
Mods / Clayworks
Author: ActualLizard
Side: Both
Created: Feb 7th at 11:00 PM
Last modified: Jun 8th at 4:42 PM
Downloads: 8889
Follow Unfollow 220
Recommended download (for Vintage Story 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
clayworks_0.4.7.zip
1-click install
This mod supports ConfigLib! Unwanted features can be disabled.
The idea for this mod came with 1.20 and beehive kiln. No kiln support for storage vessels, crocks, bowls etc. was disappointing. This mod aims to fix that.
This mod not only adds support for fire clay and red clay, it also adds coloured clays! Because adding 56 possible colours for each clay product seems like such a great idea, and won't inflate the number of assets at all! What can go wrong?
This mod doesn't aim to have realistic outputs of firing in beehive kiln. No research was done to determine what colour of fired clay product can be created with which colour of raw clay and firing process. All end colours are my invention.
Currently, this mod supports the following base game clay products:
- Storage vessels
- Crocks
- Bowls and oil lamps
- Flowerpots
- Bricks
- Jugs
- Planters
- Watering cans
- Shingles and roofing
- Hardened clay
Adds new clay products:
- Coloured clay - 11 colours, for each base game dye.
- Clay barrels - less capacity than wood barrel, but doesn't require planks!
- Decorated vessels - 2 new and 1 recolour
- Clay buckets
Mod Support:
- Primitive Survival - Irrigation Vessels can be made from Clayworks storage vessels
Planned features:
-
Spoiler!
- Crates (new, possibly only for loose products like grain, flour, sand, etc.)
- Bigger crocks
- Separate crock/vessel/etc body and lid forming
- Slip casting and clay recycling
- Cleaning of natural clay before it can be used for pottery
- Early game coloured clay fireable in a pit kiln
- More ralistic clay dying proccess
Planned mod support (if possible):
-
Spoiler!
- Honey pots and brood pots (From Golden Combs)
- Bottles (ACA)
- Mixing bowls (ACA)
- Saucepans (ACA)
- Expanded matter support for dying clays
Ideas for possible future additions (collection of random ideas and not a roadmap):
-
Spoiler!
- Kaolin clay (porcelain) spawning in world and its products
- Basic glazing? Ash, salt and bone glazes?
- Clay drying?
- Potter's wheel
- Restoring of broken clay items from ruins (Kintsugi)
- Multicoloured clay items (will cry trying to code this)
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
0.4.7 | 1447 | Jun 8th at 4:42 PM | clayworks_0.4.7.zip | 1-click install | ||
Fixes: - Re-enabled clayforming barrel recipes | ||||||
0.4.6 | 1147 | May 29th at 7:39 PM | clayworks_0.4.6.zip | 1-click install | ||
Fixes Mod support | ||||||
0.4.5 | 1020 | May 15th at 10:10 PM | clayworks_0.4.5.zip | 1-click install | ||
Fixed: - Missing clayforming jug recipes (Thanks, crumps!) | ||||||
0.4.4 | 107 | May 9th at 3:39 PM | clayworks_0.4.4.zip | 1-click install | ||
Fixes New | ||||||
0.4.3 | 157 | May 8th at 5:24 PM | clayworks_0.4.3.zip | 1-click install | ||
Fixes: - Planters not firing in a pit kiln | ||||||
0.4.2 | 730 | Apr 25th at 6:15 PM | clayworks_0.4.2.zip | 1-click install | ||
New -- Added option to enable grid crafting recipes for raw clay products -- Added recipes to convert some "natural blue" clay products into base game raw clay products | ||||||
0.4.1 | 389 | Apr 21st at 10:44 PM | clayworks_0.4.1.zip | 1-click install | ||
Localisation - Added french translation (Thanks, Wailwolf!) | ||||||
0.4.0 | 19 | Apr 21st at 10:40 PM | clayworks_0.4.0.zip | 1-click install | ||
New
Changes
Mod support
| ||||||
0.3.9 | 1255 | Mar 26th at 4:28 PM | clayworks-0.3.9.zip | 1-click install | ||
Fixes #7 Missing sealing crock recipe | ||||||
0.3.8 | 665 | Mar 20th at 8:28 PM | clayworks-0.3.8.zip | 1-click install | ||
New Fixes | ||||||
0.3.7 | 226 | Mar 18th at 12:27 PM | clayworks-0.3.7.zip | 1-click install | ||
Fixes - Storage vessels not being able to be used on boats | ||||||
0.3.6 | 358 | Mar 14th at 11:37 PM | clayworks-0.3.6.zip | 1-click install | ||
Changes - Changed brick clayforming recipe to be cheaper | ||||||
0.3.5 | 33 | Mar 14th at 10:38 PM | clayworks-0.3.5.zip | 1-click install | ||
New
Changes
Fixes
Known issues
| ||||||
0.3.1 | 299 | Mar 11th at 6:47 PM | clayworks-0.3.0-dev2.zip | 1-click install | ||
0.3.0 | 45 | Mar 11th at 3:45 PM | clayworks-0.3.0-dev1.zip | 1-click install | ||
Fixes - Moved coloured raw clay to game domain to prevent a crash when clayforming. This will break coloured raw clay item in existing worlds. Coloured clay products (raw and fired) shouldn't be affected.
