Mods / Some Disassembly Required (WIP)

Tags:
Immersive Scrapping Crafting QoL
Author:
jun1per
Side:
Server
Created:
Apr 1st 2025 at 1:03 PM
Last modified:
Jun 24th at 5:52 AM
Downloads:
19231
Latest release (for Vintage Story 1.21.0, 1.21.1, 1.21.2 - 1.21.5, 1.21.6 - 1.21.7 and 1.22.0 - 1.22.3, potentially outdated):
SomeDisassemblyRequiredv1.10.2.zip  1-click install

THIS MOD IS STILL IN DEVELOPMENT. CONTENT IS SUBJECT TO CHANGE.

IMPORTANT UPDATE

For the foreseeable future, updates for SDR will become less frequent. Due to "life stuff" I have a lot less time to work on it, but as a consolation when updates do come out I'll jam pack them with more content, fixes and compatibilities than previous versions. Thanks everyone for not only tolerating my creation but actively enjoying and supporting it!

Has This Ever Happened to You?


I just spent the last 5 hours building my magnum opus, using a wide variety of blocks I've gathered from across these vast lands. But now I've got like, 3 Large Red Clay Brick blocks and an extra Pine Trapdoor leftover. And my deep-seeded desire to not waste stops me from trashing these storage hogs! Whatever will I do? 

Fret not! For I offer you a (somewhat) simple and (hopefully) convenient outlet for all your hoarding woes.

With Some Disassembly Required™, almost every craftable building block can now be broken down into more commonly used materials. Just pop open your personal handbook and flip to your problem item. Now in place of the typical empty void below its portrait is what materials you can recycle it into. Keep in mind that not every recipe involves the crafting grid. Some are made in barrels, smelted inside a Bloomery or even burned in a Firepit! (Think logically! How would you turn [INSERT ITEM HERE] into something useful?)


 

Some Disassembly Required™ is not responsible for any problem blocks or items missing a recipe.

(P.S. PLEASE check the in-game guide for insight into more abstract recycling methods 'i.e. Crucible, Bloomery and Firepit Recycling')

SDR Contributer Wall of Fame!

C# Code Wizard - Wondiws98

Tireless Translator - DrySpy

 


Current Features

Vanilla
- Break, Saw, Burn, Smash, Process, Disassemble, Recycle, Shape, Chip, Cut, Fracture, Soak, Scrape, etc a majority of blocks and items into ~50% of their base
resources or equivalent
- Pan Soil and Soil adjacent blocks for resources
- Wrap together Non-Perishable Items into Compost Bales (which can rot!)
- Break Glass items down into Powders that can be mixed into different colors
- Melt down Metal blocks and items in Crucibles and Bloomeries for full refunds
- Grind down unused Pottery into Grog to make your own natural clay
- An In-game Guide to explain more unique recycling methods

Adventurer's Walking Stick
- Disassemble most Walking Sticks in-world, others in the Crafting Grid
- Crossover Carbonized Metal Lantern Walking Stick

Alchemy
- Break down Stirring Spoons in-world
- Recycling recipes for the Potion Cauldron, Flasks, Herb Racks and Molds
- Crossover Carbonized Metal and Scrap Wood Herb Racks

Better Ruins
- Rebalanced recipes built around Blueprint recipes

Butchering
- Recipes for Butchering Bags, Butchering Tables, Butchering Hooks and Bone items

Combat Overhaul
- Patches to allow Carbonized Metal Arrows to function correctly

Food Shelves
- Patches to prevent recipe overlap

Mannequin
- Recipes for all types of Mannequins

More Vanilla Tools
- Recycling recipes for all Tools
- Crossover Carbonized Metal Tools

Rustbound Magic
- Patches to prevent recipe errors

Salty's Trashbinned
- Recipes to break down all Trashbins
- Crossover Scrap Wood Trashbins

QP's Chisel Tools
- Recycling recipes for all Chiseling Tools and Palettes
- Turn Decorative Blocks back into their normal counterparts

Vanilla Variants
- Patches to prevent recipe overlap

Current Compatabilities

Adventurer's Walking Stick (v3.0.9) - [up to date as of SDR v1.10.0]

Alchemy (v2.1.0-rc.69) - [up to date as of SDR v1.10.0]

Better Ruins (v0.6.3) - [up to date as of SDR v1.10.0]

Butchering (v1.13.4) - [up to date as of SDR v1.10.0]

Combat Overhaul (v0.14.2) - [up to date as of SDR v1.7.7]

Food Shelves (v3.0.4) - [up to date as of SDR v1.5.5]

Mannequin (v1.0.7) - [up to date as of SDR v1.5.5]

More Vanilla Tools (v1.6.0)
- [up to date as of SDR v1.7.7]

Rustbound Magic
(v3.2.2) - [up to date as of SDR v1.7.7]

Salty's Trashbinned (v0.4.2) - [up to date as of SDR v1.10.0]

QP's Chisel Tools (v1.17.2) - [up to date as of SDR v1.10.0]

Vanilla Variants (v7.1.1) - [up to date as of SDR v1.5.5]

Changelog

v1.10.2


 
Added Content:

New Grid Recipes:
- Alternate recipe for crafting Spur Gears using Lubricant instead of Rendered Fat

Content Changes:

Balance Changes:
- Halved the amount of Lubricant needed for Mechanical Part crafting

QoL Changes:
- Reduced ground processing time of Lumps of Clay from 5 seconds to 2 seconds (Suggested by VulpesPu)
- Lumps of Clay and Dry Earthy Clay can now be processed in the Pulverizer (Suggested by VulpesPu)

Bug Fixes:

- Fixed crashes when viewing the Fruitpress and most Mechanical Parts in the Handbook (Exposed by peps00, Boompen, Nyxara and VulpesPu!)
- Added a missing recipe for Fireclay Shingle Blocks and Roofs (Noticed by Pixie_k!)
- Fixed an ID bug causing Reed Fibers to not drop when recycling certain tools

v1.10.1



Content Changes:

Balance Changes:
- Metal Tongs can no longer fit in Crucibles (changed due to bug fix)

Bug Fixes:

- Finally made the Wrench and Metal Tongs useable in the offhand (FOR REAL THIS TIME) (Ascertained by requimeau, Yesac and Nagahiro!)
- A recipe error causing crashes when selecting specific items and blocks in the Handbook (Uncovered Nagahiro!)

 

v1.10.0 - The "What a Tool..." Update



Added Content:

New Grid Recipes:
- (Adventurer's Walking Stick) Recipes for recycling New Walking Sticks, Weapons, etc
- (Alchemy) Recipes for Brewing Cauldrons
- (Better Ruins) Recipes for recycling Blueprints and the Temporal Transfigurator
- More Vanilla recipes using Metal Nails and Strips can use Carbonized Metal variants (Suggested by TheRealMork)

New In-World Recipes:
- (Alchemy) Ground recycling recipes for Stirring Spoons
- Complete Overhaul for recycling and disassembling most Tools and Weapons
- Complete Overhaul for recycling and processing Clay, Ceramic Sherds and Grog
- Crowbars and Metal Tongs can be smelted down in a Crucible or Bloomery

New Blocks/Items:
- Multiple recycling byproducts, including Plant Fibers, Wood Chips, Stained Leather, multiple types of Rock Pebbles and
Clump of Dirt
- Scrap Wood variants of Cabinets
- Scrap Wood Support Beam (Suggested by IWillSoonReturn)

Other New Content:
- While Panning Soil you can now find Fennel Seeds, Licorice Seeds, Waste Rock Pieces, Flint Chunks, Wood Chips,
Earthworms and Tiny Bones
- While Panning Typeless Gravel you can now find Pottery Shards and Glass Shards


Content Changes:

Grid Recipe Changes:
- (Adventurer's Walking Stick) Updated existing recipes for older Walking Sticks
- (Alchemy) Standardized all recipes
- (Better Ruins) Existing Recycling Recipes and Smelting Values balanced around Discount Blueprint Recipes
- (Butchering) Standardized all recipes
- (QP's Chisel Tools) Standardized all recipes
- (Trashbinned) Standardized all recipes
- Standardized a majority of recipe groups and shapes
- Rebalanced all recipes for Roof Pieces to avoid item duplication
- Anvils and Anvil Parts now break down into Metal Bits and require less durability

Balance Changes:
- Reduced the smelting value of Iron Fences by half
- Cleavers and Soldering Irons can no longer be smelted down
- Reworked the recycling process for Scrapings
- Anvils now smelt into 9 Ingots instead of 8
- Wrenches can no longer fit in Crucibles (Changed due to bug fix)
- Bellpepper Seeds, Cattail Roots, Papyrus Roots, Tule Roots, Cattails, Papyrus, Thatch, Flint Arrowheads, Flint
Spearheads and Flint Knife Blades can no longer be found while Panning Soil
- All Arrowheads now have a Metal Value of 10 (2 Nuggets)

Cosmetic Changes:
- Updated the textures for Scrap Wood, Carbonized Metal, Waste Rock and Inked Parchment
- Models for the Damaged Meteoric Iron Estoc Blade and Reed Fibers
- The name for Damaged Tool Heads to Broken Tool Heads so people will stop thinking they're repairable
(YOU CAN'T FIX HER)

Other Changes:
- Ancient Blocks now break down into Chalk Stones instead of White Marble Stones


Bug Fixes:

- (Adventurer's Walking Stick) Carbonized Metal Lantern recipe being broken
- (Alchemy) Broken recipes for Raw Clay Molds
- (String Sense) An error caused by placing a Knife in a specific spot in the Crafting Grid
(Found by SnakeMittens and zakhad!)
- A bug where wrenches couldn't be held in the offhand (Discovered by potoes!)
- An error causing recipes for Crates not appearing in the Handbook (Unearthed by Saber!)
- The Scrap Wood Round Shield missing its name




v1.9.9

Added:
- Basic Functionality for v1.22.1 (most recipes not yet included)
- Full Compatability for Adventurer's Walking Stick, Alchemy, Trashbinned, Butchery, QP's Chisel Tools
- Waste Rock, a mostly decorational stone type from recycling typeless stone items and blocks
- Scrapings from Mechanical Parts that can be processed into various oils
- Rolled Paintings, can be recycled into Parchment similair to Wallpaper and Inked Parchment
- Flint Chunks, from crushing flint items. Allows for easier bulk smelting of calcined flint
- Tooltips for Smeltable items if they are small enough to fit inside Crucibles
- Recipes for Paintings, Tuning Cylinders, Rafts & Oars, Ruined Weapons, Elk Medallions, Saddleblankets, Bridles, Saddle, Pillion Cushions, All Types of Arrows, Dirty Cooking Pots, Firestarter, Bone Flute, Forge, Ratlines, Rollers, Stone Anchor, Ancient Blocks, Stone Paths, Bugnet, Oil Lamp, Chisels, Wrenches, Metal Parts
- Recipe to break Clay Bricks into Ceramic Shards
- Recipes to create Scrap Boards and Waste Stones not as byproducts
- Metal Scraps can be Smelted into Carbonized Metal
- Chisels, Shears, Cleavers, Wrenches, Soldering Irons, Padlocks and Rods can be placed in Crucibles
- All liquids added by SDR can be consumed (for fun)
- All added items can be placed in Display Cases, Shelves, Scroll Racks and on the Ground (excluding Damaged Tool Heads)

Changed:
- Models and Textures for Glass Shards and Ceramic Shards
- Compost Bale rot output increased to 8, Required liters of Water for barrel recipe decreased to 2
- Recipes for Ceramic and Glass Shards using Stones have been limited to stones not considered "soft"
- Recipes for Flint Tools now yield Flint Chunks instead of Flint
- Lantern recipes to give all crafting ingredients
- Recipe for Saddle Bags
- Fruit Vinegar's nutrition type changed to Fruit

Fixed:
- An issue where some output items have durability
- Recipes for Support Beams matching another for Planks
- Compost Bales not being in the right place when placed on the ground

Removed:
- Animal Fangs and Fanged Arrows




v1.8.9
Added:
- Additional textures for Scrap Wood Paths

Changed:
- Ceramic Shard returns from recipes have been quadrupled, excluding shingles

Fixed:
- Missing recipe for Scrap Wood Crate
- Tool disassembling recipes being confusing and crashing when using two of the same item
- Ceramic Shard recipes using Hammers destroying the tool




v1.8.8
Added:
- Jonas Machines can now be disassembled for most of their resources
- Reclaimed Reeds, obtained from any non-cattail or papyrus item made of reeds. Can be used for most reed related items
- Scrap Wood now has exclusive variants of wood blocks and items
- Recipes for all Iron Door and Iron Trapdoor Variants, Coral Blocks, Bear Armor
- Recipes for Most Arm and Neck clothing items
- Iron Fences can now be Smelted
- Basic Compatibility for Material Needs
- Wallpaper, Cut Gems and Animal Fangs now appears in the Handbook

