Mods / AutoСhisel

Tags:
Utility Building Decoration Clientside Automation Chisel Client Tools
Author:
Metalismatic
Side:
Client
Created:
Apr 18th at 10:02 PM
Last modified:
Jul 4th at 8:20 PM
Downloads:
1391
Recommended download (for Vintage Story 1.22.3):
Autochisel-5.1.0.zip  1-click install

🖌️ AutoСhisel

Drop a .vox, .obj, .stl, .ply or .gltf/.glb file — or a plain image — aim, click Start. The mod drives your chisel for you — multi-color, hologram-previewed, server-safe.

🔮
Hologram Preview
Translucent 3D ghost of the model floats in front of you. Rotate on any axis, mirror horizontally / vertically, snap to grid, nudge by single voxels — and thin models auto-turn to face you when placed.
🎨
Multi-color Chisel
Map each palette color to any in-game block. The mod registers them via vanilla AddMaterial and lays same-color regions in large grouped brushes with the right material index — fast and light on the server.
📦
Mesh → Voxel
Drop any .obj / .stl / .ply / .gltf/.glb. Live 3D preview, tweak resolution / interior fill / axis flips, save as .vox.
🛡️
Server-Safe Run
Ops are aimed from the known goal so they land first try. After the pass the mod waits for the server to catch up, then fixes only the genuine misses — never re-floods the host, in multiplayer and singleplayer.
Heads-up display
▰▰▰▰▰▰▰▰▱▱ 78% · ETA 1m 12s
model.vox · 3142 / 4031 ops
⚠ out of reach — walk closer

🛠️ Quick start

New here? Everything the mod chisels lives as a .vox file in the Models tab. First get a model in there, then place it, then chisel. A fresh install already ships example generators, a sample model and a pixel-art image, so there's something to try right away.

① Get a model into the Models tab
Press Z to open the browser. Pick whichever source fits what you have:
  • Already have a .vox? Drop it into autochisel/models/ — it appears in Models right away.
  • Have a 3D model (.obj/.stl/.ply/.gltf/.glb)? Put it in autochisel/mesh_imports/, open the Import Mesh tab, adjust settings, click Voxelize → Save.
  • Have an image? Put it in autochisel/images/, open the Pixel Art tab, tweak, Save.
  • Want a generated shape? Use the Generators tab.
Tip: the Open Folder button at the bottom opens the right folder for the current tab. Each card has a rename pencil and a delete bin.
② Place it in the world
Click your model in the Models tab — a translucent hologram appears where you look. Aim at the spot you want and left-click to lock its position. Rotate it with the arrow keys or flip it with Mirror H/V if needed; thin models auto-turn to face you (see Controls below).
③ Chisel it
Hold a chisel in your active hand and keep a stack of the base block (the material to carve from) in your inventory. Click Start on the HUD — the mod breaks anything in the way, places the blocks, and carves the model voxel by voxel.

Multi-color models: click Assign Materials on the model's card → pick an in-game block for each palette color → save. Keep a stack of each chosen block in your inventory. The dialog has its own drag-to-rotate 3D preview. Single-colour models can be given a block the same way.

🪟 Model Browser

📂 Models
All your .vox files with per-card material assignment, a rename pencil and a delete bin. Cached previews stay smooth with big libraries; single-colour models get a material choice too.
📐 Generators
Bundled examples (Column, QR, Text) plus your own .cs scripts (compiled live via Roslyn); browse the online gallery, or let an AI write one for you.
📦 Import Mesh
Voxelize .obj/.stl/.ply/.gltf/.glb with live 3D preview. Resolution slider, interior fill toggle, axis flips.
🖼️ Pixel Art
Built-in tab: drop a .png/.jpg/.bmp/.gif/.webp into autochisel/images/ and turn it into a colored chisel slab — thickness, backing, alignment, live preview.
📋 Copy
Sample existing chisel blocks straight out of the world into a new .vox — pick two corners, save, re-stamp the captured sculpture anywhere. It remembers which side you captured from, so it stamps the right way round.
⚙️ Settings
Separate SP / MP op caps, adaptive throttle, reach distance, language (EN / RU), carve auto-throttle.

✨ Headline features

🪨 Carve & Overlay modes
The carve toggle cycles Off → Carve → Overlay. Carve inlays the model into an existing chisel block — non-model voxels keep their material, perfect for engraving into a stone wall. Overlay lays the model on top of what's already there without clearing the surroundings. Mono-color models auto-use whatever sits in your active hotbar slot.
🖼️ Image → pixel art
Built-in Pixel Art tab turns any picture into a colored chisel slab: pixels are quantised to a chosen palette size, transparency becomes empty space, and you can add a silhouette-following backing layer. Auto-match the palette to in-game blocks before saving.
📋 Copy from world
Capture chisel work that already exists in the world into a reusable .vox — mark two corners, save, then re-chisel that exact sculpture (with its colors, facing the same way) anywhere else. Only chisel blocks are sampled; ordinary blocks become empty space.
🤖 AI-generated scripts
No script for the shape you want? The Generators tab hands you a ready-made prompt — copy it, attach the bundled README, and Claude / ChatGPT / Gemini writes the generator for you. Drop the .cs back in and it appears in the list.
📏 Voxel-precise positioning
Block-level placement isn't enough? Nudge the hologram one voxel at a time on any axis — and the arrows move relative to your view, so left is screen-left from wherever you stand. Align to existing chisel work down to a single voxel without leaving the world.
🔁 Skip-done diff
Re-running the same model on the same world is a true no-op — no chisel durability wasted. Minor edits cost only the few ops that actually changed.