Known issues - #2 Trying to pick up a cleaned bowl, that contained a meal, results in a game crash - #3 Missing raw brick recipes for coloured clays after moving item-clay to 'game' domain | ||||||
0.2.2 | 41 | Mar 11th at 12:04 PM | clayworks-0.2.2.zip | 1-click install | ||
Changes - Natural red clay products now fire to brown colour in a pit kiln
- Bowl clayforming recipes - Raw bowls not being able to fire in a pit kiln
Known issues | ||||||
0.2.1 | 205 | Mar 9th at 4:28 PM | clayworks-0.2.1.zip | 1-click install | ||
#### 0.2.1 ##### Changes ##### Known issues | ||||||
0.1.1 | 242 | Mar 6th at 8:17 PM | clayworks-0.1.1.zip | 1-click install | ||
Moved modinfo.json and assets to root | ||||||
0.1.0 | 20 | Mar 6th at 7:38 PM | clayworks-0.1.0.zip | 1-click install | ||
Initial release |
Khaje
Thanks, added to my backlog of things to look at :) Next planned release is already for 1.21, so depends if Stonepiles will be also updated/in working state.
Hello! This mod currently seems to be incompatible with Stonepiles, it conflicts when placing stuff on the ground and does not offer a clayworking menu... Other than that the mod seems to work perfectly with everything else we have tested ^^
Awesome! thanks
I feel the need to let you know this is my favorite mod. Thank you for all your hard work <3
Najana Maalkav Mairujyat Rogue77 Aphemorpha
Hi all, sorry for late responses, life got busy, and I'm awfully tired half of the time, lol. Looks like I removed barrel recipes while working on new feature, sorry! Should be now fixed in 0.4.7
I'm implementing a new planter type that uses current barrel model, forgot to disable them before uploading new mod version. Barrels will use storage vessel model, but with different lid. I'm planning on adding an empty vessel that then can be made into either storage vessel or a barrel by putting a correct lid on it. This will also "bypass" the issue where fired storage vessels don't show correct colours in GUI.
Dalet
You died while eating the food? Someone reported before a bug that duplicated a bowl of food from my mod, but they were sprinting and eating at the same time. Some weird duplication bug must be going on, but I was not able to reproduce it. You are second person reporting it so at least it seems to be rare.
I don't know if it was because of this mod, but I died eating a bowl of food, when I picked up the items the bowl doubled
why the change from barrels to "big planters"?
Same issue with the barrels. The name didn't seem to matter the other day, but I can't fill them with water or anything now, kinda strange. Anyway, great mod and I'm sure itl get addressed. Ty!
Same issue here, no barrel... And were there cup/mug recipes for red clay? If so, they seem to be missing as well...
Reverting to 0.4.5 still has no barrel.
Reverting to 0.4.4 restores the barrel!
Other than that, mod's working a charm, makes it really fun to decorate the place with claystuffs. <3
ActualLizard Hello, thank you for your mod. Like Najana, I don't have the barrel recipe and an item returns a weird name:
Hi,
i really like your mod
it seems the update broken the barrel recipe
it seems you accidently deleted the barrel.jsons from the clayforming folder
metasynthie
I quickly checked and CL + BL + EM use up around 500MB of RAM more than vanilla game. So in theory they shouldn't cause any performance issues together. But the thing is, with more mods added the performance will deteriorate, and it's often hard to tell why. My current modlist eats around 40GB of RAM, but I'm pretty sure if I test these mods alone and add their individual usage it won't come close to 40GB. I will also get huge frame drops when looking down sometimes, even though there's nothing under me that could possibly cause such stutters, lol.
Might be that something in your modlist, or game install, causes this behaviour with BL added to the mix, but BL alone isn't the issue. Modding is weird like that sometimes.
Thanks ActualLizard that makes sense -- and yeah, I definitely realize Clayworks and Bricklayers are very different in scope. I was trying to figure out why my RAM starts staggering if I have both of them but not if I turn off one (and I have to say Clayworks is the one I tend to hold onto). So I was curious as to what Tels meant, and I guess it's just that they removed dyed clay, as you said. And my RAM problems exist because between the two mods, there are still a LOT of new items. Thank you!
metasynthie
Clayworks isn't a "Bricklayers+" mod, it started as its own thing, mostly because I got excited by a new clay colours and beehive kiln in 1.20 just to be disappointed by having only jugs and bricks using it. I suppose what Tels meant is that they trimmed down clay colors by removing most dyed clay, while my mod adds dyed clay. Also, there's no real support between our mods. By how clay now works in the game we need to patch the same base game files. There are some minor issues like wrong raw clay textures in CL, but both mods can work alongside each other without crashes, major conficts etc.
