it on the content side. I scraped already the ceiling with the walkways, having to simplify certain aspects of the shapes and behaviours. The next big update will be a 2.0.0 release with a switch to a code mod, improving existing blocks and adding new ones, potentially venturing into the mechanics side of things, etc. When (or rather if) that happens, is unclear. First I have to learn C#. Then I have to learn the VS code. Then I have to learn how to code for VS. It's a rather large hill to climb.
Brady_The Oh, I absolutely use those blocks. They carry a very rough-timber framing feel that the quarter-logs just don't. I will keep an eye for the update and will test thoroughly once it's out.
SecretMan83 That's very weird indeed. One should think I should have noticed that with how many times I looked at them.
Thank you very much for pointing this out. I'll take this opportunity and force myself to finish the next update in the coming days, which will include this fix.
(I am very glad to get some feedback indicating that people actually use those blocks. 😄)
Not sure if this is a mod compatability issue on my end, or something else, but the Half Log Corners appear to be a bit bugged. There are certain blocks on my build where no matter how I try to place them, the Bark Texture goes vertical.
Any bright ideas or anything on my end I should try to fix it?
NotQuiteNil Funnily enough I already have a somewhat WIP walkway, which I stopped working on a while ago, because I hit a road block with a placement method that's convinient for the player. For a proper solution I have to learn how to code.
I try to clean up the blocks a bit and might release a (slightly inconvinient) wip preview.
Maybe a bit of a longshot, but is there any chance you could implement something similar to the platform decks from Construction Supports? It's a thoroughly outdated mod, and Crude Building Elements supercedes half of its purpose with the scaffolding. I figured it'd be worth asking, if nothing else.
Brady_The Take a look at Primitive Survival's pit traps with the sharpened stakes. He puts stakes at the top of a hole and clicks with dirt and grass to cover the pit. See if SpearAndFang can help you out with it.
KiriRae That's a great idea. Thank you for the suggestion. Unfortunately that goes far beyond my current capabilities. I would need to learn how to code first. I'll take note, though. Who knows, maybe I'll get there eventually.
I would really love the insulated door to be an in world crafting mechanic. -Place door then right click with dry grass or ferns or the like. Would also like this kind of thing for crude fences and gates. Nice early survival shelter without having to make ugly dirt huts or holes.
Sinemu Thanks for the confirmation. I was working on an update on the mod, which will still take some time before it can be properly released, so I created a quickfix for you.
Sinemu According to the logs you send me, you are using ImGUI version 1.1.5. Can you please verify, and if so, update to ImGUI 1.1.7? https://mods.vintagestory.at/imgui
If that doesn't help, I'll update Crude Building. Thank you for helping me trouble-shoot this.
The first file that did not load in the world with my entire mod collection. And I tried to launch it with only two mods + those that I can’t remove, yes it loads, but still gives a file configuration error when loading.
Sinemu Thank you for having an interest in my mod! What exactly is the problem? Where does it stop loading? Could you upload client-main and server-main, found in "%appdata%\VintagestoryData\Logs", here: https://filebin.net/?
On my end everything works fine, running my mod version 1.2.0 in combination with Config Lib v1.4.4 and Dear ImGUI 1.1.7.
Desolae Thanks! 😄 I thought it was slightly silly to include this recipe, but I have been playing in water worlds where reed is a very rare commoditiy.
I updated to the new version and made a advanced crude door. My game crashed while doing something and door has disapeared. When I try to replace it. It says there isnt enough room. I have tried removing all te blocks around it and putting them back. Same message. I tried adding a dirt block and I cant place it. I can walk through the space but now I have no door. Please fix thx.
The main reason why the door is not in the game, is, because the straw disappears in the opened state. I don't know enough about animations to understand the issue. I'll continue to try finding a fix, but I wanted to get the mod out, because I kept delaying and delaying the release.
I really love this mod. I found the insulated crude door (I'm a rascal I know), and thought maybe it could have a craft recipe involving resin glue and dry grass/thatch. My logic is that by the time you can grind charcoal for pitch glue you should be around copper age, so it's not allowing access to insulated doors earlier than intended. This request is solely because I really like how the insulated version looks, so don't pay it mind if you have more important things to do. It would just be nice to have access to it without needing creative.
got a weird one here (VS 1.21.6, v1.4.8)
no errors about it in the log, no crashes, but
I uninstalled Clayworks and Bricklayers, and now the ceramic bucket is just...missing. Not in the handbook, creative inventory, or clayforming options at all? It is enabled still, I checked
reverting to 1.4.5 makes the buckets exist again, but they still can't be crafted via clayforming-
Unfortunately I cannot reproduce the issue with the Vanilla ceramic buckets. Have you tested if the same problem occurs with only the mods in question (preferably on a new save or a backup copy of your existing world)? Bricklayers/Clayworks alone shouldn't cause this, because their presence/absence only enables/disables extra files, so there might be potentially a weird mishap of more mods at play.