🛡️ Reliability on busy servers

Heavy MP servers — and even the integrated singleplayer server — can drop or choke on chisel packets. AutoСhisel fights back at every stage:

Land-it-first-try aiming — each op is oriented from the known goal shape, so the server accepts it the first time instead of leaving random gaps to chase later.
Sync-then-verify — after the pass the mod waits for the server to finish applying before judging, re-checks only the blocks it touched, and corrects just the genuine misses. It never re-chisels work that's merely still syncing, so it won't overload the host or freeze on big models.
Disconnect brake — a big recolour used to trip the game's "lost connection to host" warning in singleplayer; the conveyor now watches the same signal and eases off the instant the server lags, then climbs back up — smooth pacing, no disconnect.
Reach guard — walked out of picking range? Conveyor pauses with an amber pill instead of letting the server silently drop your packets.
Cursor-busy detection — item on the mouse blocks AddMaterial. HUD pill tells you to drop it; in creative the cursor auto-clears.
Crash-safe resume — progress saved to disk every step. Quitting mid-run is safe; the mod offers to auto-resume next world load, keeping the exact rotation, mirror, facing and centering.

⌨️ Controls cheat sheet

Z — open / close Model Browser
Left-click (hologram visible) — confirm position
Right-click empty hand — toggle hologram / grid
→ / ← — rotate around Y
↑ / ↓ — tilt around X
Shift + → / ← — roll around Z
Mirror H / V (HUD buttons) — flip left–right / up–down
Voxel-nudge keys — shift the hologram one voxel per press, relative to your view (rebindable)
Drag inside any 3D preview — orbit the camera

All hotkeys rebindable from Controls → GUI or other controls (search "AutoChisel").

💡 Tips

Got gaps after a run? Don't redo the model — just press Start again on the same hologram. Skip-done diff only emits the missing ops.
Turn a picture into a wall? Open the Pixel Art tab, drop the image into autochisel/images/, set thickness, auto-match colors, Generate.
Want a custom shape? Open the Generators tab → "No script? Generate one with AI", copy the prompt, attach the README, and paste it into Claude / ChatGPT / Gemini.
Big colorful model? No lossy 16-colour cull anymore — the mod places up to 255 distinct materials per chisel block, so even very colourful models come out true to their palette, with no holes or nearest-colour swaps.
Inlay something into stone? Switch to Carve — the surrounding material is preserved — or Overlay to lay the model on top without clearing what's there.
MP lag spikes? Adaptive throttle handles it automatically. Need predictable speed? Disable adaptive and set a fixed rate in Settings.

 

 

Based on the original idea by Skif_97.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
5.1.0 chiselreborn 140 Jul 4th at 8:20 PM Autochisel-5.1.0.zip 1-click install

AutoChisel — changelog

v5.1.0

🪨 Carve & Overlay
  • Overlay is now smart about what it lands on. Existing chiselwork is preserved — the model stamps on top without touching a voxel around it. A plain full block you placed as support (or a full single-material chiselled one) is carved down to the model, so the figure comes out free-standing instead of buried inside the block. A full block carrying a multi-material pattern (like a filled pixel-art wall) counts as artwork and stays preserved. The per-block decision is remembered across pause and resume.
  • Carve sends half the packets. Carving now uses a single operation per voxel instead of two — runs finish faster and cost half the chisel durability.
  • Resuming a carve remembers the carving material. Quitting mid-carve and resuming — even with a different block (or nothing) in hand — keeps painting with the material the run started with, instead of silently repainting the finished half.
  • Switching models with Overlay on no longer fills cavities. The interior-fill suppression now follows the model you pick, so hollow models stay hollow.
🧭 Placement & orientation
  • Flush placement works from every direction. Approaching from the north or west no longer leaves the model recessed against the far side of its block — all four compass directions now behave the same.
  • The Center button now truly centers. With centering ON the model is centered on both horizontal axes, for every model type; with centering OFF thin models hug the nearest face as usual. Copies also center within the tightest footprint — a model one block deep lands centered inside one block instead of straddling the seam between two.
🎨 Colour & materials
  • Colours that share a block now chisel as one. When several palette colours are assigned to the same block (typical after auto-pick), their regions merge into one big-brush group instead of being split per colour — colourful models chisel dramatically faster with far fewer packets.
  • …and no longer cost extra. Registering a block that several colours share consumes exactly one block from your inventory — not one per colour.
  • Right colours even on a laggy server. When material registration outruns the server's sync, the predicted slots now match the server's real order — no more granite voxels painted as basalt after a lag spike.
⚡ Stability & speed
  • A block the server won't let you chisel no longer freezes the run. Ore-bearing rock and similar now get a chat warning and are skipped after a few seconds, instead of stalling the progress bar forever with no feedback.
  • Less disk churn. Progress is saved every ~100 completed operations of real work — it used to rewrite the save file dozens of times per second while waiting on materials.
🖱️ Interface
  • Warnings survive pause. "Need block X", "wrong side", "drop what's on your cursor" and friends correctly re-appear after Pause → Resume if the problem is still there — and correctly stay gone if you fixed it during the pause.
  • Changing the chisel's tool mode mid-run is safe. If you flip the vanilla brush selector while the mod is working, it notices and switches back instead of sending scrambled operations.
  • Status buttons stay honest after a restored pause. Center / Mirror / Carve indicators now re-sync with the actual restored state when you resume a run from a previous session.
🛠️ Fixes
  • Carve & Overlay can no longer damage the work around them. An internal "fix up this half-done block" optimisation ignored carve mode and could shave away the chiselwork around the model when resuming onto a partially completed block. It now stays fully hands-off outside the model in these modes.
  • Re-running a model at a shifted position can't blank out a chunk anymore. Rebuilding a block whose old and new voxels didn't overlap could momentarily empty it — the game then deleted the block and silently dropped everything that followed, leaving 16³ of air in a "100% complete" run. Additions are now applied before removals, so the block never empties mid-flight.
  • Finished a model by hand between sessions? No zombie prompt. A manually completed model no longer re-asks "Resume?" on every world load or leaves the HUD stuck on "Chiseling" with a dead Pause button.
  • Materials from uninstalled mods are handled gracefully. A saved model whose palette points at a block from a mod you removed no longer confuses the after-run check into an extra corrective pass.
5.0.0 chiselreborn 75 Jul 1st at 11:07 PM Autochisel-5.0.0.zip 1-click install