Changed:
- All added recipes are now consolidated and less cluttered in the Handbook
- Scrap Blocks and Items have been revamped (Scrap Blocks and Items from previous versions may not work properly!)
- Vinegar has been replaced with Fruit Vinegar due to compatability issues with other mods
- Grog/Clay duplication recipe now uses 0.5 of Water instead of 0.2
- Artisan and Luxuries Traders now buy only certain Cut Gems to prevent item bloat
- Models and Textures for various items

Removed:
- Coral Fragments and Coralmeal




v1.7.8
Fixed:
- Mutiple errors and broken recipes involving new 1.21 items
- Small metal items being unable to be placed in a Crucible




v1.7.7

Added:
- Full Compatability for the More Tool Variants mod (Including Carbonized Metal Tools, Weapons and Items)
- Basic Compatability for Combat Overhaul (CM Arrow and Fanged Arrow Implementation) (Thanks Bomberanian!)
- Basic Compatability for Rustbound Magic (No errors from recipes involving Summoned Tools) (Thank you Enigmayster and Scorives!)
- Recipes for All Shields
- The Compost Bale, which slowly rots (can be accelerated with Barrels) and is made of non-perishable organic items and blocks
- Inked Parchment from recycling Books and Scrolls, which can be processed into Parchment using Acetone
- Carbonized Variants of Metal Plates, Riveted Block, Lantern and Plaque (if you're into that sort of thing)
- Scrap Boards as an option for crafting Shields

Changed:
- All recipes using tools to consume durability based on how many items are produced
- Removed Tool Tier restrictions on recipes involving Metal Items and Armors
- Recipes scrapping Metal Items into Metal Bits using a Chisel now produce half of the item's metal value in Metal Bits (Smelting still yeilds full metal value)
- Bow, Backpack and other recipes to follow similar balancing to other recipes (Different tools no longer yeild different items)
- Lantern recipe output to be more readable
- Handbook description for Anvils to reflect Metal Item rebalance

Fixed:
- A variety of recipes being in the wrong recipe group




v1.6.7

  • Temporaryly re-enabled Vanilla Deconstruction Recipes for Anvils and various Metal Items and Blocks (Until a config file can be added)

  • Added deconstruction recipes for All Stone Tools, Stone Weapons, Ranged Weapons, Bowstaves

  • Added missing Recipes for Sod Roof Variants

  • Added the ability to Burn the Fruitpress

  • Added the ability to Burn Flint Arrowheads and Flint Toolheads into Calcined Flint Chunks

  • Changed deconstruction recipes for All Tools and Weapons to require a Knife

  • Changed deconstruction recipes for the Gold and Silver Falx to require a Knife and Chisel

  • Changed Worn Tool Heads, Glass Shards and Ceramic Shards to be consolidated inside the Handbook

  • Fixed the recipes for Improvised Armor and Wooden Lamellar Armor being in the wrong recipe group

  • Fixed the deconstruction recipes for the Gold and Silver Falx generating additional errors and not producing Metal Bits




v1.6.6

  • Added Ukrainian and Russian Translations for v1.6.5 courtesy of DrySpy




v1.6.5

  • Added Worn variants of every Metal Tool Head that can be reclaimed from Tools and Weapons

  • Added the ability to smelt all smeltable items in the Bloomery (Thank you Wondiws98!)

  • Added the ability to smelt Chisels, Wrenches, Cleavers, Soldering Irons and Shears

  • Added a recipe to break Ashlar Blocks into Stone

  • Added a recipe to cut Lightning Rods into Rods

  • Added recipes to deconstruct all types of Armor, including Blackguard and Forlorn Hope

  • Changed Recycling Guide to include a section on the Crucible

  • Changed Panning Guide to include a section about panning Soil

  • Changed the Anvil's Handbook description to match its new recycling method

  • Changed Copper, Black Bronze, Iron, Gold and Meteoric Iron Tool Heads to be smeltable in a Crucible

  • Tweaked the metal values for all Tool Heads and Miscellaneous Metal Items

  • Tweaked vanilla Anvil recycling recipes to be disabled

  • Removed the ability to smelt various large metal items and blocks in the Crucible

  • Fixed Knife Blades not being smeltable

  • Fixed Charred Slag giving too much Carbonized Metal when smelted in the Crucible




v1.5.5

  • Added Basic Compatibility for the Mannequin mod

  • Added Basic Compatibility for the Vanilla Variants mod (Suggested by Ivanblade)

  • Added Basic Compatiblity for the Food Shelves mod (Suggested by Javidac)

  • Added the ability to smelt any smeltable item that can't be placed in a Bloomery in the Crucible (TEMPORARY CHANGE)

  • Added the ability to pan all types of Soil, Packed Dirt, Arid Packed Dirt, Strewn Straw, Sludgy Gravel and Dirty Gravel

  • Added the ability to smelt Anvils, Anvil Parts, Plaques, Sheets, Arrowheads, Toolheads, Poundercaps, Shield Parts, Padlocks and every other variant of Metal Blocks

  • Added the ability to burn Arrows into Arrowheads

  • Added recipes to cut Books, Lore Scrolls and Lore Books into Parchment and Leathers

  • Added a recipe to break Rammed Earth into Barren Soil

  • Added a recipe to cut Wallpaper into Parchment

  • Added a recipe to cut Hoppers into Copper Plates

  • Added a recipe to remove Linings from Lanterns

  • Added barrel recipes for Rotten Books

  • Changed Recycling Guide to be more clear and concise

  • Changed Aged Planks with Wallpaper to recycle into the Planks and Wallpaper

  • Changed Scrap Plank texture

  • Changed Crushed Citrine, Crushed Rutile and Crushed Smoky Quartz textures

  • Changed recipes to cut Copper Pipes to use more saw durability

  • Tweaked Rotten Wood Support Beam barrel recipe to require a single beam instead of three

  • Tweaked Rotten Ebony Planks barrel recipe to use less water and produce more rot

  • Tweaked vanilla Metal Bits disassembly recipes to be disabled

  • Removed a leftover unused version of the Scrap Boat Seat

  • Fixed a bug causing every arrow type to do the same amount of damage (Found by Rekeme)

  • Fixed the recipe for Scrap Leaded Glass Panes not matching panes of different types

  • Fixed Scrap Leaded Glass Pane and Scrap Scrollrack not being able to be burned

  • Fixed Leaded Glass Panes saying "Smelting Temperature" instead of saying "Cooking Temperature"




v1.4.5

  • Added recycling recipe for the Fruitpress

  • Added Scrap Plank variants for Antler Mounts, Bookshelves, Boat Seat and the Leaded Glass Pane

  • Changed recycling recipes for the Chest, Trunk and Labeled Chest to require a chisel

  • Fixed a bug causing MASSIVE amounts of recipe errors when using mods using "plank-*" in recipes (ANY SCRAP PLANKS YOU HAD BEFORE 1.4.5 WILL BREAK. GET RID OF THEM.)

  • Fixed a bug where the Fruitpress was uncraftable for some reason (still have no idea why)




v1.4.4

  • Added Ukrainian Translation (Thank you again DrySpy!)




v1.4.3

  • Added Russian Translation (Thank you DrySpy!)




v1.4.2

  • Added Glass Shards which can be crushed or melted back into their parent resource

  • Added Crushed Colored Glass which can be melted into Glass Blocks or mixed for different colors

  • Added recipe for Carved Aged Acacia Logs, Hopper, Torches, Antler Mounts, Crates, Bookshelves, Scrollracks, Aged Stone Blocks, Display Cases, Wooden Pan, Beds, Backpacks, and Saddlebags

  • Added recipes to remove Parchment from Labeled Crates (suggestion from VesPuppy)

  • Changed recipes involving items that could be recycled into different materials based on tool used to yield different materials based on tool quality (quality is described in guide)

  • Changed burnable item's smelting type to "Cook" instead of "Smelt" to sound less confusing

  • Changed Guide to explain new recipe rebalancing

  • Changed Rotten Wood barrel recipes to take less time

  • Changed Sod Roofs barrel recipes to take more time

  • Tweaked ALL recipes to give around 50% of each material used to make it

  • Tweaked recipes recycling Stone, Rock and Brick items to use more Tool Durability

  • Fixed Wooden Boat Seats being in the wrong recipe spot... again

  • Fixed Debarked Quarter Logs not having any recipes

  • Fixed a bunch of recipes being shapeless when they shouldn't

  • Fixed the Recycling Guide overriding the Smithing Guide

  • Fixed my code to be less stupid so compatibility issues with other mods should be less likely




v1.3.2

  • Fixed a bug where the Carbonized Metal Arrow disappears when shot




v1.3.1

  • Added Charred Slag for items crafted with nails and strips that don't have a defined metal type

  • Added Carbonized Metal Ingot and Bits made from Charred Slag

  • Added Carbonized Metal Nails and Strips

  • Added Carbonized Metal Arrows and Arrowheads

  • Replaced Metal Scrap in all burning recipes with Charred Slag

  • Replaced Scrap Planks with newer, better Scrap Planks that can be used in some recipes

  • Fixed Wooden Boat Seats being in the wrong recipe spot

  • Fixed Coke Oven Door not being smeltable




v1.2.1

  • Fixed a bug causing Wooden Fences to be uncraftable




v1.2.0

  • Added Guide in the handbook to better explain nuanced features

  • Added Scrap Planks for items crafted with boards that don't have a defined wood type

  • Added additional recipes for Wooden Roofs, Doors, Gates and various Stone Blocks

  • Added recipes for Wooden Tables, Chairs, Signs and many other miscellaneous wooden items

  • Tweaked all existing recipes to be balanced according to the guide

  • Tweaked Stick, Firewood, Ceramic Shards, Stone, Ashlar Block and Board recipe groups to be more readable and less cluttered




v1.1.0
  • Added Recycling recipes for all Ceramic items (Pots, Planters, Vessels, Molds, Cookware, etc)
  • Added Ceramic Shards made from Ceramic items
  • Added Grog ground from Ceramic Shards
  • Added Clay Recycling recipe using Grog, Clay and Water



v1.0.0
  • No Additions or Changes

Current Bugs


Actively Investigating

Known / On Backburner


- Crash when viewing specific items in the Handbook while using the More
Lanterns mod
- Crash while viewing Mud in the handbook
- Expanded Matter's Powdered Bauxite overriding SDR's Powdered Bauxite

 - Mod conflict with Immersive Wood Sawing causing the mod to break altogether

Planned Additions / Features

Planned for v1.11.0

Planned For Future Updates

Planned But Not Priority

 

Soft Rework and Rebalancing for Creating Compost
Bales

Soft Rework for Recycling Parchment and Paper Items

Change the Panning Drops for SDR Specific
Pannable Blocks to be more Specialized
(Muddy Gravel giving Sea Shells, Tropical Seeds
limited to higher fertility soils)

Rebalancing the amount of Tool Durability used for
Grid Recipes

Reformating the Shapes of Grid Recipes to be Closer
to Vanilla Recipes

Rework for Item and Block Burning

Splitting Carbonized Metal into Two Seperate Metals:
Carbonized Metal (from burning) and Amalgamted Metal
(from recipes)

More Art for the Mod Page
Ground Crafting Recipes for All Items and Blocks
that can support it

Alternative Uses for Pebbles, Glass Shards and
Ceramic Sherds (Bomb shrapnel? Glass and Ceramic
Arrows? Caltrops? Alternative Sling Ammo?)

External Asset Credits

Custom Sounds

 - Ceramic_Break.wav by Brsjak -- https://freesound.org/s/623130/ -- License: Creative Commons 0
- Hammering_rock.WAV by ivolipa -- https://freesound.org/s/332163/ -- License: Creative Commons 0
- Opening and Closing Curtains - Slow.wav by PsychoPancake -- https://freesound.org/s/325212/ -- License: Attribution NonCommercial 3.0
- sand-paper.aif by Eelke -- https://freesound.org/s/126377/ -- License: Attribution NonCommercial 4.0

If you have any bugs to report or ideas to suggest please leave them down in the comments!

I can read and I will listen!

 

If you found yourself downloading this maybe you could also find yourself downloading my other mod?