On the optimization part: By having dyed clay and supporting beehive kiln (one clay colour can give 4 different colours when fired in a beehive kiln) Clayworks adds a lot of stuff. That's why I've added ConfigLib support: in case of not using specific items, you can just turn them off to save up on resources. I also minimised the amount of textures needed by using overlays, so instead of having to do dozens of texture files for every item and colour I just use base colours and overlays (For example, instead of 56 crock textures, 56 jug textures, 56 flowerpot textures etc. I have 56 base colours + 1 crock overlay, 1 jug overlay, 1 flowerpot overlay etc.).
Currently, my mod eats around 100-150MB of RAM while adding 2296 new items. Vanilla VS 1.20.11 + CL only, fresh world.
Thank you for the update ActualLizard! I have a question about the Bricklayers compatibility part. I had to disable Bricklayers because it was consuming too much memory, even though the author (Tels) had tried to optimize it. I noticed that a while back Tels said "BL got optimized to not add so many variants, and Clayworks just adds them all back, so using both mods will definitely need a lot more memory resources for VS." Is it still the case that Clayworks is adding back all the variants that BL removed?
Aphemorpha
Thanks! Fixed :)
Hi, I saw you fixed the pickupability of the oil lamps, but their *selection boxes are still messed up :(
"collisionbox": null,
"selectionboxbytype": {
"-up": {
"x1": 0.3125,
"y1": 0,
"z1": 0.3125,
"x2": 0.6875,
"y2": 0.125,
"z2": 0.6875
},
"-east": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 270
},
"-south": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 180
},
"-west": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 90
},
"*-north": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 0
}
should be
"collisionbox": null,
"selectionboxbytype": {
"*-up": {
"x1": 0.3125,
"y1": 0,
"z1": 0.3125,
"x2": 0.6875,
"y2": 0.125,
"z2": 0.6875
},
"*-east": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 270
},
"*-south": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 180
},
"*-west": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 90
},
"*-north": {
"x1": 0.3125,
"y1": 0.3125,
"z1": 0.5625,
"x2": 0.6875,
"y2": 0.5,
"z2": 1,
"rotateY": 0
}
i forgot that technically hitboxes are different from selection boxes. i double checked to make sure these should be the correct hit-- i mean, selection boxes for the lamps.
MiscMics
Thank you! I'll add this to mod description :)
Xaviancat
Yeah, support for Primitive Survival is planned. For now if you fire a natural blue clay storage vessel in a pit kiln, or in a beehive kiln with all 3 doors closed, you will get a base game storage vessel that can be used to make irrigation vessel.
KSF
I'll take a look at the base game dough, thanks for letting me know!
If it has a dll it's a code mod so either author of that mod needs to add support themselves, or I would need to implement similar functionality on my side. Clayworks will probably become a code mod at some point too, have several ideas that aren't possible to do with JSONs only.
Jayro
This is Clayworks mod page, did you mean another mod that conflicts with Clayworks?
It's not compatible with Clayworks—when you try to use colored clay, it doesn't allow it.
Still really enjoying your clay products. I did encounter an issue when I tried to make bread dough with a clay bucket of water. The game dough recipe calls specifically for a woodbucket. Can you patch in a recipe that uses your clay bucket as well?
On a second note, I tried out the Squeeze Honey Into Barrel mod and loved it. However, it doesn't work with your clay barrels. The mod has a dll, so not something I can easily fix in my local copy. Are you able to do anything that makes it possible to use your beautiful barrels for honey squeezing? I'm too accident-prone to put honey in buckets! :P
Thanks so much for your hard work and quick responses!
Would it be possible to one day add mod support for Primitive Survival? I'd like to use their Irrigation Vessels, but they are crafted with Storage Vessels.
Here is a chart for the colors that can be made, some like ivory, beige and tan i couldnt find, so let me know
Original color
Red
Orange
Yellow
Green
Blue
Purple
Pink
No doors open
watermelon
merigold
lemon
mint
sky
lilac
blush
1 door open
apple
peach
coral
malachite
steel
orchid
rose
2 doors open
crimson
carrot
yellow
green
blue
purple
pink
3 doors open
cherry
rust
goldenrod
spruce
azure
mulberry
heather
Original color
Brown
Black
Gray
White
No doors open
latte
gray
cream
cream
1 door open
olive
lead
silver
ice
2 doors open
coffee
black
fog
cream
3 doors open
moss
eggplant
gray
periwinkle
ActualLizard ay nice! just got home from work myself, glad to see yo, super appreciated
crumps
Fixed! Thanks again :)
(Only now there are 2 fire clay jugs recipes active at the same time, but that's a minor issue, will fix it someday. My version has a different name so can be picked instead of vanilla)
I had some free time this morning before work and i found the issue
ActualLizard in clayworks/recipes/clayforming/jug.json the term "red" is missing from the valid color options. after being added Natural Clay (Red) is again able to make the base game jug from Red Clay
ActualLizard heyo! I took a recording of the issue
It seems that natural clay (red) does not have any association with being able to make red clay jugs. I imagine this is due to the name changing to Natural Clay instead of Red Clay as it is in Vanilla.
