Mods / Conquest Stone Age Expansion

Tags: #Crafting #Other #Technology #Tweak
Author: CreativeRealms
Side: Both
Created: Feb 6th at 2:39 PM
Last modified: Mar 19th at 10:23 AM
Downloads: 2453
Follow Unfollow 135

Latest release (for outdated Vintage Story v1.20.x):
Conquest Stone Age Expansion v1.0.2.zip  1-click install


Conquest Stone Age Expansion seeks to completely reimagine early game content by altering recipes, mechanics, and other gameplay features in order to provide a more realistic and challenging survival experience.

Estimated time to reach copper age (the definition of copper age meaning the creation of a copper pickaxe and hammer) based on my playtests of the mod vs vanilla (assuming previous gameplay experience and no changes to game speed or day length):

  • Vanilla: 2.5h or 3.12 in-game days.
  • With Stone Age Expansion: 12h or 15 in-game days.

Disclaimer: If this is your first time playing Vintage Story, you may want to familiarize yourself with the base game before using this mod as it significantly increases the learning curve and is likely too difficult for new survivalists.

Note: The gameplay features currently in this mod are more a proof of concept rather than fully fleshed out mechanics. I would like to expand on them further but lack the coding knowledge required to do so. If anyone wants to help me refine my ideas feel free to reach out.

To get an idea of my ultimate goal and vision for this/other yet to be devoloped mods, feel free to check out my brainstorming document.

(I am still working on the mod description and as such, some features and changes have yet to be added to the section below.)

Tool Crafting Overhaul

The days of crafting tools with sticks is over. Most tools now require a proper handle, some form of binding material, and pitch in order to create them. Stone tools (with the exception of stone blades which act as a temporary substitute for vanilla knives) require grass cordage while copper and bronze tools require sinew. Iron and steel tools only need to be fitted with a handle before they can be used. Bows and arrows have similarly been overhauled requiring more refined materials in their creation.

            

Fire pits

Fire pits will be your only source of light until you collect and process the resources required to craft a torch. They can be built with wood shavings or dry grass and fueled with fallen branches. Firewood can still be used instead of fallen branches but will require an axe which may take a number of days to craft.

   

With pitch being a new and valuable resource as well as charcoal powder being a requirement for its creation, fire pits now drop a small amount of charcoal powder when broken in their lit or extinguished states (note that cold fire pits will not drop charcoal powder).

Creating Pitch

Just like how the modern world runs on WD-40 and duct tape, the primitive world runs on pitch. Knowing how to refine it and do so efficiently may be the difference between life and death in the early stages of the game.

Your first step will require clay. However, you will not be able to dig it with your hands. Craft a wood or bone digging stick in order to do so. Once you have the required materials, make a pitch bowl using the pottery interface.

Unlike regular pottery, the pitch bowl can be fired in a regular fire pit instead of a pit kiln. After firing your bowl, combine resin and charcoal powder then heat it in a fire pit to make pitch. Do note that pitch will harden after a short period of time so make sure to use it quickly! If the pitch does harden, simply re-heat it in a fire pit.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.2 719 Mar 19th at 10:23 AM Show Conquest Stone Age Expansion v1.0.2.zip 1-click install
v1.0.1 725 Feb 14th at 11:43 AM Show Conquest Stone Age Expansion v1.0.1.zip 1-click install
v1.0.0 359 Feb 6th at 3:23 PM Show Conquest Stone Age Expansion v1.0.0.zip 1-click install

69 Comments (oldest first | newest first)

💬 Froshure, 6 days ago

KnapTheStones I tried this mod with all the Floral Zones mods, and branches spawned normally for me. 

💬 CreativeRealms , May 3rd at 3:31 AM

I haven't tested but probably not. Eagle_

💬 Eagle_, May 3rd at 1:03 AM

Is this compatable with Toolsmith?

💬 CreativeRealms , May 1st at 9:23 PM

There are some entries in the handbook already and I had been working on expanding things more on the mod page but haven't gotten around to finishing them up. Just started a new full time job so I've had almost no free time for modding. If you want, you can write up a guide and I can add it into the official mod. StewBag

💬 StewBag, May 1st at 3:35 PM

Any plans to write some handbook entries for getting started. We really like the mod but its gotten a bit laborious explaining the process to everyone that joins the server. I was thinking about adding some entries to the handbook via my server patch but Id rather not waste my time if its already in the works.

💬 MehmedBorz, Mar 31st at 6:39 AM

I really love this mod! I believe that it is a step in the right place for modding VS into a pre historic survival game. It is very hard to get started but that is a good thing haha.