(wink wink, knudge knudge, shove shove)

Bulk Knapping

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.10.2 somedisassemblyrequired
1.21.2 - 1.21.5 1.21.6 - 1.21.7 1.22.0 - 1.22.3
2262 Jun 24th at 5:47 AM SomeDisassemblyRequiredv1.10.2.zip 1-click install

Added Content:
New Grid Recipes:
- Alternate recipe for crafting Spur Gears using Lubricant instead of Rendered Fat


Content Changes:
Balance Changes:
- Halved the amount of Lubricant needed for Mechanical Part crafting

QoL Changes:
- Reduced ground processing time of Lumps of Clay from 5 seconds to 2 seconds (Suggested by VulpesPu)
- Lumps of Clay and Dry Earthy Clay can now be processed in the Pulverizer (Suggested by VulpesPu)


Bug Fixes:
- Fixed crashes when viewing the Fruitpress and most Mechanical Parts in the Handbook (Exposed by peps00, Boompen, Nyxara and VulpesPu!)
- Added a missing recipe for Fireclay Shingle Blocks and Roofs (Noticed by Pixie_k!)
- Fixed an ID bug causing Reed Fibers to not drop when recycling certain tools

1.10.1 somedisassemblyrequired
1.22.0 - 1.22.3
451 Jun 20th at 4:33 PM SomeDisassemblyRequiredv1.10.1.zip 1-click install

Bug Fixes:
- Finally made the Wrench and Metal Tongs useable in the offhand (FOR REAL THIS TIME) (Ascertained by requimeau, Yesac and Nagahiro!)
- A recipe error causing crashes when selecting specific items and blocks in the Handbook (Uncovered Nagahiro!)

1.10.0 somedisassemblyrequired
1.22.0 - 1.22.3
109 Jun 20th at 5:16 AM SomeDisassemblyRequiredv1.10.0.zip 1-click install

Added Content:
New Grid Recipes:
- (Adventurer's Walking Stick) Recipes for recycling New Walking Sticks, Weapons, etc
- (Alchemy) Recipes for Brewing Cauldrons
- (Better Ruins) Recipes for recycling Blueprints and the Temporal Transfigurator
- More Vanilla recipes using Metal Nails and Strips can use Carbonized Metal variants (Suggested by TheRealMork)

New In-World Recipes:
- (Alchemy) Ground recycling recipes for Stirring Spoons
- Complete Overhaul for recycling and disassembling most Tools and Weapons
- Complete Overhaul for recycling and processing Clay, Ceramic Sherds and Grog
- Crowbars and Metal Tongs can be smelted down in a Crucible or Bloomery

New Blocks/Items:
- Multiple recycling byproducts, including Plant Fibers, Wood Chips, Stained Leather, multiple types of Rock Pebbles and Clump of Dirt
- Scrap Wood variants of Cabinets
- Scrap Wood Support Beam (Suggested by IWillSoonReturn)

Other New Content:
- While Panning Soil you can now find Fennel Seeds, Licorice Seeds, Waste Rock Pieces, Flint Chunks, Wood Chips, Earthworms and Tiny Bones
- While Panning Typeless Gravel you can now find Pottery Shards and Glass Shards


Content Changes:
Grid Recipe Changes:
- (Adventurer's Walking Stick) Updated existing recipes for older Walking Sticks
- (Alchemy) Standardized all recipes
- (Better Ruins) Existing Recycling Recipes and Smelting Values balanced around Discount Blueprint Recipes
- (Butchering) Standardized all recipes
- (QP's Chisel Tools) Standardized all recipes
- (Trashbinned) Standardized all recipes
- Standardized a majority of recipe groups and shapes
- Rebalanced all recipes for Roof Pieces to avoid item duplication
- Anvils and Anvil Parts now break down into Metal Bits and require less durability

Balance Changes:
- Reduced the smelting value of Iron Fences by half
- Cleavers and Soldering Irons can no longer be smelted down
- Reworked the recycling process for Scrapings
- Anvils now smelt into 9 Ingots instead of 8
- Wrenches can no longer fit in Crucibles (Changed due to bug fix)
- Bellpepper Seeds, Cattail Roots, Papyrus Roots, Tule Roots, Cattails, Papyrus, Thatch, Flint Arrowheads, Flint Spearheads and Flint Knife Blades can no longer be found while Panning Soil
- All Arrowheads now have a Metal Value of 10 (2 Nuggets)

Cosmetic Changes:
- Updated the textures for Scrap Wood, Carbonized Metal, Waste Rock and Inked Parchment
- Models for the Damaged Meteoric Iron Estoc Blade and Reed Fibers
- The name for Damaged Tool Heads to Broken Tool Heads so people will stop thinking they're repairable (YOU CAN'T FIX HER)

Other Changes:
- Ancient Blocks now break down into Chalk Stones instead of White Marble Stones


Bug Fixes:
- (Adventurer's Walking Stick) Carbonized Metal Lantern recipe being broken
- (Alchemy) Broken recipes for Raw Clay Molds
- (String Sense) An error caused by placing a Knife in a specific spot in the Crafting Grid (Found by SnakeMittens and zakhad!)
- A bug where wrenches couldn't be held in the offhand (Discovered by potoes!)
- An error causing recipes for Crates not appearing in the Handbook (Unearthed by Saber!)
- The Scrap Wood Round Shield missing its name

1.9.9 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12 1.21.2 - 1.21.5 1.21.6 - 1.21.7 1.22.0 - 1.22.1
1536 May 2nd at 2:18 AM SomeDisassemblyRequiredv1.9.9.zip 1-click install

v1.9.9
Added:
- Basic Functionality for v1.22.1 (most recipes not yet included)
- Full Compatability for Adventurer's Walking Stick, Alchemy, Trashbinned, Butchery, QP's Chisel Tools
- Waste Rock, a mostly decorational stone type from recycling typeless stone items and blocks
- Scrapings from Mechanical Parts that can be processed into various oils
- Rolled Paintings, can be recycled into Parchment similair to Wallpaper and Inked Parchment
- Flint Chunks, from crushing flint items. Allows for easier bulk smelting of calcined flint
- Tooltips for Smeltable items if they are small enough to fit inside Crucibles
- Recipes for Paintings, Tuning Cylinders, Rafts & Oars, Ruined Weapons, Elk Medallions, Saddleblankets, Bridles, Saddle, Pillion Cushions, All Types of Arrows, Dirty Cooking Pots, Firestarter, Bone Flute, Forge, Ratlines, Rollers, Stone Anchor, Ancient Blocks, Stone Paths, Bugnet, Oil Lamp, Chisels, Wrenches, Metal Parts
- Recipe to break Clay Bricks into Ceramic Shards
- Recipes to create Scrap Boards and Waste Stones not as byproducts
- Metal Scraps can be Smelted into Carbonized Metal
- Chisels, Shears, Cleavers, Wrenches, Soldering Irons, Padlocks and Rods can be placed in Crucibles
- All liquids added by SDR can be consumed (for fun)
- All added items can be placed in Display Cases, Shelves, Scroll Racks and on the Ground (excluding Damaged Tool Heads)

Changed:
- Models and Textures for Glass Shards and Ceramic Shards
- Compost Bale rot output increased to 8, Required liters of Water for barrel recipe decreased to 2
- Recipes for Ceramic and Glass Shards using Stones have been limited to stones not considered "soft"
- Recipes for Flint Tools now yield Flint Chunks instead of Flint
- Lantern recipes to give all crafting ingredients
- Recipe for Saddle Bags
- Fruit Vinegar's nutrition type changed to Fruit

Fixed:
- An issue where some output items have durability
- Recipes for Support Beams matching another for Planks
- Compost Bales not being in the right place when placed on the ground

Removed:
- Animal Fangs and Fanged Arrows

1.8.9 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12 1.21.2 - 1.21.5
2452 Jan 16th at 8:02 PM SomeDisassemblyRequiredv1.8.9.zip 1-click install

v1.8.9
Added:
- Additional textures for Scrap Wood Paths

Changed:
- Ceramic Shard returns from recipes have been quadrupled, excluding shingles

Fixed:
- Missing recipe for Scrap Wood Crate
- Tool disassembling recipes being confusing and crashing when using two of the same item
- Ceramic Shard recipes using Hammers destroying the tool

1.8.8 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12 1.21.2 - 1.21.5
1025 Jan 1st at 5:26 AM SomeDisassemblyRequiredv1.8.8.zip 1-click install

Added:
- Jonas Machines can now be disassembled for most of their resources
- Reclaimed Reeds, obtained from any non-cattail or papyrus item made of reeds. Can be used for most reed related items
- Scrap Wood now has exclusive variants of wood blocks and items
- Recipes for all Iron Door and Iron Trapdoor Variants, Coral Blocks, Bear Armor
- Recipes for Most Arm and Neck clothing items
- Iron Fences can now be Smelted
- Basic Compatibility for Material Needs
- Wallpaper, Cut Gems and Animal Fangs now appears in the Handbook

Changed:
- All added recipes are now consolidated and less cluttered in the Handbook
- Scrap Blocks and Items have been revamped (Scrap Blocks and Items from previous versions may not work properly!)
- Vinegar has been replaced with Fruit Vinegar due to compatability issues with other mods
- Grog/Clay duplication recipe now uses 0.5 of Water instead of 0.2
- Artisan and Luxuries Traders now buy only certain Cut Gems to prevent item bloat
- Models and Textures for various items

Removed:
- Coral Fragments and Coralmeal

1.7.8 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
2448 Oct 2nd 2025 at 9:46 PM SomeDisassemblyRequiredv1.7.8.zip 1-click install

Fixed:
- Mutiple errors and broken recipes involving new 1.21 items
- Small metal items being unable to be placed in a Crucible

1.7.7 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
1742 Jul 20th 2025 at 6:59 PM SomeDisassemblyRequiredv1.7.7.zip 1-click install

Added:
- Full Compatability for the More Tool Variants mod (Including Carbonized Metal Tools, Weapons and Items)
- Basic Compatability for Combat Overhaul (CM Arrow and Fanged Arrow Implementation) (Thanks Bomberanian!)
- Basic Compatability for Rustbound Magic (No errors from recipes involving Summoned Tools) (Thank you Enigmayster and Scorives!)
- Recipes for All Shields
- The Compost Bale, which slowly rots (can be accelerated with Barrels) and is made of non-perishable organic items and blocks
- Inked Parchment from recycling Books and Scrolls, which can be processed into Parchment using Acetone
- Carbonized Variants of Metal Plates, Riveted Block, Lantern and Plaque (if you're into that sort of thing)
- Scrap Boards as an option for crafting Shields

Changed:
- All recipes using tools to consume durability based on how many items are produced
- Removed Tool Tier restrictions on recipes involving Metal Items and Armors
- Recipes scrapping Metal Items into Metal Bits using a Chisel now produce half of the item's metal value in Metal Bits (Smelting still yeilds full metal value)
- Bow, Backpack and other recipes to follow similar balancing to other recipes (Different tools no longer yeild different items)
- Lantern recipe output to be more readable
- Handbook description for Anvils to reflect Metal Item rebalance

Fixed:
- A variety of recipes being in the wrong recipe group

1.6.7 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10
1324 Jun 1st 2025 at 3:30 AM SomeDisassemblyRequiredv1.6.7.zip 1-click install

- Temporaryly re-enabled Vanilla Deconstruction Recipes for Anvils and various Metal Items and Blocks (Until a config file can be added)
- Added deconstruction recipes for All Stone Tools, Stone Weapons, Ranged Weapons, Bowstaves
- Added missing Recipes for Sod Roof Variants
- Added the ability to Burn the Fruitpress
- Added the ability to Burn Flint Arrowheads and Flint Toolheads into Calcined Flint Chunks
- Changed deconstruction recipes for All Tools and Weapons to require a Knife
- Changed deconstruction recipes for the Gold and Silver Falx to require a Knife and Chisel
- Changed Worn Tool Heads, Glass Shards and Ceramic Shards to be consolidated inside the Handbook
- Fixed the recipes for Improvised Armor and Wooden Lamellar Armor being in the wrong recipe group
- Fixed the deconstruction recipes for the Gold and Silver Falx generating additional errors and not producing Metal Bits

1.6.6 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10
557 May 24th 2025 at 6:20 PM SomeDisassemblyRequiredv1.6.6.zip 1-click install

- Added Ukrainian and Russian Translations for v1.6.5 courtesy of DrySpy

1.5.6 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10
187 May 24th 2025 at 3:39 AM SomeDisassemblyRequiredv1.6.5.zip 1-click install

- Added Worn variants of every Metal Tool Head that can be reclaimed from Tools and Weapons
- Added the ability to smelt all smeltable items in the Bloomery (Thank you Wondiws98!)
- Added the ability to smelt Chisels, Wrenches, Cleavers, Soldering Irons and Shears
- Added a recipe to break Ashlar Blocks into Stone
- Added a recipe to cut Lightning Rods into Rods
- Added recipes to deconstruct all types of Armor, including Blackguard and Forlorn Hope
- Changed Recycling Guide to include a section on the Crucible
- Changed Panning Guide to include a section about panning Soil
- Changed the Anvil's Handbook description to match its new recycling method
- Changed Copper, Black Bronze, Iron, Gold and Meteoric Iron Tool Heads to be smeltable in a Crucible
- Tweaked the metal values for all Tool Heads and Miscellaneous Metal Items
- Tweaked vanilla Anvil recycling recipes to be disabled
- Removed the ability to smelt various large metal items and blocks in the Crucible
- Fixed Knife Blades not being smeltable
- Fixed Charred Slag giving too much Carbonized Metal when smelted in the Crucible

1.5.5 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.10
588 May 16th 2025 at 5:31 AM SomeDisassemblyRequiredv1.5.5.zip 1-click install