Thanks for getting back to me!! Glad i can cross this one off the list.
crumps
Hi, my mod adds only custom fire clay jugs, it doesn't touch vanilla blue or red ones, so it shouldn't be caused by my mod. I also see in game that I can make vanilla red raw jugs no problem. Looks like there's incompability between other clayworking mods.
does your mod 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. Or if the red Jug is missing, any chance we could have it added? Unsure if its this one or another, i have like 3 clayworking mods. just wanted to ask here :) thanks for making the mod!
ActualLizard Excellent! thanks for the quick response :). Love this mod.
ActualLizard
First, thank you for the additon you glorious person. Second, thank you for the clarification. Third, ya'll fast.
Dusktracer metasynthie
Thanks! I used wrong attribute for oil lamps and it made them unplaceable. Aready fixed with release 0.4.4 :)
DrZeta
I've added a config setting to enable vanilla clayforming recipes for improved mod compatibility, for now. You can, usually, also get vanilla items by firing my natural blue raw items in a pit kiln or beehive kiln with all 3 doors open. I plan to support Expanded Foods at some point too.
I can't seem to place oil lamps on the floor OR the walls. I don't know if this has something to do with Hanging Clay Lamps not being fully compatible? (Wiill try uninstalling to check.)
I updated to the new version and now I can't place the oil lamps on the ground? Not sure what's going on there. They place on walls but no longer can be placed on the ground. Is this intended?
First, loving the new colors. I did find an issue though. Expanded foods adds a version of the oil lamp that you can make out of peat and the various oils you can make in the press. It needs the default bowl though. Issue came when I turned off the bowl colors in the options. When I loaded back in there wasn't a clay forming recipe for bowls. Turning bowl colors back on has since fixed that and I found the way to make the default bowl, although it's going to be a pain for the amount of bowls I need. Would it be possible to get an easy way to make default bowls/other items for that sake of mod compatibility? Like throwing unfired items in the crafting grid to convert them to the default.
Aphemorpha
Thanks! Fixed in current release :)
hi! i found an error with your oil lamp hitboxes, in the blocktype you forgot the *asterisk in front of most of the hitbox orientations. for example, you have "-up" instead of the proper "*-up". you also forgot an asterisk in front of
"": [
{
"name": "Lockable"
},
{
"name": "RightClickPickup"
}
it should be
"*": [
{
"name": "Lockable"
},
{
"name": "RightClickPickup"
}
so we can pick them up. sorry for the long comment but i didnt find your mod on the vintage story discord
MiscMics
Game currently doesn't show crafting path of finished item, if it involves beehive kiln. So you need to check out raw clay item for it to show into which colours it'll fire in the beehive kiln. In case of blush: pink raw clay item fired with no doors open, for ivory: white raw clay item with no doors open.
How in the world do i get colors like "blush" and "ivory" in survival? Im trying to make pixel art and these would help a lot. thank you
I think hanging oil lamps compatability (if not full integration) would be a super cool addition!
Strelitzia
Thanks! I found the issue, I'll upload a fixed version soon.
I noticed the planters don't fire into their proper variants in the pit kiln, instead they just stay as raw planters
KSF
Ah, the errors are coming from the game itself. Base game brick grid crafting file needs to stay disabled. My clays are in game domain so VS handles them as base game clays and tries to generate raw brick recipes automatically, but there's no game:rawbrick-azure, but clayworks:rawbrick-azure, so it throws an error.
I had some time, so I added grid crafting alternates already. It's disabled by default, but you can enable them from ConfigLib menu :) From my quick testing it seems everything is working, but if I missed something please let me know!
Thanks so much for your quick response! Grid alternates would be greatly appreciated. For the moment, I've kludged in recipes for the bucket and barrel to the No Clayforming mod, and those have worked. I've tried flipping any/all the properties for bricks and still can't get fire clay bricks to work in the grid. The only thing that did work to make fire bricks was to remove the rawbrick.json file from the disabled folder in your mod. Then I get errors like this
25.4.2025 07:38:31 [Warning] Failed resolving crafting recipe ingredient with code game:rawbrick-azure in Grid recipe25.4.2025 07:38:31 [Error] Grid Recipe 'game:recipes/grid/rawbrick.json': Output Item code game:rawbrick-azure cannot be resolved
for each of the default game clay colors. Can you tell me what the settings should be for anything to do with brick crafting for grid crafting of bricks to work? Maybe I'm just not flipping the right thing the right direction? Still love the mod. Clay barrels and buckets are the best! So much prettier than the wooden ones in the game. The storage vessels are nice, too.
KSF
Hi, this mod already has an option to turn on brick grid recipes back via ConfigLib. I can also add an option to grid craft all my other clay products, so accessability will be handled on my side without need for external patches.