💬 CreativeRealms , Mar 29th at 4:26 AM

I wanted a way to get pitch without requiring players to use a pit kiln. I also didn't want it to be used for repairing vanilla blocks. There is a chance I might rework it eventually though. LeoSpades

💬 LeoSpades, Mar 29th at 2:10 AM

Why is there a whole new type of resin pitch added when it is already in the game as a vanilla item? Just curious.

💬 KnapTheStones, Mar 28th at 6:39 AM

Yeah I did mean Floral Zones, I'll check if it drops from branchy leaves later. CreativeRealms

💬 CreativeRealms , Mar 28th at 6:35 AM

Do you mean Floral Zones? Also, check to see if fallen branches still drop from breaking branchy leaves as an alternate way to get them. KnapTheStones

💬 KnapTheStones, Mar 28th at 6:12 AM

This mod conflicts with Floral Regions (idk the specific one), no idea why, it's causing fallen branches to not spawn.

💬 CreativeRealms , Mar 26th at 7:19 AM

As of the last update, the mod should be compatible with Armory thanks to a community-made patch. I haven't tested it personally so I don't actually know what it does but it should work. Vrael

💬 Vrael, Mar 25th at 7:16 PM

If you do ever get time to work on compatibility, I humbly request in Dappled Groves and Combat Overhaul: Armoury. Thanks for all your hard work!

💬 nedwobsamoht, Mar 21st at 8:46 AM

Just an FYI, this mod blocks the mod toolsrequirerope, should've been obvious but it took me a while to work out it was these 2 interfering with each other.

But this mod looks like much more in depth early game grind.

Second Joeyjoejoe's comments re drop rates of branches, making flint tools without pitch and reducing the cutting speed of the flint knife.

But love this type of mod that slows the early game down more.

💬 LeoSpades, Mar 19th at 10:42 AM

You can make a digging tool with only a stick and grass twine or whatever it's called. NotSoRants

💬 NotSoRants, Mar 18th at 12:20 PM

So I am confused on how I am supposed to make the pitch bowl if I cannot gather clay without a tool... and I cannot make a tool without the pitch and cordage... I am stumped on how to even make my first tool. Any tips would be greatly appreciated as I really do like the concept of this mod.

 

edit: nevermind i went poking around in the handbook to find tools and what not and found digging sticks

 

💬 CreativeRealms , Mar 13th at 12:35 AM

Sounds like a host issue not a mod one. H1tch

💬 H1tch, Mar 12th at 10:47 PM

Having an issue uploading this file and another to a shockbyte server. Any reason as to why? 

💬 CreativeRealms , Feb 14th at 10:45 AM

I'm currently in the middle of updating some of my other mods but I may implement some of these when I get back to working on this. joeyjoejoe

💬 joeyjoejoe, Feb 13th at 9:47 AM

I've got some balance change requests:

Replace dry grass dropping from cutting grass to a green grass which has to spend time drying.

Instead of making fire pits from branches add a recipe to cut the branches into firewood, it'd achieve the same result while letting the player convert their branches to firewood later for charcoal pits.

Increase the drop rate of branches, if you're in a forest getting one should be trivial yet the current gameplay has the player pruning trees bare, hoping to get a branch instead of yet more sticks.

Let the player make flint tools without pitch. Some regions like the rainforest just don't have any source of resin meaning a long hike if like me, you spawn there. There's plenty of videos online where people make effective simple tools without using pitch, normally they split a stick with a sharp rock, slide the rock into the wedge then lash it back together. This would sidestep the clay gathering process so such a recipe could require much more cordage (which would take longer to make if grass needs to dry first) and result in a "flimsy" flint tool with worse stats and much lower durability.

If you're on board with my above requests, reduce the cutting speed of the flint knife head making it a starter only fit for initial grass harvesting before the player replaces it with a flimsy flint knife and later a normal flint knife. I'm requesting this change because flint knife heads are orders of magnitude easier to make than flint knives while being perfectly capable of carrying the player until they can make copper.

💬 CreativeRealms , Feb 10th at 2:02 PM

I do want to add more content but unlike the Ancient Tools dev I do not know how to make code mods so I am limited to editing JSON files and the core functionality that the game provides. As for compatibility, it is not something I am currently focusing on (although I hope to add some in the future) but if users want to send me patch files I can add them into the mod. Dwane_Loki

💬 Dwane_Loki, Feb 10th at 10:18 AM

This mod has a lot of potential! I love your changes to tool crafting. I think there's a fine line between difficulty and tedium, so if it takes 9 more hours to get to the copper age those should be a fun 9 hours full of challeges and rewards. For example take a look at Ancient Tools for how implimenting more primitive tech can add conviences as well as challenges. Keep up this awesome work! I look forward to playing your future mods! 💯

Also is there a chance for compatability patches with Ancient Tools and Manual Tool Crafting in the future? 