The list is quite lengthy so I won't force you to diagnose issues with an older version of things, it's definitely a mod conflict since they work fine on a multiplayer server a friend hosts, with the same version of this mod installed
Have you tested this problem (starting with all mods, disabling clayworks/bricklayers) with a new save? Maybe it's a weird one-off. I find it strange that another mod would cause these issues in this order.
You could also go to "%AppData%\VintagestoryData\ModConfig" and delete "bradycrudebuilding.yaml". This would generate a new config file. I don't see why this would be causing problems, but who knows.
If you ever want to get to the bottom of this, you could utilise a binary search to find the culprit.
The walkways don't seem to be allowing water to be placed under them. I seem to remember that they did, once upon a time. Was that changed on purpose, is it a bug, or am I just Berenstaining myself?
You are not mad. This is an unfortunate side consequence of making the upper side of the walkways solid. The mechanic you mentioned is definitely something I want to keep, so I'll will figure out something for the next release.
If you don't want to wait until then: Please install this addon and use it in combination with the complete mod. Unfortunately the change will not fill in any potentially displaced water, but simply replacing the affected walkways should do the trick in most cases.
And finally, this one IS a report, though a very minor one.
I don't have an image for this because it's generally prevalent but hard to catch. The support beams under the walkways have some z-fighting issues that show themselves if the blocks connect from the sides or to the bottom of a walkway stair block. Adding some face culling logic should fix that.
I'll have a look at both of those new issues. Thanks.
This one is just a suggestion/recommendation, I think the bottom portion of the walkway stairs shouldn't be visible when the block is placed on top of a solid surface, for better blending.
Another graphical bug, the half log corner blocks have their top and bottom textures oriented incorrectly. They're turned 180 degrees from the standard log texture orientation (which messes up seamless tiling), and the bottom texture is parallel to the top instead of perpendicular.
Thanks for the report. The fix will be included in the next update.
I have a bizarre graphical bug to report regarding the braziers. Some of them seem to become a different color depending on what coordinates they're placed at.
Despite what it looks like, this screenshot displays only three types of braziers. The one in the middle just becomes a different color depending on where you place it.
For some reason I don't remember, I implemented the textures of clay items in such a way that they are randomized, which wasn't too noticeable but for the brown ones, which for some reason have vastly different colouring. The game handles randomisation based on coordinates so that's why the issue is presenting itself in such a way.
The fix will be included in the next update. Thank you for reporting!
Are there any plans to fix the snow graphics issue with the walkways?
Unfortunately that is currently well beyond my scope of expertise. But it is definitely something I would like to see fixed.
If you're feeling truly out of options, you can try giving your code to an AI and describing the issue. Even just basic ChatGPT will work.
There's a lot of stuff AI is completely useless for, but it's pretty good at finding errors in code when properly instructed what to look for. Just don't let it write any fixes for you.
Is this mod compatible with biodiversity: teees?
I will soon replace Wildcrafttree compatibility with Biodiversity, due to the former causing a lot of errors and warnings on accounts of it being oudated. I am currently waiting on Biodiversity Trees hitting the next full release.
Seems to have some critical issue with the current Combat Overhaul Fork and JSON Patches Lib that causes the combat mod to not function and player models to dissappear
With some many mods involved it could be a lot of things.
Could you do me a favour and test if deleting the entire "patches" folder in "bradycrudebuilding-v1.5.3_v1.22.2\assets\bradycrudebuilding\compatibility\floralzonescaperegion" fixes your issues? Thank you!
I tested this for you and at least with my current modlist this has actually fixed the issue I was seeing with the player model and selection screen no longer appearing.
Thanks for the testing and info!
The bazier's recipe calls for a stack of 100 rendered fat, but the rendered fat doesn't stack up any higher than 64?/
Update 1.5.2 should have taken care of that. What version are you using?
The latest version
I didn't bother looking at the recipe again until now, just tried stacking the fat to 100 again. My bad.
Thank you for update! :D
Thank you for using my mod! ;D
Might be a lot to ask, but is compatibility with Vanilla Varnished possible?
I'll take a look. 👍
Compatibility has been added and will be part of the next release. I am currently not sure when that will be. It depends a bit on the updates of other mods.
Woohoo! Thank you; I will wait patiently!
Brady_The Did the thing, got the mod list, tried clearing cache, didn't do much. I hvae the PDF of the mod list, are you same name on discord or something? I can contact on there if you want the list.
I've duplicated the mod list you sent me on my end one to one (with the exception of "Geology additions and interesting ore gen compatibility patch" which seems to have been taken offline but really shouldn't be causing the issue anyway) and have no problems seeing the walkway crafting recipes nor crafting them.