- Added Basic Compatibility for the Mannequin mod
- Added Basic Compatibility for the Vanilla Variants mod (Suggested by Ivanblade)
- Added the ability to smelt any smeltable item that can't be placed in a Bloomery in the Crucible (TEMPORARY CHANGE)
- Added the ability to pan all types of Soil, Packed Dirt, Arid Packed Dirt, Strewn Straw, Sludgy Gravel and Dirty Gravel
- Added the ability to smelt Anvils, Anvil Parts, Plaques, Sheets, Arrowheads, Toolheads, Poundercaps, Shield Parts, Padlocks and every other variant of Metal Blocks
- Added the ability to burn Arrows into Arrowheads
- Added recipes to cut Books, Lore Scrolls and Lore Books into Parchment and Leathers
- Added a recipe to break Rammed Earth into Barren Soil
- Added a recipe to cut Wallpaper into Parchment
- Added a recipe to cut Hoppers into Copper Plates
- Added a recipe to remove Linings from Lanterns
- Added barrel recipes for Rotten Books
- Changed Recycling Guide to be more clear and concise
- Changed Aged Planks with Wallpaper to recycle into the Planks and Wallpaper
- Changed Scrap Plank texture
- Changed Crushed Citrine, Crushed Rutile and Crushed Smoky Quartz textures
- Changed recipes to cut Copper Pipes to use more saw durability
- Tweaked Rotten Wood Support Beam barrel recipe to require a single beam instead of three
- Tweaked Rotten Ebony Planks barrel recipe to use less water and produce more rot
- Tweaked vanilla Metal Bits disassembly recipes to be disabled
- Removed a leftover unused version of the Scrap Boat Seat
- Fixed a bug causing every arrow type to do the same amount of damage (Found by Rekeme)
- Fixed the recipe for Scrap Leaded Glass Panes not matching panes of different types
- Fixed Scrap Leaded Glass Pane and Scrap Scrollrack not being able to be burned
- Fixed Leaded Glass Panes saying "Smelting Temperature" instead of saying "Cooking Temperature"

1.4.5 somedisassemblyrequired
1.20.5 - 1.20.7 1.20.8 - 1.20.9
989 Apr 26th 2025 at 4:16 AM SomeDisassemblyRequiredv1.4.5.zip 1-click install

- Added recycling recipe for the Fruitpress
- Added Scrap Plank variants for Antler Mounts, Bookshelves, Boat Seat and the Leaded Glass Pane
- Changed recycling recipes for the Chest, Trunk and Labeled Chest to require a chisel
- Fixed a bug causing MASSIVE amounts of recipe errors when using mods using "plank-*" in recipes
- Fixed a bug where the Fruitpress was uncraftable for some reason (still have no idea why)

1.4.4 somedisassemblyrequired
1.20.4 - 1.20.7
587 Apr 18th 2025 at 7:00 PM SomeDisassemblyRequiredv1.4.4.zip 1-click install

- Added Ukrainian Translation (Thank you again DrySpy!)

1.4.3 somedisassemblyrequired
1.20.4 - 1.20.7
266 Apr 17th 2025 at 7:09 PM SomeDisassemblyRequiredv1.4.3.zip 1-click install

- Added Russian Translation (Thank you DrySpy!)

1.4.2 somedisassemblyrequired
1.20.4 - 1.20.7
194 Apr 17th 2025 at 6:50 AM SomeDisassemblyRequiredv1.4.2.zip 1-click install

- Added Glass Shards which can be crushed or melted back into their parent resource
- Added Crushed Colored Glass which can be melted into Glass Blocks or mixed for different colors
- Added recipe for Carved Aged Acacia Logs, Hopper, Torches, Antler Mounts, Crates, Bookshelves, Scrollracks, Aged Stone Blocks, Display Cases, Wooden Pan, Beds, Backpacks, and Saddlebags
- Added recipes to remove Parchment from Labeled Crates (suggestion from VesPuppy)
- Changed recipes involving items that could be recycled into different materials based on tool used to yield different materials based on tool quality (quality is described in guide)
- Changed burnable item's smelting type to "Cook" instead of "Smelt" to sound less confusing
- Changed Guide to explain new recipe rebalancing
- Changed Rotten Wood barrel recipes to take less time
- Changed Sod Roofs barrel recipes to take more time
- Tweaked ALL recipes to give around 50% of each material used to make it
- Tweaked recipes recycling Stone, Rock and Brick items to use more Tool Durability
- Fixed Wooden Boat Seats being in the wrong recipe spot... again
- Fixed Debarked Quarter Logs not having any recipes
- Fixed a bunch of recipes being shapeless when they shouldn't
- Fixed the Recycling Guide overriding the Smithing Guide
- Fixed my code to be less stupid so compatibility issues with other mods should be less likely

1.3.2 somedisassemblyrequired
1.20.4 - 1.20.7
621 Apr 10th 2025 at 5:49 PM SomeDisassemblyRequiredv1.3.2.zip 1-click install

- Fixed a bug where the Carbonized Metal Arrow disappears when shot

1.3.1 somedisassemblyrequired
1.20.4 - 1.20.7
106 Apr 10th 2025 at 4:31 PM SomeDisassemblyRequiredv1.3.1.zip 1-click install

- Added Charred Slag for items crafted with nails and strips that don't have a defined metal type
- Added Carbonized Metal Ingot and Bits made from Charred Slag
- Added Carbonized Metal Nails and Strips
- Added Carbonized Metal Arrows and Arrowheads
- Replaced Metal Scrap in all burning recipes with Charred Slag
- Replaced Scrap Planks with newer, better Scrap Planks that can be used in some recipes
- Fixed Wooden Boat Seats being in the wrong recipe spot
- Fixed Coke Oven Door not being smeltable

1.2.1 somedisassemblyrequired
1.20.4 - 1.20.7
750 Apr 9th 2025 at 2:09 AM SomeDisassemblyRequiredv1.2.1.zip 1-click install
  • Fixed a bug causing Wooden Fences to be uncraftable
1.2.0 somedisassemblyrequired
1.20.4 - 1.20.7
251 Apr 7th 2025 at 8:36 AM SomeDisassemblyRequiredv1.2.0.zip 1-click install
  • Added Guide in the handbook to better explain nuanced features
  • Added Scrap Planks for items crafted with boards that don't have a defined wood type
  • Added additional recipes for Wooden Roofs, Doors, Gates and various Stone Blocks
  • Added recipes for Wooden Tables, Chairs, Signs and many other miscellaneous wooden items
  • Tweaked all existing recipes to be balanced according to the guide
  • Tweaked Stick, Firewood, Ceramic Shards, Stone, Ashlar Block and Board recipe groups to be more readable and less cluttered
1.1.0 somedisassemblyrequired
1.20.4 - 1.20.7
397 Apr 2nd 2025 at 11:40 AM SomeDisassemblyRequiredv1.1.0.zip 1-click install
  • Added Recycling recipes for all Ceramic items (Pots, Planters, Vessels, Molds, Cookware, etc)
  • Added Ceramic Shards made from Ceramic items
  • Added Grog ground from Ceramic Shards
  • Added Clay Recycling recipe using Grog, Clay and Water
1.0.0 somedisassemblyrequired
1.20.5 - 1.20.7
241 Apr 1st 2025 at 1:07 PM SomeDisassemblyRequiredv1.0.0.zip 1-click install

- No Patches or Additions


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

NekoJess, 6 days ago (modified 4 days ago)

So, I finally figured out that due to the definition changes in Combat Overhual, SDR doesn't work with it's changed weapons and tools to break them down for brokem tool heads.  Would it be possible to add compatibility with CO for just such a thing?


~Jess

Tarantado, Aug 24th at 2:38 PM

is there an option to turn off panning for packed dirt and low to high fertility soil?

ChainedFrostInk, Aug 21st at 10:33 PM

Hello, there is a way to get infinite amounts of metal given any chain, not quite sure what this might be other than a missed value in the overriding recipe. the output should be 5 metal bits for half-recovering of the metal.

 

Images

image

image

 

seperately it seems the base game salvaging recipes for jewelry are not removed and seem to sometimes override this mod's recipes with the polished jewels.

Plazma52, Sep 3rd at 7:16 PM (modified Sep 3rd at 7:16 PM)
@ChainedFrostInk: Hello, there is a way to get infinite amounts of metal given any chain, not quite sure what this might be other than a missed value in the overriding recipe. the output should be 5 metal bits for half-recovering of the metal. Images seperately it seems th

Hey there! I'm also having this issue, but I believe it's actually a compatibility error with the Combat Overhaul smithing recipe!

Combat Overhaul increases the metalchain smithing recipe from 1 plate -> 1 chain to 1 plate -> 4 chain, but Some Disassembly Required (SDR)'s metalchain recycling recipe is balanced off of VANILLA values and not Combat Overhaul values!

In order to fix this issue, there would need to be some kind of mod check to see if Combat Overhaul (or Combat Overhaul Forked) is installed, and then adjust the metalchain to metalbits recipe to the value it should be.

Pinging jun1per so that they might see this hopefully

Wytedragon, Aug 19th at 5:54 PM

I dont know if this is a bug or intended, but when I break down metal parts with a chisel for the cupronickel bits, I also get Iron. Is this intended, or a bug?

Scorives, Aug 19th at 4:22 PM (modified Aug 19th at 5:42 PM)

just a heads up in 1.22.7 when i type in recycling into handbook to llok at infor game looks up and crashes i had to uninstall for now till it is fixed just wanted you to know. no critical crash error just locks the client indefiently checked logs no crash error reported so I repeated and it happened happend agian so definitely an issue.

 

Also breaks the original recipies for breaking down items such as anvils.

TanjBear, Aug 17th at 6:00 AM

Will you be making the reverse of this? Some assembly required, crafting normal varients of aged and ruined items. like a scribe table with any wood type and cloth color. i havent seen a mod like that yet.

moomoomeadowzz, Aug 15th at 3:28 PM

love the art sooo much

here's a few other mods i would consider adding compat for:

Flashtoo, Aug 8th at 5:44 PM

Found another place needing a compatibility patch: Expanded Matter adds powdered bauxite, and the version from there doesn't work with the tarnish treatment recipe here. The version from this mod still exists in the handbook but there's no way to craft it.

Anhaeyn, Jul 29th at 9:21 AM

Getting these warnings when loading a world. It loads just fine, but would like to know what's the issue and if I can fix it on my side somehow. 

Spoiler!
28.7.2026 23:36:28 [Warning] Did not find required shape game:shapes/item/tool/spear/copper.json anywhere. (defined in Shape for item game:spear-generic-carbonized)
28.7.2026 23:36:28 [Warning] Did not find required shape game:shapes/item/tool/spear/metal-carbonized.json anywhere. (defined in Shape for item somedisassemblyrequired:oldtoolhead-spear-carbonized)
28.7.2026 23:36:32 [Notification] Collected 4398 shapes to tesselate.
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/tin.png' not found (defined in Item game:metalchain-tin).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/bismuth.png' not found (defined in Item game:metalchain-bismuth).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/lead.png' not found (defined in Item game:metalchain-lead).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/zinc.png' not found (defined in Item game:metalchain-zinc).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/nickel.png' not found (defined in Item game:metalchain-nickel).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/molybdochalkos.png' not found (defined in Item game:metalchain-molybdochalkos).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/brass.png' not found (defined in Item game:metalchain-brass).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/electrum.png' not found (defined in Item game:metalchain-electrum).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/cupronickel.png' not found (defined in Item game:metalchain-cupronickel).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/leadsolder.png' not found (defined in Item game:metalchain-leadsolder).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/silversolder.png' not found (defined in Item game:metalchain-silversolder).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/chromium.png' not found (defined in Item game:metalchain-chromium).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/stainlesssteel.png' not found (defined in Item game:metalchain-stainlesssteel).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/platinum.png' not found (defined in Item game:metalchain-platinum).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/titanium.png' not found (defined in Item game:metalchain-titanium).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/entity/humanoid/serapharmor/chain/uranium.png' not found (defined in Item game:metalchain-uranium).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/block/metal/ingot/{material}.png' not found (defined in Item game:blade-falx-carbonized).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Item game:spear-generic-ornateelectrum).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/block/stone/rock/carbonized1.png' not found (defined in Item game:spearhead-carbonized).
28.7.2026 23:36:32 [Warning] Texture asset 'game:textures/block/plant/mushroom/shard/shard.png' not found (defined in Shape file somedisassemblyrequired:item/resource/sdr-potteryshards).
28.7.2026 23:36:33 [Warning] Texture asset 'justtofu:textures/item/food/vegetable/soypile.png' not found (defined in Item justtofu:groundsoakedlegume-soybean).
28.7.2026 23:36:33 [Warning] Texture asset 'vanillaarmory:textures/acolyte.png' not found (defined in Shape file vanillaarmory:armor/acolyte/head).
28.7.2026 23:36:33 [Warning] Texture asset 'vanillaarmory:textures/entity/humanoid/serapharmor/hide/bear/bear-brown.png' not found (defined in Shape file vanillaarmory:armor/bear2/head).
28.7.2026 23:36:33 [Warning] Texture asset 'vanillaarmory:textures/tracker.png' not found (defined in Shape file vanillaarmory:armor/tracker/head).
28.7.2026 23:36:33 [Warning] Texture asset 'baconbaconbacon:textures/item/bacon.png' not found (defined in Shape file baconbaconbacon:item/bacon).
28.7.2026 23:36:33 [Warning] Texture asset 'baconbaconbacon:textures/item/baconpoultice.png' not found (defined in Shape file baconbaconbacon:item/baconpoultice).
28.7.2026 23:36:33 [Notification] Composed 1 4096x4096 items texture atlases from 4028 textures
28.7.2026 23:36:35 [Warning] Texture asset 'game:textures/block/metal/ingot/{material}.png' not found (defined in Item code game:blade-falx-carbonized).
28.7.2026 23:36:35 [Warning] Texture asset 'game:textures/item/tool/material/string.png' not found (defined in Shape code game:item/tool/spear/ornateelectrum).
28.7.2026 23:36:35 [Warning] Texture asset 'censership:textures/block/clay/aged-ceramic1.png' not found (defined in Baked variant of block censership:censerblock-rabbit-gold-north).
Flashtoo, Jul 19th at 10:53 PM (modified Aug 5th at 3:09 AM)

I get a lot of error spam about planks when I load this mod alongside In Dappled Groves, I think because IDG disables a lot of plank recipes. Any chance a patch could fix that?