 

 

💬 CreativeRealms , Feb 8th at 2:07 PM

Yes it is quite brutal but it does limit how quickly you can get charcoal and forces you to be more conservative with firewood (making it more difficult to refine copper) but I may need to balance it better while still trying to meet those two goals. Aesuna

💬 Aesuna, Feb 8th at 2:04 PM

Hey! I like where you're going with this mod and have enjoyed testing it out on the public server. It really does make you appreciate the early game and I do like the difficulty spike.

 

The durability loss an axe takes when splitting firewood is a bit too brutal though, 10 per means you have to replace a flint axe after only 6-7 logs.

💬 CreativeRealms , Feb 8th at 2:53 AM

I have not checked and no one has given feedback about their compatibility yet. Se7enSquared

💬 Se7enSquared, Feb 7th at 8:31 PM

Does this work well with Primitive Survival? 

💬 Annastasija, Feb 7th at 5:55 AM

That's awesome, cool!

💬 CreativeRealms , Feb 7th at 12:32 AM

Yes it's from Conquest VS Edition. Annastasija

💬 Annastasija, Feb 6th at 11:13 PM

Intersting, is this in the mod you have made? Because I have reed chests and they don't look like that. @CreativeRealms

💬 CreativeRealms , Feb 6th at 3:33 PM

Mod page got deleted by accident. Not sure if user error or something else but sorry for the lack of a description at the moment. Will try to write something up soon.

💬 CreativeRealms , Feb 5th at 10:30 PM

Since this mod is still really early in development and my main priority is adding content to it I won't be focusing on compatibility for a while but I will be accepting compatibility patches from the community if people send them to me. andresgr12

💬 andresgr12, Feb 5th at 10:25 PM

theres any posibility to add compatibility with buchering mod ? they add a bone pickaxe with would be nice if you need the recipice from this mod if you have both.

awesome mod by the way!!

💬 CreativeRealms , Feb 5th at 11:56 AM

Vanilla reed basket with a model and texture change. Annastasija

💬 Annastasija, Feb 5th at 11:41 AM

What is that very large basket chest thing on the left of the screenshot?

💬 CreativeRealms , Feb 5th at 12:22 AM

You should already be able to place them on the ground. I've been doing it in my playthrough. Thorirhund

💬 CreativeRealms , Feb 5th at 12:19 AM

True forgot about those. I should probably just open the handbook and see what still uses fresh reeds and change what makes sense. KiriRae

💬 Thorirhund, Feb 4th at 8:37 PM

Is there a way to get ground storage for the Fallen Braches>?

💬 KiriRae, Feb 4th at 6:11 PM

CreativeRealms Maybe make skeps use dried cattails also?

💬 CreativeRealms , Feb 4th at 7:13 AM

After 8 IRL hours of playtesting I am getting closer to the copper age but I still have a lot more to do before I can make my first tools. Guess that means the mod is working as intended. :P

💬 CreativeRealms , Feb 4th at 12:31 AM

If I had to guess, right clicking with a flint knife head in your hand is only supposed to be done when you are also holding a stick in order to combine them together. As the Tool Crafting mod isn't designed to recognize the flint itself as a tool it might crash when durability is used up on it while cutting grass. I think it is something that will have to be fixed on their end rather than mine.

If they also want they may be able to add full compatibility by making the tool handles equipable in the offhand with a patch and allowing users to manually combine them together but that's up to them. KiriRae

💬 KiriRae, Feb 3rd at 9:13 PM

Had a crash when I was cutting grass with a knife blade and thinking it has to do with a compatability problem with this mod and Salty's Manual Tool Crafting. Does this mean anything to you?

3.2.2025 12:14:17 [Event] No valid handle found in offhand slot for player

💬 KiriRae, Feb 3rd at 3:46 AM

Oh, wow. So timely. Thanks a bunch!

💬 CreativeRealms , Feb 3rd at 3:27 AM

Ok digging sticks have been added and the spear error should be fixed. KiriRae

💬 KiriRae, Feb 3rd at 2:56 AM

The digging sticks is a good idea.