I discovered though that the scaffolding is of course affected as well, so I updated the addon. If you don't care about those, you can safely ignore the update.
I would recommend to start a new world with all mods enabled and check if the issue persists. If it does, disable Material Needs and check if that fixes it. If it doesn't I have unfortunately no idea what could be causing it.
All mods I installed are on default settings, so there might be a non-default setting that is causing this issue, even though I highly doubt it. This is a confirmed Material Needs incompatibility.
Issue has been resolved.
How was this issue resolved? I'm also having problems seeing recipes from this mod: Scaffolding for example.
Are you on game version 1.21.x too?
Latest version 1.22.2.
I am sorry about that! Version 1.5.1 should take care of this issue.
Brady_The A small, and possibly little nitpicky suggestion, regarding the config menu:
Consider changing the captions from "Toggle" to "Disable" or "Enable", depending on what is the result of checking that checkbox.
For example, the "Toggle Shelter" option is the worst of the worst:
I can't tell what does it do if i check it - even the help tooltip doesn't tell me, because it says "Enable/Disable the Shelter block".
But even if the tooltip would say "Disable the Shelter block" (kinda like the other tooltips do), it is still not very clear - is the disabling done when the checkbox is checked? or is it disabled when the checkbox is unchecked?
So, i suggest to change the captions accordingly, to make it 100% clear:
[ ] Disable Ceramic Bucket
[ ] Disable Ceramic Brazier
[ ] Disable Shelter
[ ] Just let me craft (this one can stay as it was - it is already clear what the result of checking the checkbox will be)
[ ] Disable Liquids (or "Enable Liquids"? ...see *** below)
[ ] Disable Snowy Walkways
This way it makes it clear that if that checkbox is checked, that setting will take effect, resulting in disabling the bucket or whatever.
*** Or, obviously, flip it around if that makes more sense and use "Enable ..." instead of "Disable ...".
I agree! I wanted it to make it more understandable through applying a neutral term and achieved the complete opposite. The changes will be part of the inevitable fix update that'll eventually be released.
I can see that since this exchange the captions have been updated, and they are somewhat more understandable now. But it's still quite confusing that they're described as "untick to X" instead of "tick to X", because I think most users will expect tick = true = do something. And it adds to the confusion that some of them are "untick to enable" and some "untick to disable". I suggest having ALL the features be "tick to enable", and then have them default to true or false as you see fit.
PS - Great mod, I love things that add depth to the early game and stone age survival. :)
Entirely possible it did fix the issue for most folk. Checking if it fixes it then going to bed. so if it does not I can chase it with you tomorrow if need be. I have a lot of mods on btw so it is entirely possible it's somethine else affecting things. Same issue, fix didn't fix. I imagine it's some other mod compatibility issues. Tried to upload image of crafting recepie and handbook, in crafting grid set up the correct items, nothing, handbook shows items, but no crafting instructions. For clarity I am using birch planks and birch beams.
It is very likely Material Needs. I could reconstruct it. With the addon fix it worked, though. I forgot to mention that deleting the folder in "%AppData%\VintagestoryData\Cache" could potentially fix it. There might be some left-over files in that folder that overwrite things.
If that still doesn't do the trick, I could use your whole mod list. To get one easily I can easily use, download https://mods.vintagestory.at/modsupdater and export the mod list (the format doesn't matter, as long as you can share it via some means I can work with any format).
Kherron My apologies for this. I can't say why the 1.4.8 update, specifically released to fix this incompatibility issue, did in fact not fix the reported issue. Or why I received no feedback about this until now. Download bradycrudebuilding-mnfix-v1.0.0_v1.4.8 from here. This should fix the issues once and for all.
Note: This is an addon release and is used in conjunction with the original mod.
Brady_The So I'm having the same issue that gndrneutralnoun had, I was already on 1.4.8 but I removed and re-added it just in case. Walkways are all uncraftable for me, other than aged wood walk ways, requiring aged plants and any beams. Not sure what else could be doing it. I do have expanded matter 3.4.2, which is the last version of EM that will run on game verion 1.21.6. I've also got material needs 1.1.13, and these two are the only ones I think that add anything on the wood side of things that could be affecting this.
Per usual I cleared the logs of any error or warning messages in combination with any compatible mods. If you encounter any issues with any mods which are not explicitly compatible please notify me. All functionalities with compatible mods have been tested.
Some things have been removed. Please consult the changelog.
Blaiyze It's all good. I am just glad it was such an easy fix! 😆
Brady_The
-ashamed-
I definitely needed to update. Usually I check that first. Doh! My apologies. I can take the pitch glue out of the pot with a bowl now. Thank you!
Blaiyze Hm, that is odd. Are you using the current version? It should look like this:
If that is not the case, please share your mod list.