Caliess
I plan on supporting Primitive Survival irrigation vessels, as I play with this mod as well. For now you can also make any of my coloured vessels (green, brown, etc.) and they will fire to base game burned vessel in a pit kiln :)
This mod adds some lovely new features. That said, I see that all the default clay recipes have been disabled. For clay bricks, that's a problem for me. I could previously make fire bricks for my bloomery by using a grid recipe. I'm now forced to use a clayforming recipe. I'm partially disabled and already run a mod that provides grid versions for all the clay forming molds. That mod, No Clay Forming, doesn't include a patch for the issue with fire bricks because that recipe was always a grid recicpe. I would ask you to reconsider whether you need to disable ALL default clay recipes, especially when a recipe was previously a grid recipe. Those of us with dexterity issues would appreciate your assistance. Thanks so much for all your hard work on the mod. The models are stunning. I really want to use them.
Unsure if this is for you or spear to fix, but the colored vessels cannot be used for making the primitive survival irrigation vessels, which sucks because the only compatible one is the one made from blue clay. i've only found red clay so far so i just cant make the irrigation vessels rn )):
NEW SHINGLES, I'M SO HYPED!
Wailwolf
That's neat, thanks! :D I'll add it with next release. Hopefully I'll have time to finish it this weekend, life has been busy lately.
I know about the vessels, probably it's on game's side as storage vessels have some additional attributes. I'm thinking on splitting clayforming to vessel body and lid and assembling vessel from fired parts. Not a fix, more of a workaround :v
Hey ActualLizard, here is a french translation. Can you put it in the next update, please ? Thanks for you mod ! 🔥
Edit : By the way, I noticed that the storage vessels colours in the menu are different than the one when the block is on the floor.
KiranaStarr
Exactly as Tels said, there's an incompatibility for now. Technically, they can be used together, just white porcelain/clay will be bugged in both mods. I'm slowly going through sub-tasks for 0.4.0 release, this incompatibility will be fixed then.
KiranaStarr At the moment not, white clay from this mod conflicts with white porcelain of Bricklayers. Can hopefully be fixed by Lizard soon.
Is this compatible with Bricklayers?
ActualLizard Wondeful! 💛 Let's hope one day VS can have modded clay proper.
HoosierDaddy
Hmmm, maybe? Personally I prefer clayforming, but it could work as optional change. Would need to see how much needs to be changed for that, if so then most probably I would make it a ConfigLib setting.
Tels
Sure thing, it's a way easier change to do on my end. I already thought about doing that since someone asked me why they need to make porcelain to do my white items, lol. Turned out they were using both our mods.
Sorry. Didn't know you were running into a hardcoding issue. Yeah, there's a disturbing amount of that. Fruit press, for example.
Had a thought. Have you considered dying not the clay, but the item? Stick the stack of raw formed objects into a barrel of dye and it converts it to the right color after, say, 8 hours, like the clay recipe was? Maybe not realistic, but accomplishes the desired end without sacrificing too much verisimilitude.
ActualLizard As you noted, currently clayforming only works when a mod patches in its clay into game. I've run into the same issue with BL, I've tried to remove all my clay from the game: domain, but ultimatively this failed and I had to move it back.
Unfortunately, your mod also adds "white" to the game clay list and this causes a conflict with BL's white porcelain (which is technically clay under the hood). Could you please rename your `game:clay-white` to some other color to solve this conflict? BL's porcelain exists for a couple of years now and I'd hate to rename everything in my mod internally. I could rename it to "snowwhite" - this would be a TON of changes and I'd rather avoid it if possible.
In BL 3.0.0 I've removed all other clay colores except these:
Jayro
Thanks, I'll try to fix it for new release :)
HoosierDaddy
I wish it's that simple 😅 Clay items in mod domain are doable, but both clayworkitem and clayform are hardcoded. Having everything in my domain resulted in missing clayforming textures regardless of where I've put them. Putting them in game domain seemingly worked, but resulted in user not being able to add clay voxels, only remove them. One combination, don't remember which at this point, resulted in hard crash when user tries to clayform. Only patching new clay colours into game:item-clay works. So my clays are basically vanilla clays, as far as game or other mods are concerned. I will gladly move them to my domain if next dejank update fixes this, as it's definitely cleaner to keep as much as far from vanilla files as possible.
Bugs reported there are mostly my errors, but if there's any specific "quirky behaviour" you noticed please let me know, I'll try to fix it with new release that's in the making. If it's about mod interactions then I plan to support some mods, after I make my mod play nicely with vanilla.
I went in to write a patch mod to take care of some of the issues my players are having, and noticed what is probaly at the core of most of the quirky behavior that's being reported. You are referring to assets that you defined as if they were in the base game.
Assets that you define, like clay-azure, should be referred to using your own domain, not the game domain, because that does not exist in vanilla. So, instead of game:clay-azure use clayworks:clay-azure, because that is where it's defined.
"Hi, I hope you're doing well. I discovered a bug where if you're using the guidebook and click the empty Beenade icon, the game crashes. This gets fixed if I disable your mod."