AutoChisel — changelog

v5.0.0

📁 Model browser
  • Rename models right from the browser. Each card now has a slim action column on the right — a pencil to rename and a bin to delete. The pencil opens a popup pre-filled with the current name; renaming moves the .vox and carries its material assignments, capture facing and any paused progress with it (so a renamed model still loads pre-mapped, oriented and resumable).
  • Delete models right from the browser. The bin removes the .vox plus its saved materials and progress, with a two-click confirm so nothing goes by accident.
  • No more hang with lots of files. Model stats and preview thumbnails are cached and rendered lazily (a few per frame), so opening the browser with a large library stays smooth and reopening is instant.
  • Copies preview front-on. Thumbnails now show the model's widest face, so copied models no longer appear sideways in the list.
  • The colour count is honest. A card's "X / Y assigned" no longer shows impossible values like "7 / 6" — palette entries that are the same colour are merged correctly.
🎛️ Generators
  • Long setting names no longer overlap the next setting. Parameter labels too long for one line (e.g. "Straight shaft (no taper)", "Base width % (0 = shaft, + wider)") wrap onto a second line, and the row grows to fit instead of using a fixed height — so wrapped text stops colliding with the option below it.
  • The settings list no longer jumps to the top when you change a value. Nudging a slider or option near the bottom of a long generator used to snap the view back to the top on every tweak; it now keeps your scroll position, resetting only when you switch generator or tab.
  • Long descriptions no longer bleed into the settings. A generator's description block sizes to its actual text instead of a fixed height, so verbose or translated descriptions no longer overlap the first parameter row.
  • Mesh Import tidy-up. When the import folder is empty, the "Open Folder" button no longer overlaps the "no files found" notice.
🧭 Placement & orientation
  • Models now turn to face you. A thin model (sign, decal, converted image) is placed on the block face nearest you and oriented toward you, instead of landing on the far face turned away (where it looked edge-on or mirrored). Full 3D models keep their authored orientation.
  • Copies stamp the right way round. A copied model now re-stamps facing the same side you captured it from — no more copies coming out sideways.
  • Saving a copy loads it immediately. After you capture and save a copy it's handed straight to placement — no need to reopen the browser to find it.
  • Mirror. Two new buttons — Mirror H and Mirror V — flip the model horizontally / vertically. Horizontal flips left–right exactly as you see it on screen.
  • Move is view-relative. In move mode the arrows shift the model relative to your view (left = screen-left, Ctrl+up = away), from whichever side you stand — no more inverted-feeling nudges.
  • New Overlay carve mode. The carve toggle now cycles OFF → ON → Overlay. Overlay lays the model's blocks on top of what's already there without clearing the surroundings — ideal for building onto an existing structure.
🎨 Colour & materials
  • Re-colouring an existing model now changes all of it. Re-chiselling a coloured model over itself with one colour swapped used to repaint only part of it — and, worse, report a successful finish while most of it still held the old colour. The whole model now recolours correctly, and the after-run check actually verifies the changed blocks instead of skipping them.
  • Single-colour models can be assigned a material too. The Colors dialog now works for mono-colour models (with a 3D preview), not just multi-colour ones.
⚡ Stability & speed
  • No more "lost connection to host" during heavy re-colours in singleplayer. A large recolour sends a lot of work to the integrated server at once; with no brake it could fall far enough behind to trip the game's disconnect warning. The conveyor now watches the same signal the game uses for that warning and eases off the instant the server lags — so it never reaches a disconnect. This brake now works in singleplayer too, not just multiplayer.
  • Smoother pacing. Instead of "full-speed burst, visible pause, repeat" (which felt jerky), the speed now settles smoothly onto whatever the server can handle and climbs straight back to your configured speed the moment it keeps up — so your singleplayer speed setting is honoured again.
  • Fewer packets on colourful models. Same-colour regions are now placed with large brushes grouped per colour instead of voxel-by-voxel, cutting the work sent to the server on multi-material models.
👁️ Rendering
  • Steering clear of a rare game rendering glitch. Vintage Story can occasionally leave nearby chunks invisible or see-through when many meshes upload at once. The mod no longer sits in front of normal terrain rendering — it lets the game handle every chunk itself and only steps in for the oversized chiseled chunks that genuinely need extra room. This should lower the chance of hitting the glitch while the mod is installed. Still testing — feedback welcome.
  • Easier to look into if it still shows up. The mod now notes in the log whether this rendering safeguard is active, so any remaining visibility hiccups are simpler to track down.
📦 Bundled content
  • Starter content out of the box. A fresh install now ships example generator scripts (Column, QR Code, Text), a sample model and a pixel-art image — extracted automatically on first launch into your autochisel folders. It never overwrites your own files, and anything you delete stays deleted.
🖱️ Interface
  • The "Assign Materials" dialog no longer jumps to the top when you change a colour. It keeps your scroll position while you pick blocks (the same fix as the Generators tab); the Inventory / All blocks auto-pick buttons keep it too.
  • Mirror buttons sit on the left of the placement status bar, set apart from the other toggles, and are sized so the labels never overlap (RU/EN).
💾 Resume
  • Resuming keeps the exact placement. If you pause or quit mid-chisel and come back, the model now continues with the same rotation, mirror, facing and centering it had — not reset to default — so the resumed run lines up with what's already on the ground.
🛠️ Fixes
  • Fixed a crash when a chiselled block was added to a model's colour palette as a material. Chiselled blocks are perfectly valid materials — the crash was only in displaying such a block's name; it's now shown safely, and adding one works as expected.
  • Re-running over a finished model no longer eats your blocks. A second pass used to re-add materials that were already placed, consuming inventory each time; it now recognises materials already present (including ones the server stored in a different orientation) and skips them. The run also reaches 100% instead of looping on a "voxels left" count that never cleared.
  • Pause actually stops now. Pausing no longer lets the background check restore voxels you removed during the pause; resume picks up cleanly.
  • "Wrong side" hint. When the block you need is in your inventory but turned the wrong way, the HUD says it's the wrong side (and which way it must face) instead of claiming the block is missing.
  • Renaming is safe in every case. Renaming the model you currently have loaded keeps its progress intact; renaming onto an existing name is refused; and case-only renames (e.g. Househouse) now work on Windows instead of being wrongly blocked.
4.1.0-pre.4 chiselreborn 26 Jun 28th at 9:42 PM Autochisel-4.1.0-pre.4.zip 1-click install