Brady_The no I'm not, haven't used Vanilla Variants in a minute. I DO have a lot of mods so it's perhaps an issue with one of them? Ancient Tools by Taska adds pitch that requires resin, charcoal and dry grass, but those should be entirely separate items.
I made the pitch glue specifically from your mod and I just simply can't take it out of the container in order to make anything with it. As it's a liquid it wants to be in a container and is the only way I can move it around, whether that be a bottle, cooking pot, or other container, but you can't use the glue in a container in the recipe.
Blaiyze Are you, by any chance, using Vanilla Variants? In that case you came across an oversight. I completely forgot about vanvar when fixing the recipes.
This issue has already been addressed for 1.22, but in the mean time please use this companion mod: https://gitlab.com/Brady_The/bits-and-bobs/-/blob/main/bradycrudebuilding-vanvarfix-v1.0.0_v1.4.8.zip
Stupid question: how the heck do we actually USE the pitch glue? The recipe for the insulated door shows 10ml of the glue by itself, not in a pot or other container, but you can't pull it out of the cooking pot any way that I'm able to determine.
So, how do we make the insulated door? I'm playing in survival and prefer not to cheat lol.
Yehoria Thank you for the suggestion! That sounds like a reasonable change. It'll be included in the update for game version 1.22.0.
I feel that the insulated door should require more dry grass. Perhaps 9
Aw, don't give up! You fixed the issue once it was reported very quickly, and I really like the stuff in this mod; it adds some much-needed quality of life for a base in the Stone Age. (Yeah, I figure you're probably joking, but still. Have some reassurance.) Thanks for the fix!
Oh well, look at the clock, it's almost giving up as a modder time.
The issue has been resolved. Thank you for the report, gndrneutralnoun!
gndrneutralnoun It could have been very well me, my current track record of releasing working updates is not the greatest. However, recipes show up and work on my end this time. 😮💨
Could you please give me your most recent client-main and server-main log (either create an issue on Gitlab or put them in a spoiler here), so that I may be able to track down the source of the issue? Much appreciated.
I'm not able to craft the woodtyped walkways for some reason. Could be a mod conflict, but I dunno. The recipes don't even show up in the handbook.
TideTurner An update to Overhaul lib has been released which should take care of the crashing.
TideTurner Thanks for the feedback! This appears to be a Tools Animation issue. The crashing is not isolated to this mod. I created a bug report.
Restarting the complete game after changing options with Config Lib seems to be a workaround for the time being.
Crashed when trying to enable the shelter block. Idk why.
Edit: didn't crash when reloading the world.
I apologize for breaking recipes! I have absolutely no idea how this error didn't show up at any point in the development of this update.
MorganaBlackwood, Kiwi_Con_Gin: Thank you for reporting this!
Kiwi_Con_Gin Thanks for the feedback. This is very confusing indeed. I don't touch any of those mods. How does it present itself? Do you not see the recipe in the handbook? Do the ingredients in the grid not show any ouput? Looking at the candle handbook page I can see the recipe that's utilising hardened lard and can craft it as well, for example.
Edit: For some reason there is a difference between my local copy of the mod and the uploaded one. I am investigating.
Brady_The, I can confirm what MorganaBlackwood said about recipes disappearing with v1.4.6. In my case, recipes from Expanded Foods that use hardened lard or oils, such as the one for candles, have become unsusable. However, reverting CBE back to v1.4.5 fixes the issue.
MorganaBlackwood (Un)Fortunately I cannot reproduce that with 1.4.6 and 1.2.14. This mod shouldn't be touching Toolsmith. Are you sure it's not an incompatibility with another mod? Are you maybe using an incorrect ingredient (wavy sand instead of sand, hardened glue instead of pitch glue, etc)?
hi hello, for some reason mod version 1.4.6 removes sandpaper recipe (sandpaper from Toolsmith 1.2.14) game version 1.21.6
Update 1.4.6 (should have been 1.5.0 but who's counting) is out!
Addition, changes and fixes can be found in the changelog.
Persii I am sorry that it took me so long. Good things take time. Which means that your shelter is finally in.
caroline You can disassemble buckets and braziers to your heart's content. I also made the top side of the walkways solid.
AlterianCrisis It took me a bit longer than expected but your problem should be fixed now.
AlterianCrisis Thank you for the report! I can't believe I didn't think of this. A fix is on its way.
I didn't went back to recreate it but I had a crash when searching how to make the advanced insulated crude door with the ceramic clay bucket disabled via config.
Hey caroline.Thanks for the comment!
The brazier cost of 20 fat is somewhat randomly chosen (even though probably pretty fair if you take the size under consideration (one oil lamp = one fat)) and is supposed to balance the range of the light with its cost.
Utilising the walkway as a shelves is an interesting use-case. I can't tell you why they don't count as solid blocks. I probably had a reason but, to be honest, I don't remember it. I'll take a second look.