@ActualLizard perfect thanks!!
gyattgobbler
What is an irrigation vessel? Do you mean the one from Primitive Survival mod? If so then no support for mods, yet (I do plan to support some mods, and I also play with Primitive Survival). Best to either use base game blue clay (fire in pit kiln or with all 3 doors open in beehive kiln), or any of my coloured clays and fire vessel in a pit kiln. Currently all my raw storage vessels fire into base game 'burned' storage vessel in a pit kiln.
how can i get the irrigation vessel? i am using red clay and only have the option to make a red clay vessel, but when fired they can't be turned into an irrigation vessel
Thanks for the hotfix, I was waiting for it!
meegaaturk
It's a bug, just pushed out a hotfix that fixes that 😅
Does this mod change how sealing crocks works?
i cant seam to seal them
HoosierDaddy
Glad you like it! To answer all points:
"I quickly checked with both mods, and Bricklayers is just faster to register game:clay-white than my mod"
Yeah, you need to do the old trick from the Yellow Pages -- name your mod "AAA Clayworks" so you get top listing. ;)
LOVING the mod.
gndrneutralnoun
Thank you! <3
Moss colour is created by firing brown clay products in a beehive kiln with 3 doors open.
Game doesn't show how to create things that require beehive kiln, yet. It does show though to which colours raw clay can fire!
How do I get the moss colored blocks? Love the mod btw, very beautiful :)
Eshisakka
Ahhh, okay. After looking at Bricklayers repository I see that it patches its own version of white clay (white porcelain I suppose?), so this is definitely incompatibility with Bricklayers. I quickly checked with both mods, and Bricklayers is just faster to register game:clay-white than my mod, so "my" white clay simply doesn't exist as it tries to use the same item code and game doesn't allow that.
But! As both my clay and Bricklayers one share the same game code you can use Bricklayers white clay to create my items. I see that there are other issues such as my coloured clays all have texture of fire clay for some reason lol. Still should be useable though.
ActualLizard
Well, I have bricklayers installed, so it's not that another mod assumes it - it's just there ;^^ And uhhh nope, white clay doesn't appear Anywhere in the handbook for me. Not when searching up 'white clay', not when looking at the white dye recipes, nothing. I'm assuming bricklayers' white porcelain is somehow overriding it...? Cause the recipe you said that results in white clay (white dye+clay) results in snow white porcelain instead... strange!
But I'm glad to hear it exists in regular clayworks and that it's just incompatibility with bricklayers apparently messing with it ';^^
Eshisakka
Hmm, what other mods do you have? My mod adds white clay, but it doesn't add any porcelain, my lang file doesn't even contain word "porcelain" or any additional descriptions, yet 😅 Maybe some other mod assumes Bricklayers is installed? Afaik both mods add new clay colours to 'game' domains, because that's the only way for clay to work correctly (too much hardcoded stuff regarding clayforming in the game itself causing incorrect behaviour or crashes if clay isn't in 'game' domain) so in theory if another mods scans for game:clay-white for compability with Bricklayers it can pick up my clay instead.
Currently white clay is created either by mixing fire clay with white dye or gray clay with white dye. I went with dark clay like blue and red creating gray dye instead of white, but this will probably change (as gray clay + white dye doesn't make any sense either lol). As I would like, in the future, to add more realistic clay dying process, I think I'll add simple dying by mixing any natural clay (red, blue, fire) with any dye for coloured clay, as a config option for people that want easier clay dying.
Wait, is there no white clay?? The handbook says I have to use white porcelain to make the white pottery of this mod... that's strange. What if someone doesn't have bricklayers installed? And when clay is mixed with white dye, it creates gray clay, instead of white clay.... is this intentional? It seems very odd to me.
Edit: oh wait, I just realized there's a new version of the mod (was on 0.3.7.) so I'll update, sorry if this is already fixed and my comment is redundant ;^^
Pamela
I'll see if that's possible on my end
Metroxide
It might've happened that I forgot to put sealing recipe in, oops. I spend more time developing this mod than playing and failed to notice that. It's already in in my dev version, will be fixed with next update!
Having an issue with my group that we cannot seal the Clayworks crocks. - Actually not sure what the issue is. We have Clayworks and Bricklayers. My friend wasn't able to seal a crock earlier, but I was able to do a blue clay one.
ActualLizard
Thanks a ton, it's perfect! And yea, configlib is super easy to use; my first mod I made was pretty much just a configlib file loool.
I run a mod that increases all my stack sizes, but it's not working on your items. I even tried adjusting the .json files myself, but they just won't stack. Is this something you can fix?
SteelFire DrKlinger
Sure, should be easy to add an option for this with configlib :)
Eshisakka
Glad you like it! I was very unsure if supporting so many brick colors and variants was a good idea xD This is actually what pushed me into supporting configlib and giving people an option to turn some parts of the mod off.
Ingvard12
Can you give me a list of used mods? And can you check if it happens also in single player? I can test my mod only in single player sadly. From game code it looks like some plant texture is missing so it either can be a mod conflict or server-only issue with my mod.
EDIT: Found the issue, will try to upload it soon.
I just noticed all the new brick variants!!! That's so awesome, that's something I really wanted, now just imagine all the mosaics I could make with all the new header bond bricks.... thank you so much ahhh ^^
I'll second the request for either an overall 6 servings on the crock or a configurable setting for them. I've been using the Larger Crocks mod for a while, so I was actually confused for a second when the Clayworks crocks didn't empty a cook pot. lol. I'll also post over on that mod.