EDIT: Yeah, probably best to make a compatibility patch for IDG that removes plank blocks from the list of items that this mod can disassemble, because IDG has its own way of doing that using in-world crafting instead of the grid.

NotTheGian, Jul 19th at 10:45 PM

me love your drawings

Opalesce, Jul 17th at 4:58 AM

okay so first off, I absolutely adore this mod and am so so grateful both for certain functionalities I've been severely lamenting that I was lacking, *and* that it's a genuinely involved and fun chain rather than a boring quick-done thing, I love that kind of thing and this scratches that itch so much. ^_^ but alas! I have already found a bug! </3 I was putting some flint arrowheads into the crafting menu to get chunks, right? handbook says it should take ten arrowheads to one chunk result. I put 39 arrowheads in, it immediately ate them all into..... one chunk. just one. wahhhhhh XD so yeah figured should report asap. but thank you SO SO SO much for this mod omg. XD I'm definitely the same as you in not wanting to waste anything at all ever as much as possible! =P

Sidfu, Jul 12th at 7:22 PM

getting this ereror in log no ide why
12.7.2026 14:18:17 [Error] Patch 17 (target: game:recipes/grid/glasspane.json) in somedisassemblyrequired:patches/sdr-scrapwood-enabler.json failed because supplied path /ingredients/W/allowedVariants/- is invalid: The json path /ingredients/W/allowedVariants/- was not found. No such element 'ingredients' at the root path

BlakeD, Jul 7th at 11:36 PM

Any way to add a way to recycle chisled blocks, hate seeing all the chiseled items found in mods (like beter ruins) just be clutter.

Wytedragon, Aug 19th at 5:51 PM
@BlakeD: Any way to add a way to recycle chisled blocks, hate seeing all the chiseled items found in mods (like beter ruins) just be clutter.

There is one called unchisel, which allows you to turn them back into the source blocks, but it can give you a crazy amount of iron from the iron blocks you get, so use it wisely

Ikaahi, Jul 2nd at 6:59 PM

another handbook crash with mud

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 31830 MB RAM
Game Version: v1.22.3 (Stable)
07/02/26 14:56:41 pm: Critical error occurred
Loaded Mods: antlertools@1.0.0, artskind121faces@1.0.0, betterarrows@1.0.1, BetterGrass@0.0.3, birdseye@0.1.4, bovinae@0.3.5, bradyrockyextraction@1.1.0, bulkknap@1.1.0, caninae@1.1.6, capreolinae@2.0.13, cbr@2.0.1, ceramicbucketbarrel@1.0.1, charlottesclothes@1.4.1, chiseltools@1.17.3, clickuptorches@1.1.1, coralcarbonate@1.0.1, creaturefootsteps@1.3.0, darkvision@1.3.5, deciduoustrees@1.6.0, diversediets@1.0.4, elephantidae@1.0.17, extensivebagrecycling@1.0.1, fastmushroomharvesting@0.1.0, fieldwright@0.1.5, flintchisel@1.0.5, flintsaw@1.0.1, floralzonescaperegion@1.0.28, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, fowlmod@1.0.1, fullsailboatrefund@1.0.0, geoaddons@1.4.8, hydrateordiedrate@2.4.14, immersivefoliage@0.1.1, industrialdeco@1.0.8, interestingoregen@2.3.8, just3leaves@0.5.0, just3roots@0.6.0, kilnshelves@1.1.8, kyattonostickybranches@1.1.3, lettherebelight@0.0.9, lichen@1.6.4, lightlevelone@3.0.1, machairodontinae@1.1.10, manidae@1.0.19, manualdishes@0.1.2, meapineapplestone@1.0.2, mycodiversity@1.0.7, nocavemusic@1.0.0, norustcreatures@0.0.4, nudemod@1.0.5, oresdroprocks@1.3.0, overhaullib@2.0.10, p1nksshelvingtweaks@1.0.8, pantherinae@1.2.14, plumpkins@1.1.3, rhinocerotidae@1.0.23, scrolled@1.1.9, seasonalflowers@1.1.0, shelfobsessed@2.1.5, shelvabletools@1.1.1, silentpause@1.0.2, simplewatertweaks@0.11.0, sirenia@1.0.29, somedisassemblyrequired@1.10.2, spinningwheel@1.2.12, sticksarefirewood@1.0.0, stickworks@1.0.0, stoneagehomosapiens@1.1.0, stonequarryrepckfipil@3.6.3, tanninfromanylog@1.0.1, temporalsreformed@0.1.9, usebambooforcharcoal@0.1.1, usefultraders@2.5.2, valkyrjahair@3.0.0, viverridae@1.0.8, game@1.22.3, vsimgui@1.2.7, wetcrops@1.1.3, wforests@1.0.0, wgroundlayers@1.0.3, wilderlandscavessystem@2.0.6, wilderlandsgeology@1.0.2, abyssaldepths@1.0.18, accessibilitytweaks@5.0.0, algernonsterrainsampler@1.3.0, altmapiconrenderercontinued@1.6.0, ancientlib@1.0.0, ancienttoolsresinharvest@1.0.0, apelanterns@1.4.1, archering@1.0.7, attributerenderinglibrary@3.1.5, barkcanoe@1223.0.2, bearsshiftyearth@1.2.0, betterhandbook@1.0.7, betterruins@0.6.3, bettertraders@0.2.0, bitzartuitweaks@0.6.4, blocksoverlay@4.11.5, bloodtrail@1.2.4, blushlibrary@1.1.2, bradycrudebuilding@1.5.4, bugsisbait@2.0.0, butchering@1.13.5, carryon@1.14.2, chunklod@1.1.0, claywheel@2.0.1, closedcaptions@1.0.7, configlib@1.12.0, configureeverything@3.0.0, coriaendershaders@1.2.2-pre.3, critcherscalculator@1.2.3, critchersgrapplehook@1.1.0, dressedtokillredux@1.0.1, drythunderstorms@1.0.0, durablebetterprospecting@22.0.0-rc.1, evenjugincrements121@1.1.0, extrafurniture@1.1.2, extrainfo@2.2.1, fairfish@2.0.0, firepitsshowfuel@2.0.0-dev.1, fishingconfig@1.6.0, fixenfontmod@0.1.0, fixperishrate@1.0.1, foodpreferences@1.6.0, foragersgamble@1.3.0, genelib@3.1.1, herbarium@1.4.3, hidegear@1.3.1, hideplayernametag@1.0.0, japanesearchitecture@0.9.7, jaunt@3.0.0-rc.3, justsnow@1.0.2, knitting@2.0.3, ksrealisticfarming@1.0.7, localrespawn@2.0.1, locusthavest@1.0.5, mngeology@2.0.10, mobsradar@3.0.0, moreanimals@1.7.0, morepiles@3.0.1, mwi@1.9.0, naac@1.0.5, ndltreegrowth@2.4.0, nemi@1.1.0, nobackwardssprinting@1.0.1, nohandsrevived@0.2.0, notenoughinvertebrate@1.0.0, nzpatch@1.2.0, pandahearth@0.1.0, physicslib@1.3.0, pomnotes@0.8.0, prettylittlethings@2.4.4, projectileflee@1.0.4, putitinthebag@1.0.4, realcrops@1.1.1, realsmoke@1.3.1, realtimefirepit@1.1.0, rebuildablebloomery@1.0.6, reelmower@1.5.1, restfulsit@1.2.0, ricepaddies@1.0.3, roamingbees@2.0.0, rollupbed@1.0.4, ropetiable121@1.4.1, saltandsands@1.3.0, seraphtechlib@1.3.3, shadehouse@1.2.3, shipwright@1.4.0, simplestarvation@1.1.1, sirenia1027hidepeltcrashfix@1.0.3, slowtox@5.0.0, smithingplus@1.9.0-rc.1, snowcaps@0.0.1, soldierspybrassworks@1.3.6, splithidesandpelts@1.1.0, squeezeberries@1.0.1, stackscoolslower@1.1.1, stepupcontinued@0.0.2, stonebakeoven@1.3.5, stonerailings@1.4.0, strelgeooverhaul@1.0.3, strelnaturetweaks@1.0.4, stringsense@2.4.0, tanningredux@1.0.2, temperatureheighttweak@0.4.0, tentbagreworked122plus@1.0.1, tinkertailorbackpacks@1.1.5, tinkertailorclockworks@1.5.2, tinkertailorpatchworks@1.6.6, titanarum@1.0.1, toomanytabs@1.0.0, valrossensmapfilters@1.2.0, trojan96verticality@0.3.2, vigor@122.7.3, visiblebags@1.0.2, ikayblythebetterbiosphere@1.0.0, creative@1.22.3, vsecomachina@0.6.1, vsroofing@1.6.2, survival@1.22.3, warmweathereffects@1.2.1, wildcultivation@1.2.1, wilderlandstheweightbelow@1.0.3, wildgrasscontinued@1.3.11, windchimes@1.5.2, backtothehole@1.0.1, ancienttoolsmortar@1.0.0, autoconfiglib@2.0.10, bagconfig@0.1.4, blushandbins@1.3.3, bradycrudebuildingwwfix@1.0.0, equus@1.4.0, fzvanillacompat@1.0.2, improvedknives@1.2.0, obsidiancraft@1.6.1, shearlib@1.3.0, tinkertailorscrapworks@1.4.7, wildcraftfruit@1.4.72, wildcraftgrain@1.1.0, wildcrafttree@1.3.4, windowstoragelib@1.2.6, windowstorage@1.8.5, wool@1.9.3
Involved Harmony IDs: garward.betterhandbook.handbookcache, blushlibrary.code.core, extrainfo, attributerenderinglibrary, garward.betterhandbook.recipeexplorer, com.chronolegionnaire.foragersgamble, pomnotes, toomanytabs
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch10(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui_Patch3(GuiDialogHandbook this)
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor_Patch2(GuiDialogHandbook this, String pageCode)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass19_0.<addProcessesIntoInfo>b__19(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 889
at Vintagestory.API.Client.ItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\ItemstackTextComponent.cs:line 103
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at Vintagestory.API.Client.GuiDialog.OnMouseDown_Patch1(GuiDialog this, MouseEvent args)
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2004
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1974
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 343
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 936
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 207
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
MiseryAwoof, Jul 2nd at 2:32 PM

no matter what i do i cant dissasemble anything, no base game axe or knife nor shovel im at a loss and i cant put anything in the bloomery

jun1per , Jul 3rd at 1:00 AM
@MiseryAwoof: no matter what i do i cant dissasemble anything, no base game axe or knife nor shovel im at a loss and i cant put anything in the bloomery

i need more information so i can figure out what's going wrong.

if you can share your "server-main" log (please run a world before copying) and your modlist i can start cracking away at this.

MiseryAwoof, Jul 3rd at 7:33 PM
@jun1per: i need more information so i can figure out what's going wrong. if you can share your "server-main" log (please run a world before copying) and your modlist i can start cracking away at this.

okay so i just was very very lost on how to use this mod i didnt know i needed to lean the item against the wall and use a knife, javilins do not work at all. but thank you for the quick reply i was just very confused on wording of the mod

zakhad, Jun 30th at 12:53 PM

Powdered bauxite from expanded matter mod needs a comp patch with some dissassembly required as you grind up crushed bauxite and it produces EM's version which can't be used with your treated recovery getting metal back from scrap weapons.