AutoChisel — changelog

v4.1.0-pre.4

🧭 Placement & orientation
  • Models now turn to face you. A thin model (sign, decal, converted image) is placed on the block face nearest you and oriented toward you, instead of landing on the far face turned away (where it looked edge-on or mirrored). Full 3D models keep their authored orientation.
  • Copies stamp the right way round. A copied model now re-stamps facing the same side you captured it from — no more copies coming out sideways.
  • Mirror. Two new buttons — Mirror H and Mirror V — flip the model horizontally / vertically. Horizontal flips left–right exactly as you see it on screen.
  • Move is view-relative. In move mode the arrows shift the model relative to your view (left = screen-left, Ctrl+up = away), from whichever side you stand — no more inverted-feeling nudges.
🛠️ Fixes
  • Fixed a crash when a chiselled block was added to a model's colour palette as a material. Chiselled blocks are perfectly valid materials — the crash was only in displaying such a block's name; it's now shown safely, and adding one works as expected.
  • Re-running over a finished model no longer eats your blocks. A second pass used to re-add materials that were already placed, consuming inventory each time; it now recognises materials already present (including ones the server stored in a different orientation) and skips them. The run also reaches 100% instead of looping on a "voxels left" count that never cleared.
  • Pause actually stops now. Pausing no longer lets the background check restore voxels you removed during the pause; resume picks up cleanly.
  • "Wrong side" hint. When the block you need is in your inventory but turned the wrong way, the HUD says it's the wrong side (and which way it must face) instead of claiming the block is missing.
💾 Resume
  • Resuming keeps the exact placement. If you pause or quit mid-chisel and come back, the model now continues with the same rotation, mirror, facing and centering it had — not reset to default — so the resumed run lines up with what's already on the ground.
🖱️ Interface
  • Mirror buttons sit on the left of the placement status bar, set apart from the other toggles, and are sized so the labels never overlap (RU/EN).
4.1.0-pre.3 chiselreborn 12 Jun 27th at 10:47 PM Autochisel-4.1.0-pre.3.zip 1-click install

AutoChisel — changelog

v4.1.0-pre.3

🎨 Colour
  • Re-colouring an existing model now changes all of it. Re-chiselling a coloured model over itself with one colour swapped used to repaint only part of the model — and, worse, report a successful finish while most of it still held the old colour. The whole model now recolours correctly, and the after-run check actually verifies the changed blocks instead of skipping them.
⚡ Stability & speed
  • No more "lost connection to host" during heavy re-colours in singleplayer. A large recolour sends a lot of work to the integrated server at once; with no brake it could fall far enough behind that the game popped its disconnect warning. The conveyor now watches the same signal the game uses for that warning and eases off the instant the server starts lagging — so it never reaches a disconnect. This brake now works in singleplayer too, not just multiplayer.
  • Smoother pacing. Instead of "full-speed burst, visible pause, repeat" (which felt jerky), the speed now settles smoothly onto whatever the server can handle and climbs straight back to your configured speed the moment the server keeps up — so your singleplayer speed setting is honoured again.
🖱️ Interface
  • The "Assign Materials" dialog no longer jumps to the top when you change a colour. It keeps your scroll position while you pick blocks (the same fix already applied to the Generators tab); the Inventory / All blocks auto-pick buttons keep it too.
4.1.0-pre.2 chiselreborn 12 Jun 27th at 5:52 PM Autochisel-4.1.0-pre.2.zip 1-click install

AutoChisel — changelog

v4.1.0-pre.2

🎛️ Generators
  • Long setting names no longer overlap the next setting. Parameter labels too long to fit on one line (e.g. "Straight shaft (no taper)", "Base width % (0 = shaft, + wider)") wrap onto a second line, and the row now grows to fit automatically instead of using a fixed height — so the wrapped text stops colliding with the option below it.
  • The settings list no longer jumps to the top when you change a value. Nudging a slider or option near the bottom of a long generator used to snap the view back to the top on every tweak; it now keeps your scroll position, resetting to the top only when you switch to a different generator or tab.
  • Long descriptions no longer bleed into the settings. A generator's description block now sizes to its actual text instead of a fixed height, so verbose or translated descriptions no longer overlap the first parameter row.
4.1.0-pre.1 chiselreborn 8 Jun 27th at 3:01 PM Autochisel-4.1.0-pre.1.zip 1-click install