Kicks me out of the server after I pick up or place a flower pot
19.3.2025 07:44:47 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.ServerMods.UpgradeTasks.FixOldPlantContainers(BlockPos pos) in VSSurvivalMod\Legacy\UpgradeTasks.cs:line 207
at Vintagestory.ServerMods.UpgradeTasks.didUseBlock(IServerPlayer fromPlayer, UpgradeHerePacket networkMessage) in VSSurvivalMod\Legacy\UpgradeTasks.cs:line 184
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
I appreciate the configuration to turn certain parts on & off! This is a great vanilla+ mod.
Additionally, when you get a chance, could you throw in an config for the servings crocks can store?
OutcastZeroOne
No, there's a behaviour that I forgot to add that allows storage to be used on boats etc. I'll put out a hotfix version that fixes it soon!
not sure if its just me, but the Clayworks colorede Storage Vessels do not work with the new boat. they can be placed but not accessed.
"For early game I'm thinking about making coloured clay fire into the darkest versions in a pit kiln..."
Please do! I like the brown better than the game's default gray, but not enough to justify the overhead. I'm never going to make the beehive because I don't care about color that much. But a little variety would be nice.
ActualLizard
Ah ok, good to know!! Thank you so much for the reply, and for the wonderful mod. I hope you can figure out the handbook/GUI issue, good luck on wherever this mod takes you :)
Eshisakka
Creative GUI and Handbook are bugged. All vessels will look the same there, but they will fire correctly in beehive kiln! Vessels use some additional attribute that other blocks don't have, and I think this causes the game to not recognize fired variants correctly in the GUI. I have it on the list to investigate further and either fix that or report as a bug to game devs. You can have a look at clay barrels in the handbook to see how fired vessels will look :)
In a pit kiln, at least currently, coloured variants will fire to basic burned vessel. Natural Red and Fire clay will fire to brown (might change to red to match base game bricks firing to red in a pit kiln) and fire. For early game I'm thinking about making coloured clay fire into the darkest versions in a pit kiln (the one with 3 beehive kiln doors open) or add a clay variant that will produce muted, earthy (is this a good word?) colours in a pit kiln, but won't be friable in a beehive kiln.
Are all the vessels supposed to fire into the same color regarless of how many doors are opened in the beehive kiln? And when fired in a pitkiln, all come out black? For example, when firing a raw green storage vessel, the options are mint, malachite, green and spruce... all of which look the exact same, and when fired in a pitkiln, results in a 'charcoal' vessel. At least, this is what the handbook tells me. Or is something just bugged on my end? I would love for this to be fixed, cause this mod looks awesome, and is something I needed after hearing bricklayers is being reworked and possibly removing some clay variants <3 (no hate to Tels, of course)
Bartandules
Nice catch! Thank you, it'll be fixed with new release.
I found the solution to not being able to place bowls in the quadrants without standing on it. I looked into how the Bricklayers mod handles it, and I added the one line that you were missing compared to their's. Under the "behaviors" for the bowls, you need to add { "name": "Unplaceable" }, in between the GroundStorable section and RightClickPickup section. Once I did this, I was able to place the bowls in quadrants properly.
PainKRM
Hi, are you using the newest version of the mod? There were few updates yesterday, one of them fixed crashing when trying to clayform with coloured clays. If you are on newest version please let me know what you tried to make and with which colour of clay :)
Cynag
Thanks for liking it! It's my first publicly released mod ever, so it's a stressfull time for me lol. You can put my items in the same place, but you have to stand basically above the place you want to put them to and right click near the block corners. Only first item is an issue, next 3 are placing normally. No idea why is that as I used exact same selection boxes as vanilla items. I hope to have this resolved with next non-hotfix release, now I have my hands full with adding brick patterns.
BobEdJones
Yeah, some colors are quite saturated, I see it especially now when adding brick support, but also washing them all out can cause colors to be too similar between various items. Right now I will probably have to edit grays/whites and purples/pinks as they are too similar at times. For example bricks made from white clay and fired with 2 kiln doors open look almost exactly the same as vanilla cream bricks. The end goal is to have something for anyone, for now the plan is for firing to work like this:
0 kiln doors -> pastels
1 kiln door -> desaturated
2 kiln doors -> saturated
3 kiln doors -> darks
Then there are exceptions like brown firing to greenish items, for example, as vanilla red clay already covers browns.
Hi! Love you mod, but i found a bug.
You cannot place more than one raw bowl to bake in the same space, nor can you mix it with other clay pieces that will be baked. The same applies to baked bowls.
By putting a piece of colored clay to work on the floor, I close the game
Seems to be all good on my end at least so far!
OliverRook Found the issue, the issue was me (used wrong item code for the bowl with a meal). Pushed new release that fixes that. I tested it on vanilla meals, so if anything goes wrong with EF meals, please let me know!
Just tried to eat from a bowl and it caused a crash.