Harbardthr, Jun 27th at 8:29 PM
Crash Report

Bug Report: Handbook Crash When Viewing Wooden Axle Recipes

Environment

  • Vintage Story Version: 1.22.3 Stable

  • Some Disassembly Required: v1.10.1

  • Platform: Windows 11 x64 (Build 26200)

  • Server Type: Dedicated multiplayer server

  • Crash Type: Client-only (server continues running)

Summary

A reproducible client crash occurs when opening the handbook entry for a Wooden Axle.

The item functions normally:

  • Can be crafted.

  • Can be placed.

  • Can be used in mechanical power systems.

However, attempting to open its handbook entry causes an immediate client crash.

This occurs both by:

  • Hovering over the Wooden Axle and pressing H

  • Searching for "Axle" in the handbook (depending on installed mods)

The server remains running and only reports that the player's client crashed.


Isolation Process

To isolate the issue, the following handbook/UI related mods were removed without resolving the crash:

  • Improved Handbook Recipes

  • Simple Entity Health Bar

  • Millwright

  • Helve Hammer Extension

  • Hydrate or Diedrate compatibility patches

  • Biodiversity

  • Additional compatibility patches

After removing Some Disassembly Required, the crash no longer occurred, indicating the issue is reproducible and isolated to this mod (or an interaction with one of its recipe injections).


Crash Details

Exception:

System.Exception: Can't create itemstack without item!

Call stack:

Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize)

Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender()

Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements()

Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI()

The important part is that the crash originates while rendering a handbook recipe, specifically through the vanilla BlockLiquidContainerBase.OnHandbookRecipeRender() method.

This suggests the handbook is attempting to render a recipe that contains an invalid or missing ItemStack associated with a liquid/container recipe.


Server Behavior

The server does not crash.

It only logs:

Player <name> got removed.
Reason: The player's client crashed.

Suspected Cause

My suspicion is that one of the recipes injected or modified by Some Disassembly Required references an ItemStack that no longer exists (or resolves to null) during handbook rendering.

Because the exception occurs inside BlockLiquidContainerBase.OnHandbookRecipeRender(), it may involve:

  • a barrel recipe

  • a liquid ingredient

  • a liquid output

  • a generated disassembly recipe

  • a recipe displayed as a related recipe on the Wooden Axle handbook page

The axle itself appears to be valid—the crash only occurs when the handbook attempts to display its associated recipes.


Files Available

I can provide:

  • client-crash.log

  • client-main.log

  • server-main.log

  • server-debug.log

  • full mod list

  • reproduction steps

if additional debugging information would be helpful.

Thank you for taking a look!

jun1per , Jun 28th at 8:43 PM
@Harbardthr: Crash Report Bug Report: Handbook Crash When Viewing Wooden Axle Recipes Environment Vintage Story Version: 1.22.3 Stable Some Disassembly Required: v1.10.1 Platform: Windows 11 x64 (Build 26200) Server Type: Dedicated multiplayer server Crash Type: Clien

wow this is incredibly thorough and impressive, but i've already fixed the issue for v1.10.2. there was plenty of other people having the same issue so i buckled down to get this one resolved pretty quick.

Harbardthr, Jun 29th at 12:21 AM
@jvaler: it's thorough because it's summarized by an LLM lmao

yes, it was summarised by a AI assistant - but tested by me. 

you wanna write all that out? 

AI isn't the devil guys, use it like a tool.

Herobrine, Jun 26th at 4:00 AM

The artwork for this is fantastic. ❤️ Will be adding this to my list of quailty of life mods, love the diegetic way to recover resources.

hjp766, Jun 25th at 11:43 PM (modified Jun 25th at 11:46 PM)

Hi. When I update from 1.9.9 to 1.10.2 the recycling of all chutes in the bloomery stops giving as many ingots as there are arms to the chute but only gives a single ingot. Also the cutting up chutes to get sections seems to stop working. I cannot see any difference in the code for the various chute types in the patches sub folder, so can only think a gremlin has crept in somewhere else.

hjp766, Jun 26th at 1:05 AM (modified Jun 26th at 1:27 AM)
@jun1per: are you using Better Ruins along side SDR? cause there's patches for recycling recipes that re-balance item returns around the cheaper Blueprint recipes.

Ah, that must be new. Thankyou. Figured out how to revert it. Was away for too long so hadn't seen the first patch notes.

VulpesPu, Jun 25th at 1:58 PM (modified Jun 25th at 3:48 PM)

Just downloaded the newest version. Already tested angled gears and there is no more crashing. Soon will try the new clay mechanic :)

Another question of mine if I may- while cooking wet earthy pre-clay with some fire clay and water, it seems we can only cook in batches of two (2+2+1l). Putting a stack of 6 of each says the cooking pot is too small. Is this intended? Is there any other pot in which we can cook them in bigger quantites? 

So we can cook flint shards and other flint items into calcinated flint chunks. We can also put them in bloomery. Is it intended that bloomery fits only 6 flint chunks and requires 1:1 ration with coal? To compare, it fits 24 flint and also takes 6 coal to produce 24 calcinated flint chunks.

 

Concerning compost bales. If i put them into barrel and add water, then seal them, after turning into rot, it takes up a liquid slot (the tall one to the right). I can then add extra rot to the left. I haven't tried to seal it and see what happens. A fix is to break the barrel after composting bales.

jun1per , Jun 26th at 4:57 AM
@VulpesPu: Just downloaded the newest version. Already tested angled gears and there is no more crashing. Soon will try the new clay mechanic :) Another question of mine if I may- while cooking wet earthy pre-clay with some fire clay and water, it seems we can only

the cooking pot limit is Vanilla VS. it has a max of 6 items for the output so you can cook up to 3 batches. (2 Clay, 2 Pre-Clay, 1.5 Liters of Water) as for bigger pots you'll need to look into other mods for that. (A Culinary Artillery maybe?)

 

same goes for the Bloomery, the ratios and maximum item capacity are code for base VS. Any item that can be smelted automatically becomes compatible with the Bloomery and unless specified has a maximum capacity of 6 items at once.

 

for the time being there's not really anything i can do about Rot ending up in the liquid slot since it's technically a liquid according to the game. thankfully any Rot in the liquid slot still counts for Barrel recipes like Compost.

Javidac, Jun 24th at 6:37 AM

There is a few balance related things I've noticed with the mod in the (almost) two hundred hours ive been using it;

> This mod makes it far too easy to obtain Iron; as anything thats smelted down from blocks turns into iron bars; completely negating the iron bloom step needed for ironworking.
   I would personally suggest having iron objects turn into iron bloom instead; at probably half the rate they are converting to at the moment.
   Iron oxidizes when melted down IRL, so you naturally lose a bit when chucking it all into a bloomery and melt it down.

> The recipie for Plank blocks -> boards from this mod overrites the vanilla one, and gives about half the planks back compared to the vanilla one.
   Basically, turning boards into plank blocks and back again with this mod enabled basically halves the boards. The vanilla recipie it overwrites is a 1:1 return, and more realistic (and useful) imo.

> And, as Juniper already pointed out earlier, the orientation thing in the crafting grid is a pain to figure out at times.
   I occationally find myself having to open the handbook to figure out exactly what tool need to go where for me to be able to break down items. Especially some clothing items.
   ( I have noticed you've been chipping away at those over the past months. o7 )

Other than those these minor issues; I've been loving how this mod functions. I genuinely appreciate the work you've been putting into the mod over the past year.

VulpesPu, Jun 23rd at 5:59 PM (modified Jun 23rd at 6:01 PM)

Any chance to alter the final step in making clay? All the steps are perfect, it takes a while, even cooking is fine but  having to manually cut every lump of clay with knife, for 5 seconds, takes forever. I've spent whole day just cutting it and as much as I love the previous steps and alternative to obtaining fire clay, standing there with a knife for so long, so many times is a bit overkill. Could we for example pulverize/hammer/quern it? Or anything that takes time/energy instead of doing it all by hand, please?
Also I realized, making compost from ferns is actually best way to farm terra preta by a huge margin. Soaked bales rot quickly and provide tons of compost. All you need is rope (cattails infinite), one grass and two ferns. 6 of those make 48 litres of compost in 2 days. Compared to that, rotting juice/dry mash or dough is very inefficien and those were quite strong already. 
Sometimes, when cutting clay over and over, my seraph gets stuck in cutting animation. Doesn't affect anything else but it looks odd. Usually cutting some more fixes it. Maybe its intended and he also goes mad by doing it so much :P

jun1per , Jun 24th at 1:04 AM
@VulpesPu: Any chance to alter the final step in making clay? All the steps are perfect, it takes a while, even cooking is fine but having to manually cut every lump of clay with knife, for 5 seconds, takes forever. I've spent whole day just cutting it and as much a

actually yeah, having a way to automate that final stage of claymaking would be a good idea. (probably using the Pulverizer) i'll also shorten the time it takes to process them by hand.

 

it sounds like Compost Bales may be a bit overpowered. (if i'm reading that right) i was planning a soft rework of how Compost Bales function so i might tune them back a bit when i get around to it.

 

and for the repeating animations i can't really do anything about that. i used the systems already made by the VS devs for ground processing so that's probably a bug with that system overall.

peps00, Jun 23rd at 1:04 PM

sorry to bother, but I just encountered a crashing bug when I'm trying to open Fruitpress page in handbook. By disabling one mod after another I stumbled to conclusion that your mod unfortunatelly causes this problem. Mayhaps it is compat issue but I couldn't track it as far.

Crash Report
Game Version: v1.22.3 (Stable)
23/06/2026 15:57:49: Critical error occurred
Loaded Mods: kilnshelves@1.1.7, ndlgraves@1.2.1, somedisassemblyrequired@1.10.1, game@1.22.3, footprints@1.2.4, morehudbars@1.2.0, ndlwoodentorchholder@3.0.2, toolsmith@1.2.17, creative@1.22.3, survival@1.22.3, bounties@1.0.7, cobvoices@1.0.1
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 227
at Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender(ICoreClientAPI capi, IRecipeBase recipe, ItemSlot dummyslot, Double x, Double y, Double z, Double size) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 83
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 236
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 476
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 88
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1048
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Boompen, Jun 23rd at 3:52 AM (modified Jun 23rd at 4:15 AM)

Love this mod, this is the kinda thing i'd love to see baseline in the game. And I really apprecaite that the custom items are optional to keep in your world.

 

One thing tho, some of the durability costs seem insane. I lost half a copper axe from turning 2 stacks of quartered wood into firewood. I did the math after and it was taking about 8 durability per block isntead of 1 per block like most tool-in-crafting recipes? Also, it catches me off guard some times when your recipes require specific placement on the crafting grid when most of the vanilla game's recipes can be moved around so as long as the shape of the materials is correct. Is that fixable?

 

I also get a crash when clicking on the recipe for Angled Gears, disabling this mod fixed it.

jun1per , Jun 23rd at 6:11 AM (modified Jun 23rd at 6:12 AM)
@Boompen: Love this mod, this is the kinda thing i'd love to see baseline in the game. And I really apprecaite that the custom items are optional to keep in your world. One thing tho, some of the durability costs seem insane. I lost half a copper axe from turning 2

i agree that some of the durability costs can be absurd. at the time i balanced it around "baseline" items like Metal Bits, Sticks, Leather, etc each acting as 1 durability. subsequently items like Ingots or Linen would end up costing crazy amounts like 20 or 16, but never really gave it mind to just how many things people would be recycling.

 

i'm thinking of switching over to a different balancing system, possibly based on the amount of items being output by the recipe instead of predetermined values.maybe if a recipe produces 1-5 items it uses one durability and any additional multiple of 5 over that is another point of durability. (probably not the best way to explain it but i tried)

 

the specific arrangements for recipes was a leftover from tool recycling recipes. i initially really liked the layout of the processed item in the center and the appropriate tools around it, but in hindsight and practice i can see how it can be quite clunky. i definitely want to go back and bring those more in line with VS' typical layouts but it's not very high on my todo list right now.

 

as for the crash i'm looking into it right now. atleast one other person had the same problem so it's on my radar. (pretty sure it's a mod conflict) if you're able to send your mod list so i can cross-reference it with others i might be able to narrow down the problem sooner. :)

Boompen, Jun 24th at 4:55 AM
@jun1per: i agree that some of the durability costs can be absurd. at the time i balanced it around "baseline" items like Metal Bits, Sticks, Leather, etc each acting as 1 durability. subsequently items like Ingots or Linen would end up costing crazy amounts like 2

That would be great ya :) Thanks again rock on

 

24.6.2026 00:36:18 [Notification] Mods, sorted by dependency: bedrespawn, commonclockmaker, lowerlightlevelenemies, misophoniatweaks, prospecttogether, game, egocaribautomapmarkers, blocksoverlay, carryonlib, coolergreens, extrainfo, farseer, healthbar, hudclockpatch, immersivecorpsedrop, placeonslabs, tieredsuperiority, creative, survival, waterweathersimulationredux, wildbeerangeextender, carryon, terrainslabs

Pixie_k, Jun 23rd at 12:31 AM

Seems like while fireclay shingles can be recycled, fireclay roofing can not be broken down at the moment. Super happy with everything else at the moment it's amazing work!

jun1per , Jun 23rd at 5:46 AM
@Pixie_k: Seems like while fireclay shingles can be recycled, fireclay roofing can not be broken down at the moment. Super happy with everything else at the moment it's amazing work!

i had no knowledge of this oversight, thank you! 

i never chaged the item id in the recipes to new identifier so it should be fixed for the next round of bug fixes.