AutoChisel — changelog

v4.1.0-pre.1

👁️ Rendering
  • Trying to steer clear of a rare game rendering glitch. Vintage Story can occasionally leave nearby chunks invisible or see-through when many meshes are being uploaded at once. The mod no longer sits in front of normal terrain rendering — it now lets the game handle every chunk itself and only steps in for the oversized chiseled chunks that genuinely need extra room. This should lower the chance of running into that glitch while the mod is installed. We're still testing, so feedback is welcome.
  • Easier to look into if it sSavetill shows up. The mod now notes in the log whether this rendering safeguard is active, so any remaining visibility hiccups are simpler to track down.
4.0.0 chiselreborn 167 Jun 18th at 7:24 PM Autochisel-4.0.0.zip 1-click install

AutoChisel — changelog

v4.0.0

⚡ Faster & lighter
  • Colored models chisel roughly twice as fast. Applying a color to a voxel now takes a single action instead of two, so the whole coloring stage is about half the work — and spends about half the chisel durability.
  • Operations land on the first try. Every chisel action is now aimed to succeed the first time at any brush size, so the mod sends far fewer wasted actions and the after-run touch-up has almost nothing left to do.
🎨 Color
  • Colors are no longer capped at 16 per block. The mod used to merge a region's rarer colors down to the 15 most-used; it now uses the game's full per-block material capacity, so detailed multi-color models (pixel art, imported textures) keep their colors.
  • Colors come out right on the first pass. Previously an area could briefly be carved in the wrong (background) color and only get repainted during the after-run check. The mod now makes sure a block's materials are fully registered before it starts coloring that block.
🛠️ Fixed
  • "Chisels needed" estimate was ~3× too high. It counted one durability point per action, but the game only wears the chisel on a fraction of them — the model-browser estimate is now realistic.
  • Large-brush operations could land one voxel off (or be silently dropped right at a block edge). They now place exactly where intended at every brush size.
  • Single isolated colored voxels are now painted correctly instead of occasionally being left as the base block.
  • A run could report 100% with one stray voxel still unfixed — completion is now exact.
  • Starting on empty space no longer reports "done" silently. If any model positions had no block to chisel, the run now tells you how many, so you can fill the area and run again.
3.1.3 chiselreborn 50 Jun 16th at 9:34 PM Autochisel-3.1.3.zip 1-click install

AutoChisel — changelog

v3.1.3

🛠️ Fixed
  • Fixed a client crash (NullReferenceException in vanilla ItemChisel.GetToolModes) that could occur mid-run when the conveyor switched the active hotbar slot to register materials. The mod now guards this vanilla path, so the client stays up. Blocks that looked "skipped" after such a crash were simply left unfinished by the crash — they now complete normally.
  • Fixed colored chiseling onto an existing chisel block: material verification now compares the actual block at each voxel instead of its slot number. Pre-existing blocks legitimately use different slot indices for the same material, which previously flagged correct voxels as wrong and spat out needless re-chisel ops (the "strange chisel" that knocked blocks loose). Duplicate-material protection stays intact.
  • Fixed model rotation no longer sitting flush against the block edge. After a rotation the figure could float into the middle of its block envelope instead of staying on the face it started on; it now stays pinned to the edge. Copy-mode (world capture) sub-block offsets are unaffected.
3.1.2 chiselreborn 48 Jun 14th at 9:39 PM Empty Autochisel-3.1.2.zip 1-click install
3.1.1 chiselreborn 87 Jun 10th at 8:42 PM Empty Autochisel-3.1.1.zip 1-click install
3.1.0 chiselreborn 130 May 30th at 8:59 AM Autochisel-3.1.0.zip 1-click install

Added

  • Built-in Pixel Art tab. New tab between Import Mesh and Copy: drop a .png/.jpg/.bmp/.gif/.webp into autochisel/images/ and turn it into a colored chisel slab — adjustable max size, color count, alpha cutoff, image thickness, silhouette-following backing layer and front/center/back alignment, with a live 3D preview. Reuses the generator pipeline (color auto-pick, save), and is fully bilingual (EN/RU).
  • "Open Folder" jumps to the images folder while on the Pixel Art tab.

Fixed

  • Wrong colors on models chiseled into an existing block. Verification compared material slot numbers, which legitimately shift when a model is placed onto blocks that already hold materials — so colored voxels were mis-flagged or left mispainted. Verification now compares the actual block at each voxel (slot-independent), correctly catching both "still base where a color was wanted" and "painted with the wrong color," with no false positives on already-correct voxels.

Changed

  • Shortened Pixel Art parameter labels so they fit on one line in every language (no two-line wrapping / overlap).
3.0.0 chiselreborn 22 May 29th at 7:59 PM AC_REBORN-3.0.0.zip 1-click install

Added

  • More import formats. The importer now reads .stl.ply.gltf and .glb in addition to .obj. glTF/GLB support node transforms, embedded textures, baseColorFactor/baseColorTexture and per-vertex colors; PLY supports ASCII + binary with per-vertex RGB; STL imports as a colorless (gray) mesh.
  • Vertex-color voxelization. Models that carry per-vertex colors (PLY, glTF) are now colored directly, no texture required.
  • AI script generation (Generators tab). New "No script? Generate one with AI" card: one click copies a ready-made prompt and another opens the scripts folder, so you can attach the bundled README and have Claude / ChatGPT / Gemini write a generator for you. Fully bilingual (EN/RU).

Changed

  • Import tab renamed "Import OBJ" → "Import Mesh", and the drop folder renamed autochisel/obj_imports/ → autochisel/mesh_imports/. Existing folders are migrated automatically on first launch.
  • Cleaner auto color-matching. The automatic palette picker no longer suggests polished/ancient stones or any brick variants, so imported models map to more natural materials by default.
  • Smoother voxel coloring. Per-voxel colors are now averaged from multiple surface samples (free anti-aliasing), with alpha-cutout and fully-transparent-material skipping.