I will look into the compatibility but I can't promise anything. That's really something that should happen on Some Disassembly Required's end. Implemented ✅
i love this mod but im not sure why the blazier costs 20 fat and the walkways arent counted as solid blocks, i wanted to use the walkways as shelves for barrels but i couldnt :(, also, could you add compatability with Some Disasembly Required? the bucket and the blazier arent recycleable, thanks
Eyyy that's wonderful, thanks!
Maschinenmensch Thanks for the feedback! I fixed this already locally (the recipe stems from a time in which glue worked this way) but apparently I never uploaded the fix. An update should be up later.
Thanks for the mod, but I'm having a problem in regards to the pitch glue used for the insulated crude door. The issue is that if I put the items, including the pitch container, in the spots they are supposed to go into the crafting menu, the item is not crafted. Since I am playing with numerous mods, I suspect it is likely a similar issue to the one regarding the clay crafting bug that has already been mentioned. I will attempt to fix it myself, and will report back if I succeed.
Thank you.
I see in the comments of the unofficial reuploads that there are other problems with dough. I'm going thru it now and seeing if it's still useable.
Venusgate Thanks for your efforts! I answered on your issue, but for anyone else who might come here, I also add an explanation and a solution here as well.
The problematic mod seems to be Art of Cooking [unofficial] and Core of Arts [unofficial] (even though I wouldn't be surprised if all Art mods (original and forks) would be affected), disabling the grid crafting for an in-world crafting. The clay bucket is seemingly unaffected by this, because I am adding my own recipes instead of patching Vanilla recipes.
To circumvent the crashing caused by the in-world crafting and to re-enable the grid crafting, open the following zip files and remove the mentioned JSON files:
- ArtOfCooking_1.0.3.zip\assets\coreofart\patches
- CoreOfArts_1.0.4.zip\assets\coreofart\patches
➡️doughgrid.json
- ArtOfCooking_1.0.3.zip\assets\artofcooking\patches
➡️doughrecipes.json
It appears regualr buckets are no longer usable in the flour recipe. I don't know why except that your grid recipe doesn't have "recipeGroup": 2,
making a git issue now
Kuppancs Great composition! That's one of the two main uses I had in mind when I added the scaffolding.
Love the scaffoldings. I like to play slow and ongoing builds are so much more aesthetic with these!

Actually, it turned out a barrel didn't need coding at all. I misunderstood the code I was reading. It was much more straightforward than a crate. I went ahead and made a ceramic barrel myself: Extra Clay.
Oh good grief. I couldn't figure out what meant about a ceramic barrel needing coding. I just looked at the barrel -- everything is hard-coded. You really do have to subclass BlockBarrel to add a different shape. I didn't realize I was asking for something that involved so much work!
Myou Good suggestion. The recipe is from a time in which it wasn't as difficult to obtain pitch glue. I'll adress this.
Can i request a recipe change for the primitivie advanced door with insulation? Pitchglue requires charcoal powder, which requires a quern, which requires copper. Which means you're better off just making plank doors.
I suggest changing the pitch glue to, i dont know 6 resin.
Brady_The Not gonna lie i kinda hoped u gonna say it <3 😈
Persii Thanks!
That's an interesting utilization! I might add some alternative shapes in the next update to make it look less awkward.
Great mod! In fact, I used your stick ramp as a primitive tent. I've a
lways felt that early survival in Vintage Story lacked such options not everyone wants to live in a house made of dirt, especially when playing with cave-ins enabled.

I dont know how to upload screenshot here haha here's link 🤦
https://imgur.com/a/IGgHk0f
Whoops. I made a small mistake in the naming of the .zip file. Of course the mod was tested on game version 1.21.0 not 1.20.7!
Kastoruz I am glad to hear that people are enjoying my mods. Thank you!
Awesome mod, all of these additions are very much needed. Thank you for the update!
Understood! No pressure, just suggestion :).
I just finished a mod involving implementing a pottery version of a wooden base game object, so if I'm enough of a glutton for punishment, I might try doing it myself as a companion to this lovely mod.
Version 1.4.3 has been released.
Everything should work as expected. The log files are error free. "Should" doesn't mean "will", though, so please report any issues you come across.
Thanks for using my mods!
Echoweaver: Sorry, the clay bucket barrel has to wait a while. I'll need to venture into coding to manipulate the shapes, and that's a bit of a strech right now. Nonetheless, I have noted down your suggestion.
StrawberrySoda It will indeed. I am very close to pushing the update. I am sorry about the delay.
Will this get updated for 1.21?
Echoweaver Thanks for the suggestion. I'll look into it.
I'm glad to hear you're still working on the mod!