Brown bowl
Meal consisted of:
Red current x2
Rye
Pine nuts (Wildcraft)
Have a culinary artillery installed and expanded foods.
I was waiting for something like this, though in my opinion the colors are a little too saturated.
Simply
Interesting, it works on my test world, but crashes on a newly created one. Thanks for reporting!
Having some crashes anytime I try to clayform with any of the colored clay. Any natural stuff is fine but colored crashes to desktop. Quite consistantly and even with all other mods disabled
Game Version: v1.20.4 (Stable)
2025-03-11 9:18:50 AM: Critical error occurred
Loaded Mods: clayworks@0.2.2, game@1.20.4, creative@1.20.4, survival@1.20.4
System.Exception: Can't create itemstack without item!
Can include the rest of the log if needed!
Cheamipharm
Thanks for catching that! I used incorrect text for pit kiln firing, just pushed a hotfix that fixes that :) Additionally, red clay will now fire into a brown variant in pit kiln, so 3 colours are currently possible without a beehive kiln: charcoal (default dark products from blue clay), fire and brown.
A bowl made from red clay that has not been fired seems to have some issues. I tried a recipe for making four at the same time, but in reality, only one is needed, and it appears that it cannot be successfully fired using the most basic pit-firing method.😭
OliverRook Thanks, must've messed duplicated clayforming for 4 bowls at some point, I'll fix that with next release. Putting down my custom items is a little bit wonky at this point. You can put 4 into a ground storage, but you have to basically stand on top of the place you want to put the bowl to. It's only for first item being placed, then it works fine. Unsure why is that atm, my items use the same selection boxes as vanilla ones, so it should work. Will have to look at that too when I have some more time.
The raw bowls can only be placed one at a time and the single bowl recipe uses the molding recipe for 4 bowls, making it take up more clay than it should.
Only tested for red clay so far.
Addendum: This only applies when placing the bowls as the first item.
Strelitzia Yeah, my main inspiration for this mod was how little there's to do with beehive kiln. Also adding something as nice looking as cream pottery, but only for jugs and bricks was criminal lol.
Tyan I'll have it saved with other ideas, thanks! For now supporting vanilla stuff is priority, if I still have a inspiration to expand this mod I'll see :)
RachelTGG Vanilla game has 11 liquid dyes. I created 11 new raw clay items that can be created by mixing blue/red/fire clay with said dyes in a barrel. For now, I would like to replace it with actual real-world clay dying techniques instead at some point.
How are you adding new clay colours? Is it with new "raw" clay or some sort of dye system?
I would love to have a way to craft rough bricks of various colors with this mod. Could make the recipe require 1-2 clay instead of mortar to make it a cheaper, but less clean looking, version of normal bricks
This is really cool! I love how you were able to add so many options with the beehive kiln. I felt 1.20 was really lacking due to the lack of clay colors for anything besides jugs. Now I can color code my storage for wildcraft fruits XD
Randwulf I already started to work on clay crates! Wanted to make a fired wide vessel that is currently a barrel, a crate, and when you craft a lid for it you get a clay barrel. Currently disabled as it crashes the game :P Need to take a peek in the crate code to see what's going on.
MaiaK Thank you! Hopefully the impact isn't that high. I tried to make it as light as possible, my custom models are optimized by disabling not visible faces. Also only natural clay (red, blue, fire) versions have specific textures (to make it as close to original as possible), but textures for all blocks with custom colours are made with plain color texture and block overlay. So, instead of 56 textures for crock, 56 textures for barrel, 56 textures for watering can etc. I have 56 colors + 1 overlay for crock, 1 overlay for barrel etc.
Kosmu Pots, planters etc. are planned :) I will think about high vessel, could be a fun decoration!
This is excellent, please if you can give the cool custom variants of pots and planters to other items, or ways to fire them up or make dyes for them, thank you! Also consider adding a "Decorative" High Storage Vessel like QP with chests, could be fun to do big colored pots like that (and cool decorations ACA Cauldrons?)
this is so cool and the clay barrel by itself is alone such a gamechanger. What's the impact like on the game from having so many different assets? :)
ActualLizard Bricklayers or not, I would certainly enjoy having those custom patterns for some of my storage vessels! Keep it up and, if you'd like another way to differentiate yourself, having open (as in without a lid) vessels acting as smaller crates could be interesting !
Vinter_Nacht Thank you! Yeah, Bricklayers is THE "clay stuff" mod, and I was a little scared to publish this one because of that (as you can see draft was created a month ago lol), but decided to try anyway. From what I saw, Tels also decided to support beehive kiln lately, but drop most of the raw clay colours, so hopefully both mods will be different enough!
Buggi As far as I know, Bricklayers is being in the process of being reworked and updated mod for 1.20+, but no stable release yet.
Good stuff! Always happy to see more ceramics mods around. Bricklayers has been doing this kind of thing for a long time, but it never hurts to have new approaches and alternatives.
Has Bricklayers mod not updated or something? This stuff has been a staple of Bricklayers for years.
Oh this is such a cool idea!