Fixed

  • Singleplayer "host not responding" / freeze during verification. The post-run check used to re-chisel almost the entire model (tens of thousands of false "errors") and flood the integrated server until it stalled. Root cause fixed; verification now corrects only genuine misses.
  • Whole base-colored body flagged as wrong. The verifier mis-treated the base-block sentinel as a missing color and tried to repaint every base voxel. Base/unmapped voxels are now correctly left alone.
  • Verification no longer "checks everything, every pass." It now re-reads only the blocks it actually touched (and, on retries, only the blocks still diverging), with a no-progress early-exit and a hard safety cap so it can never re-flood the server.

Improved (reliability)

  • Ops land on the first try. Each voxel op is now aimed from the known goal shape instead of a fixed guess, so the server accepts it the first time — far fewer gaps to chase afterward.
  • Sync-then-verify. After the main pass the mod waits for the server to finish applying before judging, so work that's merely still in flight is no longer mistaken for an error.
  • Speed honors your Settings again. Run speed is governed solely by your adaptive/fixed rate caps (no hidden internal throttle).
2.1.0 chiselreborn 166 May 16th at 1:47 PM AC_REBORN-2.1.0.zip 1-click install

## Changelog

### New
- **Carve mode (чизел в блоке)** — new "В блок" toggle in the browser: the model is inlaid into an existing chisel block instead of building a fresh shape, non-model voxels keep the original material. Mono-color models auto-use whatever block sits in your active hotbar slot as the inlay material. Auto-throttles op rate on MP so neighbour-dependent ADD ops don't cascade-fail.
- **Voxel-precise positioning (повоксельное перемещение)** — nudge the hologram one voxel at a time on any axis, separate from the block-level placement. Lets you align models to existing chisel work down to a single voxel without leaving the world.

### Reliability
- **Verification pass after every run** — walks every model block, diffs against the goal, and re-fires corrective ops for anything the server dropped (up to 8 retry rounds). Fixes random gaps on busy MP servers.
- **Skip-done diff at start** — re-running an identical model on the same world is now a true no-op; minor edits cost only the missing ops. No more wasted chisel durability replaying completed work.
- **Pause / Resume freeze fixed** — switching tool mid-run or pausing on a server no longer traps the conveyor in an infinite lag-throttle loop after resume.
- **Reach guard now per-op** — walking out of range mid-block immediately raises the "out of reach" pill instead of letting the conveyor burn through the rest of that block's ops while the server silently drops them.
- **Cursor-busy detection** — if you've got an item on the mouse, the conveyor used to freeze silently; now shows an amber pill ("drop what you're holding") and in creative auto-clears the cursor.

### Color picker
- **Snow** whitelisted as an auto-pick material (was rejected by the vanilla chisel check).
- **Light-emitting blocks** filtered out of the auto-palette so models don't end up glowing.
- **Cobblestones** moved to the curated-exclude list.

### Color fidelity
- Models with >15 distinct colors per chisel block no longer leave **deterministic gaps** at the same voxel positions every run — the main run and the verification pass now agree on which top-15 colors survive the per-block 16-slot limit. Dropped colors are remapped to their perceptually-closest allowed neighbour instead of falling back to base material.

### UI
- Model browser placeholder card: ← arrow now works (was a no-op).
- Discord link replaced with GitHub link.

### Internals
- Per-block diff logic extracted into a single helper used by both the start-of-run skip and the post-run verification — one source of truth.
- Diff path uses hierarchical brushes (8 → 4 → 2 → 1) for pure REMOVEs, same as the fresh-block path, so resuming a half-finished figure clears chunks instead of crawling voxel-by-voxel.

2.0.0 chiselreborn 111 May 8th at 12:02 AM AC_REBORN-2.0.0.zip 1-click install

Major update:

  • Added a chisel copy mode and saving it with palette into voxel models
  • Added auto color selection based on your mode (creative and survival) — test feature, will be adjusted
  • Reworked generators and added a PixelArt generator (!)
  • Added the ability to center a model within a block
  • Added Russian language support
  • And many minor fixes
1.2.0 chiselreborn
1.22.0 - 1.22.2
90 May 3rd at 9:03 PM AC_REBORN-1.2.0.zip 1-click install

Color mode has been added to the model converter

1.1.0 chiselreborn 85 Apr 26th at 10:48 AM AC_REBORN-1.1.0.zip 1-click install

 

  • Added 3D preview for models
  • Improved the Chisel status bar
  • Added an OBJ to VOX model converter built into the mod

 

1.0.1 chiselreborn 69 Apr 23rd at 12:56 PM AC_REBORN-1.0.1.zip 1-click install

A new tab has been added that allows fine-tuning of the mod’s speed.

Minor bugs have been fixed, such as shapes always being added strictly at the center of a block, which previously prevented creating models at the edge of a block.

1.0.0 chiselreborn
1.22.0-rc.1 - 1.22.0-rc.10
93 Apr 18th at 10:28 PM Empty AC_REBORN-1.0.0.zip 1-click install

45 Comments (oldest first | newest first) (threaded | flat)

midzuyo, Jun 30th at 4:07 AM (modified Jun 30th at 4:08 AM)

for some reasons it refuses to use obsidian rock for pixel art generation (maybe some others blocks too)

Metalismatic , Jun 30th at 6:38 AM
@midzuyo: for some reasons it refuses to use obsidian rock for pixel art generation (maybe some others blocks too)

Could you provide a bit more detail about what exactly you did, which version of the mod you were using, and what result you expected but didn't get? That way I can try to reproduce the issue on my end.