I don't know what new parts you're considering. The only thing I think would round out the current mod would be a ceramic barrel. Clayworks has one, but I'm not going to use that mod's primary features. It seems more suitable to this mod, along with the bucket.
Edit 23.08.: New PC parts have been assembled. I am on the case about compatibility for the next update.
Livinginfictions Thank you so much for your kind words! It means a lot.
Hello, just wanted to say thanks for making this mod! I'll admit I don't use many of its options, but your insulated crude door and cerami bucket have been Gamechangers for me. I was really annoyed to learn that there was no way to pad the crude door to work over the winter, and you had to just rush your way into copper age and get a saw going to make a proper wooden door, so your insulated option is fantastic for those wanting to play pre-copper age worlds. In the same vein, the ceramic bucket is Esssential for my farming, I was so mad there was no way to make a bucket without metal! Thank you for adding it ♥
CupOfMoths I finally got around to report the bug. On a live stream, so the fix, which at this time is more of a workaround, was implemented right away and should be included in the next update. https://www.twitch.tv/videos/2476025299?t=01h41m30s
CupOfMoths Thanks for bringing this to my attention! Luckily (for me) this appears to be a Vanilla problem. I can reproduce this issue with default half slabs placed on the upper half of a block (mirroring the placement of the walkways). I'll do some more investigating and report it as a bug.
Meanwhile you could have a look at https://mods.vintagestory.at/beamtools and see if that is a satisfying workaround for the general Support Beam jankiness. I just quickly tested this mod. It seems to work very well.
Thanks for using my mod! And the walkways. I was somewhat afraid that I am just wasting everybody's time by creating roleplayer blocks. Haha
Hey, found an issue where putting the starting point of a support on the underside of a walkway will cause the support to become unable to be moved or broken.
Absolutely nothing pops up in the logs relating to the mod, so I'm not sure what the deal is exactly.
I can't find a way to get rid of it after but it's pretty easy to recreate- just place a walkway, place a support with the starting point on the underside of it, then finish placing the support whereever.
Edit: Correction, turns out it doesn't completely remove the hitbox, it just moves it and makes it really really hard to find.
Brady_The thank you for the reply!! there might be something you can use from the actual Wear and Tear mod? You could check in with that dev, they managed to add wear conditions to things like mold casts so they break over time from the heat. Might be a great place to start
Thank you for getting back to me btw, still on the hunt for the mod thats affecting my red clay jug making so appreciate the ability to cross this one off the list :)
Crump Compatibility with Vanilla mechanics is another good reason. So is convenience. Forcing players to run twice as much just to prevent a devaluation of the water bucket might not be enjoyed by everyone. My plans are to add a minor break chance to the bucket eventually to simulate wear and tear, but for that I have to learn how to code first. I'll definitely add the config, though.
I only touch the Vanilla oil lamp to allow attaching to a raft. Anything else should not be affected.
Cheers!
Yeah and upon thinking about it, having it under 10 kind of breaks/interrupts the ability for it to easily fit under somethign like the fruit press and squeeze all 10L in one go (I forgot the game uses metric not imperial lol). I guess the tradeoff there would be people timing it correctly to swap, accepting spill, or putting in half the max capacity squeeze.
So no rush at all, was just some of the feedback I got from the players on my server. I personally thought it was fine, because we also have the metal bucket ones for later and the tradeoff with ceramics vs wood is wood is instantly made in the crafting grid whereas the ceramic is a 14 hour wait in-game. Maybe a config to extend the wait would make it more fair? Just some feedback for ya. Great mod!!
Oh I also had a question for you, and I will be asking this in the Claymaking mod as well: does your change the recipe for jugs? I swear one of my claymaking mods is turning off jugs from red clay and only has it as blue. Unsure if its this one or another, just wanted to ask here :) thanks for making the mod!
crumps It does not. Initially I played around with the idea to cap the bucket at around 5 litres but I eventually scrapped it, because ceramic vessels should easily be able to hold 10. Amphorae, for example, could hold, depending on their size, anything between 5 and 80 litres, with an average of 20 - 36 litres, so a bucket holding 10 isn't too far fetched.
I understand why the developers went down this progression path, but in my opinion it's not a great gatekeeping method, especially because the Vanilla game offers the clay-forming mechanic.
I will include a config in the next update, but I can't tell you when it'll come out.
If you like, you can change the bucket capacity before any update manually, though.
You can find the necessary files in:
Unpack the files, open them, look for "capacityLitres", change the value accordingly and repack the files.
(Technically blocks and items should be handled server-side, but I am no multiplayer guy, so unfortunately I don't know if that is enough. If the client-side has to be changed as well, I'll push an earlier update.)