VulpesPu, Jun 22nd at 6:18 PM

Another question- how do I dry wet earthy fire clay? I placed it on the floor inside my base in stacks of 12. It said 2 days to dry but after 2 days it just started drying, not finished. I see 1x drying speed. Is there a faster way to dry it than just placing on the ground? Does inside/outside affect it? I love this mod, didn't even realize how I missed that loop of recycling :)

jun1per , Jun 23rd at 6:22 AM (modified Jun 23rd at 6:24 AM)
@VulpesPu: Another question- how do I dry wet earthy fire clay? I placed it on the floor inside my base in stacks of 12. It said 2 days to dry but after 2 days it just started drying, not finished. I see 1x drying speed. Is there a faster way to dry it than just pla

Wet Earthy Clay works off the same code that Raw Bowstaves use, so they can dry faster or slower based on specific conditions. 

the best way i've found to determine whether an area is a good place to dry items is checking the "Stored Food Perish Speed" on a container. if the multiplier is higher than "1x" i'll dry faster than in your inventory. (bigger number = faster drying) (ambient temperature matters too!)

also i just looked up what the drying rate for ground storage is and it's 0.25x apparently. (bs)

VulpesPu, Jun 23rd at 7:27 AM
@jun1per: Wet Earthy Clay works off the same code that Raw Bowstaves use, so they can dry faster or slower based on specific conditions. the best way i've found to determine whether an area is a good place to dry items is checking the "Stored Food Perish Speed" on

Thank you. That will definitely help. On a side note, unfortunately it seems that this mod is a bit conflict intense. Game start to crash when opening different crafting recipes, now it happens with More Lanterns mod. I already posted similar logs below so I won't spam here. If you want them, do say please. 

Nyxara, Jun 22nd at 3:31 PM

Found a weird bug when trying to look at the fruitpress in the handbook. I don't know how to post pictures here but it basically causes a weird visual glitch and I need to force close the game bc it gets stuck that way. I'm not sure if its an incompatibilly with another mod but it doesn't show up in the logs. Modlist:

Spoiler
walkingstick, beenadesintoskeps, birdseye, riffzbreakdownhides, catchlivestock, chandeliercraft, cbr, chiseltools, clayworks, creativegrassrecipe, dilkonis, dreggonis, earthfed, elkaccessories, eschisel32, fallingtree, figurines, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzonescosmopolitanregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, fowlmod, frontiersmaplsp, frontiersmap, geodesandgemstonesforked, geoaddons, hydrateordiedrate, immersivefoliage, immersivequicklime, jsonpatcheslib, kilnshelves, m00ngrass, millwright, molds, mycodiversity, ndlgraves, overhaulliblegacycompat, overhaullib, primitivesurvival, remotetradercheckmod, rockstratavariety, soapandlyecontinued, smalltweaks, stonequarryrepckfipil, subtleparticlesplus, tankardsandgoblets, temporalsymphony, unnerfedflowers, game, vsimgui, wforests, alchemy, alloycalculatorstuzzichino, animalcages, animationslib, apebeams, apeflowerpots, apelanterns, apewindows, arrowglow, attributerenderinglibrary, bettererprospecting, betterruins, bettertraders, biomes, blocksoverlay, bloodtrail, butchering, carryonlib, cartwrightscaravan, censership, cheaperlanternlining, chiselgridmod, composter, configlib, coolergreens, upgradablestorage, drythunderstorms, elkgoatskullmask, elkphysics, tackandequipment, extendedcreation, extrainfo, farmlanddropswithnutrients, farseer, fleeexhaustion, foodshelves, footprints, fromgoldencombs, genelib, grindablebonearrows, handbookbookmarkbutton, herbarium, inspect, itempickuphighlighter, itemsyncfixes, jaunt, kevinsfurniture, krpgenchantment, lightmyrod, mnflowers, mngeology, materialneeds, metalpots, morepiles, ndlchiselpick, ndlflowergrowth, ndlmushroomgrowth, ndlwoodentorchholder, notenoughinvertebrate, opdoorpack, optitime, particlesplus, petai, pei, placeonslabs, playermodellib, purposefulstorage, putapiecein, quenchsalvage, reachablecreativetabs, realsmoke, vsfalxrecurve, recyclingtools, rivers, rustgirls, saltandsands, scaffolding, scarecrow, shadehouse, shipwright, simpleentityhealthbar, slowtox, smithingplus, sprinklersmod, spyglass, statushudcont, stonebakeoven, terraprety, th3dungeon, titanarum, toolsmith, treeshaker, unchiseledpatch, vanityslotsfork, vintagecanvas, visibleoresandminerals, creative, vsecomachina, vsroofing, survival, watersheds, windchimes, xlibfork, bettersmelting, carryon, cats, combatoverhaulfork, rlldtco0001, crossbowsfork, draconis, moredragons, equus, em, fallingecomachina, fzvanillacompat, foxtaming, kcsdragons, mapper, mightybamboo, pegasus, pinrecipes, quiversfork, realsmokeqppatch, smithingplusbugfix, spyglassinfoforked, terrainslabs, underwaterhorrors, wildcraftgrain, wildcrafttree, windowstoragelib, wolftaming, xskillsfork, zrustdrops, armoryfork, bricklayers, draconisrhinocroma, drakeextension, kcsdragontraits, morearrowsfork, normalfriendlycats, honseofholding, windowstorage, xskillsgilded
jun1per , Jun 23rd at 6:31 AM (modified Jun 23rd at 6:32 AM)
@Nyxara: Found a weird bug when trying to look at the fruitpress in the handbook. I don't know how to post pictures here but it basically causes a weird visual glitch and I need to force close the game bc it gets stuck that way. I'm not sure if its an incompatibil

if it's not too big of an ask would you be able to narrow down the list mods potentially causing this problem? you've got quite an extensive modlist and i'm not personally familiar with a majority of these. so if you're able to weed out some of these i'd be willing to take a look into what might be causing this strange bug.

Nyxara, Jun 23rd at 8:58 AM
@jun1per: if it's not too big of an ask would you be able to narrow down the list mods potentially causing this problem? you've got quite an extensive modlist and i'm not personally familiar with a majority of these. so if you're able to weed out some of these i'd

"its because it adds combustibleProps, wildcard recipes to make the fruitpress and a deconstruction recipe that uses uses the fruitpress" "too much for handbook to render i guess" That's what another modder said. So I don't know if its caused bc another mod

jun1per , Jun 24th at 5:41 AM (modified Jun 24th at 5:54 AM)
@Nyxara:

i figured it out!

it's a problem with Toolsmith and the Lubricant based recipes i added for all the Mechanical Devices. i honestly have no idea why Toolsmith has such a violent reaction to it vs other mods but it should be resolved for v1.10.2.

edit: (checking back Toolsmith is only one of the mods that cause this reaction with the recipe, but it hopefully shouldn't be happening anymore regardless of which mods can induce it)

VulpesPu, Jun 22nd at 12:22 PM

Hey. Awesome mod, cleaned so much junk from my chests. But...it causes a crash when I try to open handbook recipe for Angled Gears:

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 32609 MB RAM
Game Version: v1.22.3 (Stable)
22.06.2026 14:20:20: Critical error occurred
Loaded Mods: birdseye@0.1.4, chiseltools@1.17.2, landformoverhaul@1.0.4, craftablecartographyfork@0.1.11, immersivefoliage@0.1.1, rpcommand@2.0.1, somedisassemblyrequired@1.10.1, stonequarryrepckfipil@3.6.3, sustainableforestry@1.1.0, temporalsymphony@2.3.2, temporal_gears_stack@1.0.0, trashbinned@0.4.2, visibleore@1.0.1, game@1.22.3, vsimgui@1.2.7, wforests@1.0.0, zoombuttonreborn@2.0.2, accessibilitytweaks@5.0.0, apelanterns@1.4.1, autopanning@2.0.0, betterjonasdevicesfixedagain@2.1.6, betterruins@0.6.2, carryon@1.14.2, configlib@1.12.0, danatweaks@4.1.0, deathcorpses@2.8.1, extrainfo@2.2.1, extraoverlaysm4@1.7.5, farseer@1.4.0, fillmybloomery@1.0.3, foodshelves@3.0.4, helvehammerextcontinued@1.9.1, hideplayerinfo@1.3.1, improvedhandbookrecipesfork@1222.0.2, purposefulstorage@2.0.1, rivers@5.0.0, sheltered@1.0.1, shipwright@1.3.3, spawnhighlightreborn@1.2.0, creative@1.22.3, vsroofing@1.5.7, survival@1.22.3, realisticresincrafting@1.1.0, xinvtweaksfork@1.9.1
Involved Harmony IDs: improvedhandbookrecipes
System.Exception: Can't create itemstack without item!
at Vintagestory.API.Common.ItemStack..ctor(Item item, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 227
at Vintagestory.GameContent.BlockLiquidContainerBase.OnHandbookRecipeRender(ICoreClientAPI capi, IRecipeBase recipe, ItemSlot dummyslot, Double x, Double y, Double z, Double size) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 83
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements_Patch6(SlideshowGridRecipeTextComponent this, Single deltaTime, Double renderX, Double renderY, Double renderZ)
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 476
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 396
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI_Patch3(GuiDialogHandbook this, Single deltaTime)
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1048
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Badwolfoo7, Jun 21st at 9:53 PM

Had a ~200 mod list that was crashing on world creation on VS version 1.21.7. Kept cutting the mod list in half until I only had this mod installed.

 

Even with only this mod installed, the game still crashes with 1.10.1, 1.10.0, and 1.9.9 of the mod installed.

 

Please note I did not do a fresh install of my VS during this time, so it is very possible that another mod in my list altered the source code and caused the issue. I am only putting this here in case others have also begun having the same issue.

 

Crash repot:

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16204 MB RAM
Game Version: v1.21.7 (Stable)
6/21/2026 2:50:42 PM: Critical error occurred
Loaded Mods: somedisassemblyrequired@1.10.1, game@1.21.7, creative@1.21.7, survival@1.21.7
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.InventoryPlayerCreative.GatherTabStacks(CollectibleObject[] collectibles) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 182
at Vintagestory.Common.InventoryPlayerCreative.UpdateFromWorld(IWorldAccessor world) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 116
at Vintagestory.Common.CreativeNetworkUtil.UpdateFromPacket(IWorldAccessor world, Packet_InventoryContents packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 33
at Vintagestory.Client.NoObf.ClientPlayer.AddOrUpdateInventory(ClientMain game, Packet_InventoryContents packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 139
at Vintagestory.Client.NoObf.ClientPlayer.UpdateFromPacket(ClientMain game, Packet_PlayerData packet) in VintagestoryLib\Client\Model\ClientPlayer.cs:line 161
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 261
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
jun1per , Jun 22nd at 12:41 AM
@Badwolfoo7: Had a ~200 mod list that was crashing on world creation on VS version 1.21.7. Kept cutting the mod list in half until I only had this mod installed. Even with only this mod installed, the game still crashes with 1.10.1, 1.10.0, and 1.9.9 of the mod instal

i can't gleam much from this chunk of your crash report alone, so if you can paste the full thing that'd help alot.

since you're on an older version of VS, my guess as to what might be going wrong is SDR trying to find an item that doesn't exist in 1.21.7. (Worms for example) unless i'm wrong and the full log reveals something else there's no much i can do other than suggest either updating to 1.22 or using an older version of SDR.

requimeau, Jun 20th at 3:36 PM

1.10.0 has added a bug that prevents copper tongs (sorry could not test the other kinds)  from being held in the off hand. wooden tongs work still so you have that for a work around

jun1per , Jun 20th at 4:45 PM
@requimeau: 1.10.0 has added a bug that prevents copper tongs (sorry could not test the other kinds) from being held in the off hand. wooden tongs work still so you have that for a work around

sorry i accidentally gave it the Wrench treatment and put it in the wrong item group. 1.10.1 should fix it.

Yesac, Jun 20th at 3:21 PM

Can't switch tongs to offhand after the update. Otherwise, great work <3

jun1per , Jun 20th at 4:47 PM
@Yesac: Can't switch tongs to offhand after the update. Otherwise, great work <3

yeah my bad i put it in the wrong item group. i just fixed it in 1.10.1, you can't put them in Crucibles anymore but now they're free to be weilded in both hands!