Were you unable to add obsidian to the generated pixel art's color palette?

midzuyo, Jun 30th at 3:02 PM
@Metalismatic: Could you provide a bit more detail about what exactly you did, which version of the mod you were using, and what result you expected but didn't get? That way I can try to reproduce the issue on my end. Were you unable to add obsidian to the generated pix

Okay, maybe I just colorblind or something (it turns out obsidian's color is far from black, so the pixel art generator prefers much grayer tones like basalt or shale sand where all three channels are equal rather than the obsidian that fits much better, I don't know why that is, I'll take a look at the code later)

Metalismatic , Jun 30th at 7:28 PM
@midzuyo: Okay, maybe I just colorblind or something (it turns out obsidian's color is far from black, so the pixel art generator prefers much grayer tones like basalt or shale sand where all three channels are equal rather than the obsidian that fits much better,

In my opinion, it's more purple, and the color-matching feature is more of a secondary convenience than the main focus of this mod. For precise color matching, there's already a manual color picker.

midzuyo, Jul 1st at 2:47 AM (modified Jul 1st at 2:54 AM)
@Metalismatic: In my opinion, it's more purple, and the color-matching feature is more of a secondary convenience than the main focus of this mod. For precise color matching, there's already a manual color picker.

iI finally figured out what's wrong with the color picker, it is basicaly limited to small ammount of colors(excessive blending of colors), i used black to white gradient photo, set max colors to 16, i have in my inventory all 16 64-79 creative black and white blocks and when i press auto: from inventory i get only blocks 66 68 71 74 77 79 instead of all of them



and also i really need a button for deleting models from interface instead of searching for them in a game folder

Metalismatic , Jul 1st at 11:20 PM (modified Jul 1st at 11:20 PM)
@midzuyo: iI finally figured out what's wrong with the color picker, it is basicaly limited to small ammount of colors(excessive blending of colors), i used black to white gradient photo, set max colors to 16, i have in my inventory all 16 64-79 creative black and

At the moment, I'm happy with the current color palette. I intentionally merge similar colors into a single one to achieve the best possible result. As for the button, you actually guessed exactly what I had in mind - I was already working on that idea, and the feature has now been added :)

Metalismatic , Jul 2nd at 7:59 AM
@midzuyo: can you at least make a setting to not merge collors that badly?i really dont want to pick every color by hand

I'll consider adding that kind of settings mode, but it's more likely to be included in a future update

DUCATISLO, Jun 28th at 11:03 PM

AWOOOGA!

DilanRona, Jun 26th at 8:47 AM

I had this mod installed, and I love it to bits. Had to remove it as its causing the world to glitch out really bad on the server I am playing on. Bad enough that I could see through dirt and rocks to see underground structures. Issue was with v4 of the mod, used on a 1.22.3 server.

Will definately reinstall this gem of a mod once this is fixed

Metalismatic , Jun 26th at 12:40 PM
@DilanRona: I had this mod installed, and I love it to bits. Had to remove it as its causing the world to glitch out really bad on the server I am playing on. Bad enough that I could see through dirt and rocks to see underground structures. Issue was with v4 of the m

Thank you for your feedback, but there's one small thing to clarify: this bug isn't caused by the mod—it's an issue in the game's own code. It's actually a fairly old bug that occurs even without this mod installed. At this point, all we can do is wait for Tyrone to release a fix.

EmmaAtOnce, Jun 20th at 2:15 AM

Will there be any support for qp chisel tools? It would be nice to be able to use color pallets as a color source

Metalismatic , Jun 20th at 10:58 AM
@EmmaAtOnce: Will there be any support for qp chisel tools? It would be nice to be able to use color pallets as a color source

I have never used this mod myself, so I'm not ready to give an answer yet. But I will definitely look into the information you've provided and give it some thought. :)

Fat_Lizardman, Jun 17th at 12:01 AM

Trying to use this on a server and it doesnt seem to work, like i can select the model place it in world, set its position then when i hit start the progress bar starts moving but no actual chiseling is done, both in normal mode and carve mode

Metalismatic , Jun 17th at 6:41 PM
@Fat_Lizardman: Trying to use this on a server and it doesnt seem to work, like i can select the model place it in world, set its position then when i hit start the progress bar starts moving but no actual chiseling is done, both in normal mode and carve mode

Everything works. If you want to get visible results faster, adjust the speed settings. They are set low by default because, as a rule, the server does not handle high-speed actions very well.

OrbPonderer, Jun 19th at 6:05 AM
@Metalismatic: Everything works. If you want to get visible results faster, adjust the speed settings. They are set low by default because, as a rule, the server does not handle high-speed actions very well.

I have to concur with Fat_Lizardman, on a server it did nothing.  I sat through the whole bar and it never chiseled a single block.  All it did was turn each block into a chiseled block.  Works perfectly fine on singleplayer, though

Metalismatic , Jun 20th at 11:07 AM
@OrbPonderer: I have to concur with Fat_Lizardman, on a server it did nothing. I sat through the whole bar and it never chiseled a single block. All it did was turn each block into a chiseled block. Works perfectly fine on singleplayer, though

I just checked it on the server, and everything is working perfectly. Are you sure you're using the latest version of the mod? Are you sure you're not using the "carve" mode, causing your model to be created inside a block and therefore not visible?

Metalismatic , Jun 20th at 11:07 AM
@Fat_Lizardman: Trying to use this on a server and it doesnt seem to work, like i can select the model place it in world, set its position then when i hit start the progress bar starts moving but no actual chiseling is done, both in normal mode and carve mode

I just checked it on the server, and everything is working perfectly. Are you sure you're using the latest version of the mod? Are you sure you're not using the "carve" mode, causing your model to be created inside a block and therefore not visible?