Thanks for using the mod and the feedback!
is there a config file to bring down the amount a ceramic bucket can hold? I love them in concept but 10 gallons makes the wooden bucket seem not as useful, or at least so the ppl on my server say. having the ceramic be 7-8 would be sick so it could still hold a lot and have a different making process while still encouraging going up the tech tree
RuinousLibrarian Excellent question. This is residue from before the redesign of the page. I fixed it.
So, I have to ask, why the youtube link in the Parchment Window drop down?
Apro Thank you for your report! Unfortunately I am unable to reproduce any crash following your description, with ceramic buckets in combination with Vanilla liquids. Are you using any mods which add liquids or change liquid functionality?
Could you please head to "%AppData%\VintagestoryData\Logs", zip your client-crash, client-main and server-main, and upload the zipped file to https://filebin.net/ or create an issue here. Thank you!
Edit 18.04.: Matter was handled via Gitlab.
Trying to fill a ceramic bucket while its in your hand with a wooden one ( with liquids or not ) crashes my game, doing it the otherway around works fine however.
Shizukesa Well, that was a rather silly mistake. Thanks for the report!
@All I hope I caught it all now. Please keep the feedback coming, though.
The wood scaffolding recipe from Trees and Shrubs uses 2 units of nails and strips when the vanilla wood recipe uses 1 unit
CaptNattyLite That's exactly how it should work. Unfortunately an untested last-second change threw a wrench into the works. Now the carrying looks a bit silly (which is a fix for a later time), but the brazier does what it supposed to do. Thank you for notifying me!
Is there a special way to light the oil braziers? I can't seem to light it with a torch.
Update v.1.3.0 - The Walkway Update
This update adds and changes content. This includes change in the backend and to the name of .zip-file, which is now following the schema: {modid}-{modversion}-{testedgameversion}, for easier support and better readability in the log files.
"Tested game version" does not imply that the mod is not going to function on a different version. It merely states the game version it was last verified on.
I referr to the changelog for a more complete list of additions, changes, and fixes.
Ceramic Braziers: This beacon is (hopefully) the first part of a (potential) series of stronger illumination blocks one can use to guide players to certain places. Be it a mouth to a channel, a harbour entrance, or some epic build requiring the fitting illumination.
The light levels are fairly high, maybe a bit too high. I'd gladly take your feedback in this regard.
Ceramic Buckets: Initially I didn't want to include this item, because it changes the dynamics of the game a bit. But gating progress behind certain artifical milestones is in my opinion not the right way. Ceramic vessels did and do exist and were and are used for the transportation and storage of liquids. I have some ideas to differantiate the ceramic more from the wooden bucket, but for that I will need code.
I fully understand if you don't like the change this bucket introduces into Vintage Story. For this reason I added the option to disable the clay bucket with Config Lib.
Walkways: The stair and ramp variations of the name-giving block can be placed as follows:
SecretMan83 I apologize that it took me this long. This update was supposed to be released two weekends ago, but life, uh, found a way. Additionally to your report I also changed how the texture of the actual half log looks. Instead of the bark texture, it'll now display the heartwood. I hope you like the adjustment!
NotQuiteNil Walkways have finally been added. Because I am currently restricted to pure content, the implementation is a bit rough around the edges, but should be servicable enough, until I finally learn to cut and polish code. Have a look and tell me what you think!
State of the mod: There might still be some small changes in the future, but that's pretty much it on the content side. I scraped already the ceiling with the walkways, having to simplify certain aspects of the shapes and behaviours. The next big update will be a 2.0.0 release with a switch to a code mod, improving existing blocks and adding new ones, potentially venturing into the mechanics side of things, etc. When (or rather if) that happens, is unclear. First I have to learn C#. Then I have to learn the VS code. Then I have to learn how to code for VS. It's a rather large hill to climb.
Always back up your worlds before updating mods.
Brady_The Oh, I absolutely use those blocks. They carry a very rough-timber framing feel that the quarter-logs just don't. I will keep an eye for the update and will test thoroughly once it's out.
SecretMan83 That's very weird indeed. One should think I should have noticed that with how many times I looked at them.
Thank you very much for pointing this out. I'll take this opportunity and force myself to finish the next update in the coming days, which will include this fix.
(I am very glad to get some feedback indicating that people actually use those blocks. 😄)
Not sure if this is a mod compatability issue on my end, or something else, but the Half Log Corners appear to be a bit bugged. There are certain blocks on my build where no matter how I try to place them, the Bark Texture goes vertical.
Any bright ideas or anything on my end I should try to fix it?
https://imgur.com/a/crude-building-elements-half-oak-log-corners-vertical-bark-glitch-43af2lr
EDIT/UPDATE: Debarked Half-Log Corners Don't have the same issue, but all Barked Half-Log Corners continue to have the issue.
NotQuiteNil Funnily enough I already have a somewhat WIP walkway, which I stopped working on a while ago, because I hit a road block with a placement method that's convinient for the player. For a proper solution I have to learn how to code.