I think I figured out the other 2 issues. One of my backback mods uses a knife in the basket recipe, and the Art of Growing mod has its own extinguished fire. Have no idea why or what I do to make it that firepit rather than the standard. I'll ask the author.

Also, I am getting some errors in my logs from this mod. Don't know what you need, here are the lines with your mod mentioned.

2.2.2025 18:32:08 [Warning] Failed resolving crafting recipe ingredient with code crstoneage:toolhandle in Grid recipe
2.2.2025 18:32:08 [Error] Grid Recipe with output Item code game:spear-generic-iron contains an ingredient that cannot be resolved: Item code crstoneage:toolhandle
2.2.2025 18:32:08 [Warning] Failed resolving crafting recipe ingredient with code crstoneage:toolhandle in Grid recipe
2.2.2025 18:32:08 [Error] Grid Recipe with output Item code game:spear-generic-meteoriciron contains an ingredient that cannot be resolved: Item code crstoneage:toolhandle
2.2.2025 18:32:08 [Warning] Failed resolving crafting recipe ingredient with code crstoneage:toolhandle in Grid recipe
2.2.2025 18:32:08 [Error] Grid Recipe with output Item code game:spear-generic-steel contains an ingredient that cannot be resolved: Item code crstoneage:toolhandle

 

💬 CreativeRealms , Feb 3rd at 1:36 AM

Lit and extinguished pits drop 1-2 charcoal powder when broken. Cold firepits drop nothing. Being able to light it with a flower inside is a problem as it makes getting charcoal powder too easy but I'm not sure how I could fix that without code. As for why you aren't getting anything, I have no idea. In all my tests I have always gotten the proper amount of charcoal powder. Is it possible you are using another mod that changes how firepits work somehow?

The vanilla and modded recipe for baskets do not require a knife. Only cattails or papyrus. Maybe it's another mod that requires a knife to make one?

Tool handles work as a makeshift shovel and it would be weird to dig blocks with a stack of 5 tool handles in your hand. I can make it so tool handles can be stacked and require a specific recipe to convert them into digging sticks which can not. Should fix the issue without creating new ones.

KiriRae

💬 KiriRae, Feb 2nd at 8:32 PM

Strickly speaking, I like the mod. One thing I'm having a problem with is getting the powdered charcoal from the firepits. I got it once but never again. Am I doing something wrong? I light the fire usually with one firewood, (I used a flower once) then break the 'extinguished' firepit, but don't get the charcoal. I understand that extinguished and cold are different (although I don't think that should make a difference in getting carcoal).

Also, the handbaskets need a knife to make, but the knifeblade does not work. So when you've used up your precious knife getting the reeds to make the baskets and other things while the reeds are drying, you then can't make the baskets. Just a little frustrating.

A thought on the fallen branches and tool handles: the fallen branches will stack when picked up, but the tool handles that are (I would think) smaller and fit to gether better don't. Maybe switch that around.

Anyway, it's just a thought. Y'all have a nice day.

💬 CreativeRealms , Feb 2nd at 6:20 PM

Compatibility issues such as crashes or significant breakages are a high priority but issues where users can bypass the intended mechanics of the mod fall more into the "nice to fix but not a high priority category". Most mods use vanilla mechanics as a base and trying to fix them would mean I'd have to spend more time on compatibility than on adding new content. With that being said, if users create compatibility patches and send them to me I'd be more than happy to include them in the mod. Gabitzu

💬 Gabitzu, Feb 2nd at 2:42 PM

I really like your vision for this mod! I am not sure if mod compatibility is a top priority, but I wanted to contribute by offering a list of some mods I found that are currently incompatible.

  1. Mods such as Wildgrass or other Flora focused mods that add new grass blocks do not currently drop fresh grass.
  2. I also suspected that Armory wouldn't work; unfortunately the recipes for the new weapons do not use cordage and pitch.
  3. The Butchering mod also adds its own wet and dry sinew, but obviously it cannot be crafted into cordage.
  4. The mod itself loads fine, I do get thrown some errors by Combat Overhaul, but I am not sure if there is any issue with that particular mod.

Other than that, as I said, I really appreciate what you are trying to accomplish and I wish you the best moving forward.