Halixis, Jun 3rd at 3:14 PM

What am I doing wrong if no hologram appears when I load the model? Everything else seems to work exactly as described, I can voxelize models and assign colors, the HUD is even there when I click load but no hologram.

Metalismatic , Jun 2nd at 8:53 AM
@JunidO: Where you get the models from, that you could use with this mod?

You can copy your own or other people's builds and use them as models later on. You can also download ready-made free models from the internet—there are plenty of them available. Just search on Google for free .obj, .stl, .ply, .gltf, .glb, or .vox models. Give it a try, it's really not difficult :)

Skumlingen, May 8th at 11:39 PM (modified May 8th at 11:56 PM)

The generator that was in the previous version is now lost and only leaves you with a non-functioning discord link.

I can also see that the "scripts" folder is empty, only containing the README.

Did you perhaps forget to put the generator(s) into the folder? i'm wondering since your changelog says you've reworked generators and added a new one, but in-game 

there are none to choose D: 

 

any way i could bring the generator from the previous version to this newer version? I'm unable to find the necessary files myself, it's all foreign to me!

Metalismatic , May 9th at 6:45 PM
@Skumlingen: The generator that was in the previous version is now lost and only leaves you with a non-functioning discord link. I can also see that the "scripts" folder is empty, only containing the README. Did you perhaps forget to put the generator(s) into the fold

Thanks for the detailed feedback! The Discord link is working (I just checked it with my friends) — it leads to the mod page in the Vintage Story community. I was planning to share the chiseling tools there. If there are any issues accessing the link, I can update it next week and create a GitHub page for all my generators instead:
https://github.com/Metalismaticus/Generators-for-Automatic-chiselling-REBORN

Just to clarify — I’m not looking to keep developing separate generators myself. What I’d really like is to give players a push to create and share cool tools on their own within this mod :)

Skumlingen, May 9th at 9:36 PM
@Metalismatic: Thanks for the detailed feedback! The Discord link is working (I just checked it with my friends) — it leads to the mod page in the Vintage Story community. I was planning to share the chiseling tools there. If there are any issues accessing the link, I c

No problem, and thank you very much for the mod and the link! you modders are the absolute best, you turn everything you touch into gold <3

Maybe discord servers were a little funky at the time of testing, i'll give it a try again shortly :)

thomasrico, May 5th at 6:03 PM

I’ve run into an issue though: I’m trying to center a construction within a block, and even with the “center in block” option enabled, the result is still slightly offset instead of being perfectly centered.

I’ve double-checked the settings and tested it multiple times, but the behavior doesn’t seem to change. Is this a known issue, or am I possibly missing something ?

MatFenric, Apr 23rd at 4:11 PM

Rest assured, this wasn't a suggestion for how to improve this mod. It's just that the impressive work you've done gives hope for what could be done next.

kergadon, Apr 23rd at 1:10 PM

This is extremely exciting!

The level of knolwedge on display here is wild, nice job getting all the peices togeather!

 

MatFenric, Apr 22nd at 4:46 PM

In the current version of the mod, the player must have the chisel and blocks in their inventory, and I assume they must remain in place until the chiseled block is finished.

With a non-player character (NPC), for example a villager, the chisel and blocks would be in that character's inventory, and the player could go do something else while they work.

I hope that's clearer this time.

MatFenric, Apr 22nd at 5:59 AM

For a long time now, I've wanted NPCs who could perform tasks for us, including a sculptor who could duplicate chiseled blocks. It would be great to be able to give instructions to the mod via the NPC and then let it work after giving it the necessary blocks.

In the meantime, a question: if we want to create the same block multiple times, do we have to re-associate the color and material each time?

Krzysiek1410, Apr 20th at 5:30 PM

I have a question? Will this work on 1.21? (I know about the migration to .NET 10, but maybe it could somehow work there too...)

Krzysiek1410, Apr 20th at 4:57 PM

https://mods.vintagestory.at/show/mod/25197

Someone already did the converting thing 

Krzysiek1410, Apr 21st at 7:10 AM
@Krzysiek1410: https://mods.vintagestory.at/show/mod/25197 Someone already did the converting thing

Ah, no, never mind, this mod forgets colors and different materials

Metalismatic , Apr 21st at 8:45 AM
@Krzysiek1410: Ah, no, never mind, this mod forgets colors and different materials

I didn’t quite understand you — the mod does support saving the palette in the model, right? Or did I mess something up in the code?

And I feel like it won’t work on 1.21, but I haven’t tested it.

Krzysiek1410, Apr 21st at 3:13 PM
@Krzysiek1410: Ah, no, never mind, this mod forgets colors and different materials

Sory, my bad, your mod does everything correctly. I was responding to my own message, where I stated that you can use another mod to convert builds to .vox, but then I found out that the mod that can convert builds to .vox saves just the shape and not color pallete, therefore it doesnt work great with your mod (I mean, it cannot use the feature of color palette)

iamtibbers, Apr 19th at 7:07 PM

Is there a website where someone could download .vox files? I am unfamiliar with vox files but would love to enter into that world

Thanks for this mod! You are the best!

Krzysiek1410, Apr 19th at 3:12 PM

Nicee, btw I don't know if this helps, but you could reach out to the author of Schematica+ mod (the new fork that came out some time ago), because he has already implemented the feature of selecting and saving a build from a chosen area, so some of his lines of code may be useful for you and maybe he could share the sourse code to you :D

Krzysiek1410, Apr 19th at 9:00 AM

Can you save structures that are already built to .vox files?

Metalismatic , Apr 19th at 10:18 AM
@Krzysiek1410: Can you save structures that are already built to .vox files?

Not yet, but I'm considering this possibility in future updates.