I try to clean up the blocks a bit and might release a (slightly inconvinient) wip preview.
Maybe a bit of a longshot, but is there any chance you could implement something similar to the platform decks from Construction Supports? It's a thoroughly outdated mod, and Crude Building Elements supercedes half of its purpose with the scaffolding. I figured it'd be worth asking, if nothing else.
Brady_The Awesome to see the insulated door added. It helps a lot and I love having the bushcraft aesthetic with "modern" functionality. Thanks again.
Brady_The Take a look at Primitive Survival's pit traps with the sharpened stakes. He puts stakes at the top of a hole and clicks with dirt and grass to cover the pit. See if SpearAndFang can help you out with it.
KiriRae That's a great idea. Thank you for the suggestion. Unfortunately that goes far beyond my current capabilities. I would need to learn how to code first. I'll take note, though. Who knows, maybe I'll get there eventually.
I would really love the insulated door to be an in world crafting mechanic. -Place door then right click with dry grass or ferns or the like. Would also like this kind of thing for crude fences and gates. Nice early survival shelter without having to make ugly dirt huts or holes.
Brady_The Thank you very much, everything works perfect😚
Sinemu Thanks for the confirmation. I was working on an update on the mod, which will still take some time before it can be properly released, so I created a quickfix for you.
Please download and use https://gitlab.com/Brady_The/vintage-story-mods/-/raw/main/bradycrudebuilding_v1.2.1.zip (Don't forget to delete the old mod version.). Please also go to "%AppData%\VintagestoryData\ModConfig" and delete the file "bradycrudebuilding.yaml".
This should get rid of any errors. If it does not, delete the contents of "%AppData%\VintagestoryData\Cache" and test again.
Yes, I forgot to update ImGUI to v1.1.7. I updated it but the result is the same.
https://filebin.net/ubx2afetqx2ak32r
Sinemu According to the logs you send me, you are using ImGUI version 1.1.5. Can you please verify, and if so, update to ImGUI 1.1.7? https://mods.vintagestory.at/imgui
If that doesn't help, I'll update Crude Building. Thank you for helping me trouble-shoot this.
The first file that did not load in the world with my entire mod collection. And I tried to launch it with only two mods + those that I can’t remove, yes it loads, but still gives a file configuration error when loading.
https://filebin.net/gf91r299t5crmnxa
Sinemu Thank you for having an interest in my mod! What exactly is the problem? Where does it stop loading? Could you upload client-main and server-main, found in "%appdata%\VintagestoryData\Logs", here: https://filebin.net/?
On my end everything works fine, running my mod version 1.2.0 in combination with Config Lib v1.4.4 and Dear ImGUI 1.1.7.
It seems to me that this mod conflicts with configlib. I don’t know exactly, but when these two mods are together I can’t load the world.
Desolae Thanks! 😄 I thought it was slightly silly to include this recipe, but I have been playing in water worlds where reed is a very rare commoditiy.
"It's a stick holding up a basket, not rocket science." you read my mind. thank you.
Caveira Done. Thanks for the suggestion!
Could you make it compatible with Vanilla Variants?
Loco Your comment seems to be missing. Could you please edit it, or create a new one. Thank you!
Loco Just to clarify, your game crashed while doing something unrelated to this mod, but this crash also undid the placing of the door?
Is it possible that you are looking at something like this?
If so, simply punch the air blocks until they are destroyed. Those replacements blocks should have spawned on bottom and top.
I updated to the new version and made a advanced crude door. My game crashed while doing something and door has disapeared. When I try to replace it. It says there isnt enough room. I have tried removing all te blocks around it and putting them back. Same message. I tried adding a dirt block and I cant place it. I can walk through the space but now I have no door. Please fix thx.
Boyarde I apologize for the long delay. You can craft the insulated door now.
Boyarde It appears I have fallen for a caching issue, not only on one but two worlds. Cheers for the heads-up.
The straw seems to stay intact with the model when opened on my end
This might just be on my end somehow but it seems to be working fine in that regard.
Boyarde You are a rascal indeed.
The main reason why the door is not in the game, is, because the straw disappears in the opened state. I don't know enough about animations to understand the issue. I'll continue to try finding a fix, but I wanted to get the mod out, because I kept delaying and delaying the release.
Thank you for your kind words and suggestions!
I really love this mod. I found the insulated crude door (I'm a rascal I know), and thought maybe it could have a craft recipe involving resin glue and dry grass/thatch. My logic is that by the time you can grind charcoal for pitch glue you should be around copper age, so it's not allowing access to insulated doors earlier than intended. This request is solely because I really like how the insulated version looks, so don't pay it mind if you have more important things to do. It would just be nice to have access to it without needing creative.
Khaosmatic Thanks!
Great mod, hopefully one days these become vanilla!