💬 CreativeRealms , Feb 2nd at 11:36 AM

No they have the same durability. Players need to be more conservative with their resources early game and prioritize specific tools over others. As for your loading issues, are you getting any messages in your logs? Annastasija

💬 Annastasija, Feb 2nd at 11:06 AM

Do the tools last longer since they take more effort to make atleast? I haven't tried the mod because my game won't load up with it installed for some reason, just stalls on the loading screen

 

💬 CreativeRealms , Feb 2nd at 5:32 AM

Yes that's basically the purpose of the mod. To add a lot more steps to crafting in order to make it take longer to get to copper. ViciousBug

💬 ViciousBug, Feb 2nd at 5:01 AM

Imo parts of this mod make the early game waaaay to tedious, the fact you need charcoal powder + resin to craft the most basic tools, + the branch handle thing. 

💬 Cuddly_Khan, Feb 1st at 12:48 PM

DaftCanuck

Keep in mind that just disabling mods may still cause problems. Removing them from your mods folder is the only way to be sure that disabled mods won't cause problems, especially when it comes to duplicates of the same mod (especially having an older version of the same mod still in your mods folder, even if disabled, can cause many problems).

💬 DaftCanuck, Feb 1st at 2:43 AM

CreativeRealms Thanks for the reply! I am thinking that maybe I have too many mods going on and maybe adding on yours was just the straw that broke the camel's back. I am going to disable all my mods, then only use this one and see how it goes.

💬 CreativeRealms , Feb 1st at 1:51 AM

If I added those I'd have to find a way to balance copper and prevent the creation of chests but we'll see. Tsimshianic

💬 CreativeRealms , Feb 1st at 1:49 AM

Sounds like an issue where the game is overloaded and isn't able to process entities properly. I don't think this mod changes anything that would affect that. DaftCanuck

💬 Tsimshianic, Feb 1st at 1:42 AM

It would be hella cool some features/tools for stone age plankmaking and mining. 

💬 DaftCanuck, Jan 31st at 8:03 PM

Having an issue that only occurs while I am using this mod. After about 30ish minutes in a new game all the animals stop moving and all items that are on the ground remain there even after the item is picked up into inventory. If I exit and come back in the issue is resolved for only a few minutes before it occurs again.

💬 CreativeRealms , Jan 31st at 7:25 PM

Most of the Conquest Reforged devs are continuing to work on Minecraft because they still have the mod, vanilla resourcepack, and Bedrock version to maintain as well as the existing community that comes with it. The VS version is not a huge priority in the grand scale of things but it is something that a few of us are dedicating all our time to because we feel that it has a lot of potential. GVLT

💬 GVLT, Jan 31st at 5:02 PM

Sounds cool, thanks. You concept doc is interesting and nice reading. I thought conquest for VS have something to do with original conquest reforged team though.

💬 CreativeRealms , Jan 31st at 12:05 PM

Back when I was still modding Minecraft I wanted to turn Conquest into a complete survival overhaul mod. As it wasn't the best platform for doing so, I switched to Vintage Story and started working on it here. The resourcepack, nature mod, landform mod, and every other mod with the Conquest logo is designed to be a small component of this larger project. They are split up into sections for better compatibility and to give players the ability to choose what they want to play with if they aren't interested in the entire experience.

As for the "slog", this specific mod is very early in development and has a long way to go before the gameplay will have better balance. Right now I'm mainly trying to get ideas implemented and hopefully generate community interest which will help as I add more content to the mod. GVLT

💬 GVLT, Jan 31st at 9:55 AM

What this mod have to do with conquest? It sounds like a typical slog experience without any new visuals.

💬 CreativeRealms , Jan 30th at 9:32 PM

I have not added specific compatibility for other mods yet but it is something that I will likely look into when people inevitably start reporting issues that need to be fixed. Ivanier_Sokolov

💬 andresgr12, Jan 30th at 5:12 PM

how do you get the firewood to do the first axe ?

edit: fallen branches work as fire wood for the fire pit.

💬 Ivanier_Sokolov, Jan 30th at 3:51 PM

What about your mod's compatibility?

💬 PonyVStudios, Jan 30th at 3:28 PM

CreativeRealms Lol

💬 CreativeRealms , Jan 30th at 2:08 PM

Fixed a bug where flint thought it was a backpack. If you were one of the first people to download v1.0.0 please redownload. :P

💬 CreativeRealms , Jan 30th at 1:36 PM

Currently the digging mechaninc only applies to valuable resources such as peat, clay, and boney soil. Regular dirt, sand, gravel, etc all still work like vanilla. wojtek16

💬 wojtek16, Jan 30th at 1:32 PM

I feel like I like the ideas here a lot, but one thing I would change is the 2nd to last point, about disabling diggging of specific soil blocks with hand, and would make it really slow to dig it to make it close to realness, but love so many of these ideas, will download to play around with it! :D

 (edit comment delete)