 

also thank you for the kind words. :)

Nagahiro, Jun 20th at 6:03 AM (modified Jun 20th at 6:04 AM)

believe it or not I refreshed the All Mods tab and saw the mod updated just seconds ago, and downloaded immediately, hoping to have the wrench fixed, but I still couldn't put it in the off-hand despite seeing all the new changes to v1.10.0 😭

(it does say "too big to fit in cruicible" so I know the fix should've been applied, but it still wouldn't work, I tried spawning a new wrench through creative mode and still nada).

 

also, was looking through the clay recipe tree, it was the one for dried earthy red clay, I clicked on one of the "ingredient for ground storage"? thing, which was the dry grass icon because I was curious what it's about, and it just crashed lol

 

love the new textures too, and damn, there's just a lot to this huh, holy

jun1per , Jun 20th at 4:44 PM
@Nagahiro: believe it or not I refreshed the All Mods tab and saw the mod updated just seconds ago, and downloaded immediately, hoping to have the wrench fixed, but I still couldn't put it in the off-hand despite seeing all the new changes to v1.10.0 😭 (it does say

i got it fixed (for real) now. i accidentally re-added it to the item group that prevents off hand use when i was brushing up the code.

the crash inside the Handbook should also be fixed, for some reason it was caused by recipes for Diamond Tile Blocks failing to create valid item outputs. nothing from the recipe interacts with Clay, Dry Grass or anything even included, but it should work correctly now.

and thanks for the kind words, i'm thinking of redoing the Waste Rock textures in the future to be somewhat similair to Mixed Stone so we'll see how that turns out. :)

Nagahiro, Jun 20th at 7:20 PM
@jun1per: i got it fixed (for real) now. i accidentally re-added it to the item group that prevents off hand use when i was brushing up the code. the crash inside the Handbook should also be fixed, for some reason it was caused by recipes for Diamond Tile Blocks fa

haha glad it's all good now, I was getting ready to weld my iron anvil parts together but suddenly I wasn't able to equip the tongs in the off-hand so I was panicking lol.
also, idk if it's balance/fair, but should chiseling ingots and plates into bit cost you half its value in bits? I thought it was 1:1 in vanilla before, or I might be misremembering, idk, it just seemed odd, but maybe that's just me. I was preparing brass and I didnt have any copper bits, so I wanted to use a whole ingot but I couldn't, but turning ingots or plates into bits would only give me half its value.

anyway, thank you for the fix and new features! well worth the wait

jun1per , Jun 21st at 6:43 AM
@Nagahiro: haha glad it's all good now, I was getting ready to weld my iron anvil parts together but suddenly I wasn't able to equip the tongs in the off-hand so I was panicking lol.also, idk if it's balance/fair, but should chiseling ingots and plates into bit cost

you're not crazy about the 1 to 1 ratio with metal bits, that is vanilla. i changed those recipes to match the 50% return of everything else for the sake of consistent balance and to encourage melting down items for the full metal value.

by the way, any item that can fit in a Crucible can also be used for alloy making. you may still need to mix some bits or nuggets in there to get the ratios right, but mixing tin bronze using an unwanted copper chain is very possible!

AJIADb9, Jun 16th at 9:58 PM

[BUG]


1 Raw red clay bowl -> 1 Clay
2 Raw red clay bowl -> 1 Clay

seems like something went wrong in calculations

spaceDOTexe, Jun 12th at 11:35 PM

strange bug i'm encountering, it seems like the lubricant recipes completely override the seed/grain oil mechanism lubrication in Expanded Foods? i haven't been able to use them at all. been using this mod for ages now so i assume the recent addition did something

spaceDOTexe, Jun 25th at 4:59 PM
@jun1per: i think the missing recipes are on Expanded Foods' end. even after running EF and ACA on their own the recipes didn't show.

hey super my bad on this, i forgot to install the required precursor and subsequently forgot to follow up. didn't realise EF split the use-case off into Chef's Tricks. thank you though!

Colderphoenix2, Jun 12th at 2:39 AM

Ive no clue whats causing it but im get errors such as ive deleted the mod and all of its related info and reinstalled it but the error persists.

Crash Report
11.6.2026 21:34:50 [Error] [somedisassemblyrequired] An exception was thrown when trying to load assembly:
11.6.2026 21:34:50 [Error] [somedisassemblyrequired] Exception: declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 614
jun1per , Jun 14th at 2:47 AM
@Colderphoenix2: Ive no clue whats causing it but im get errors such as ive deleted the mod and all of its related info and reinstalled it but the error persists. Crash Report 11.6.2026 21:34:50 [Error] [somedisassemblyrequired] An exception was thrown when trying to load

this is strange, especially since you've reinstalled SDR and it still persisted. 

which versions of SDR are you using and which Vintage Story version are you running on?

Colderphoenix2, Jun 15th at 1:41 AM
@Colderphoenix2: latest release and 1.22.3

well here is something strange. I had moved my mod folder out of the game files to make way for servermods that were conflicting with my client only mods (I didnt want to manualy disable them) and when I put the folder back the error vanished and everyting started working,

TheRealMork, Jun 5th at 2:13 PM

Hi. Thank you for that awesome mod!

If I'm not mistaking, it seems like "Nails and strips (Carbonized metal)" can't be used to buid chests. (I don't use any other mods changing chest recipes, so I don't think it's a mod conflict?). It would be great if we could.

 

Thanks!

zakhad, Jun 4th at 1:56 PM (modified Jun 4th at 1:56 PM)

Idk if it's related to my crash but i was getting some SDR errors right towards the end of my logs, maybe flowing water uprooted some reeds due to soil becoming unstable/falling which turns them into straw instead of reeds?

Crash Report
4.6.2026 14:06:52 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-reedbasic.json'
at Vintagestory.API.Common.RecipeBase.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 292
at Vintagestory.Common.InventoryCraftingGrid.FoundMatch(GridRecipe recipe) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 211
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe() in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 190
at Vintagestory.Common.InventoryCraftingGrid.EndCraft() in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 71
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 127
at Vintagestory.Common.InventoryNetworkUtil.handleActivateInventorySlotPacket(IPlayer byPlayer, Packet_Client packet, IWorldPlayerData plrData) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 258
at Vintagestory.Server.ServerSystemInventory.HandleActivateInventorySlot(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 603
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 275
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
zakhad, Jun 8th at 10:27 PM (modified Jun 8th at 10:28 PM)
@jun1per: this crash sounds pretty similair to one SnakeMittens was having. could you post your modlist and describe what you were doing when the crash happened?

I'm not sure how you do that other than copying what's inside the server-main log where it states mods sorted by depenancy. Hm maybe Simple VS mod loader export might be a bit easier to read, if longer as it includes configs? i can only give that via a dropbox link (Inside the spoiler) as it's too big to paste here. 

All i was doing was exploring, generating new chunks.

Spoiler
https://www.dropbox.com/scl/fi/wpb3a749od9dtimq7uwe8/My

 

6.2026 21:34:24 [Notification] Mods, sorted by dependency: tallheightwatershedslandforms, acorns, hardcorewaterforked, arrowheadsrecovery, awearablelight, betterandimprovedweather, bettercrates, irregularguybetterjam, bonemarrowsoup, bushmeatrecipe, catchlivestock, catchledge, cavesymphony, cellardoorfork, chandeliercraft, chickenfeed, chiseltools, combatrebalance, cutthefat, darcesdriftersredone, diversediets, dodgemaster, driedpeat, dryablegroundstorage, expandedmolds, explosive, fancysky, firstaidkit, flora, fowlmod, geoaddons, hidearmor, hydrateordiedrate, interestingoregen, JacksFirewood, longtermfood, millwright, moreicons, morefuel, mycodiversity, nooffhand, ruderalis, scrollrackable, shelfobsessed, shuttheinsectsup, slings, soapandlyecontinued, soilmustfall, somedisassemblyrequired, spinningwheel, sprintmomentum, stonemallet, stonequarryrepckfipil, swifttime, temporalsymphony, thetruearchimedesscrew, toolbelt, traderssellcrowbars, tradie, translocatorengineeringredux, usefultraders, vaultandroll, vintageengineering, game, vsimgui, warmgambeson, whichoreiswhich, wilderlandscavessystem, zoombuttonreborn, abyssaldepths, aculinaryartillery, alchemy, algernonsterrainsampler, animalcages, anvilperformanceoptimization, apegrapes, archering, attributerenderinglibrary, egocaribautomapmarkers, backtothehole, barkcanoe, beararmorrepair, bedspawnv2, betterentitytooltip, betterhandbook, betterruins, bettertraders, biomes, bleedingindepth, bradycrudebuilding, bradyladder, buildingwands, butchering, buzzwords, carryonlib, climbablevines, climbmountain, commonlib, composter, configlib, coreofartspatch, critcherscalculator, cropforecaster, caffcuniculture, dairyplus, domesticanimaltrader, durableservings, eggpiemod, electricalprogressivecore, elkphysics, tackandequipment, expandedstomach, extrainfo, extraoverlaysm4, farseer, fastmap, fatcandles, fendragonbcs, fennelfeed, fieldsofsalt, fishingconfig, fleeexhaustion, foodshelves, foragersgamble, genelib, geologymap, glassroof, handbookdeclutterer, healingsprings, herbarium, hudclockpatch, hudshelf, insanitylib, itempickupnotifier, jaunt, kevinsfurniture, knapster, knitting, mapiconpackfruitandnut, mapteleporter, mngeology, materialneeds, medievalexpansionpatch, metalunittooltip, meteoricexpansionfork, mobsradar, moreanimals, mountcamerafix, nomorewrenchtooltip, novelty, optitime, orekiwoofsbeehives, packratfork, panningmachine, particlesplus, pauseonstart, pelaguswinds1222fork, petai, pickbars, claywheel, purposefulstorage, reachablecreativetabs, realmeat, realsmoke, realtimefirepit, rebuildablebloomery, recyclingtools, riftworks, rivers, roamingbees, ropetiable121, rustboundmagic, saltandsands, scarecrow, seamlessrapids, shadehouse, shipwright, sleepneed, slowtox, sluice, smithingplus, snowcaps, sprinklersmod, spyglass, chunkstaboverride, statushudcont, steepandbrew, stepupadvanced, cookie12000stickbeam, stonebakeoven, stonerailings, stringsense, substrate, temperatureheighttweakpatch, terraprety, th3dungeon, th3expansion, th3restock, tinkertailorpatchworks, toneddownpredators, toolsmith, tradernotes, translocatorrelocatorfork, unofficialbugfix, variantmeals, versionchecker, trojan96verticality, discordrichpresence, creative, vsroofing, survival, warmweathereffects, watersheds, wholtpo, woodenfortifications, woodstain, xlibfork, artofgrowingpatch, autoconfiglib, bookbinders, brainfreeze, butcheringpoultry, carryon, cats, chemistrylib, tradercamps, rlldtco0001, electricalprogressivebasics, elkjaunt, equus, expandedfoods, em, extremefirestartersreforged, glassmakingfork, hudshelfessentials, medievalarchitecture, pinrecipes, poolsofbrimstone, realsmokeqppatch, seasonalbreeding, shearlib, stainedbeams, tailorsdelight, th3dungeontopentrance, wearandtear, wolftaming, xinvtweaksfork, xskillsfork, aogbreedingaddonpatch, artsxskillspatch, bricklayers, crazyspotterywheelxskillspatch, effowlcompat, electricalprogressiveindustry, electricalprogressiveqol, efmealsmodule, rustboundmagicxskillsfix, xskillstailoring, veep, wool, xskillsgilded, betterruinsbricklayerscompat, millwrightxwoolcompat
jun1per , Jun 9th at 3:12 AM (modified Jun 9th at 3:13 AM)
@zakhad: I'm not sure how you do that other than copying what's inside the server-main log where it states mods sorted by depenancy. Hm maybe Simple VS mod loader export might be a bit easier to read, if longer as it includes configs? i can only give that via a dr

that export you made only has the names, version and configuration data (if the mod has a config file); nothing about crashes or potential incompatabilities. 

if you're having trouble finding which logs i mentioned they should be at "C:\Users\(your computer's name)\AppData\Roaming\VintagestoryData\Logs". if you can recreate the crash, do so and paste the "server-main" and "client-crash" logs into a spoiler or Dropbox, whichever you prefer.

zakhad, Jun 9th at 12:19 PM (modified Jun 9th at 8:18 PM)
@jun1per: that export you made only has the names, version and configuration data (if the mod has a config file); nothing about crashes or potential incompatabilities. if you're having trouble finding which logs i mentioned they should be at "C:\Users\(your compute

You told me to post my modlist? my logs have long since gone several days ago. I haven't had any related crash to the last long as far as i know, it's pretty rare. I might suspect that it could be something to do with the arts of growing fork mods as they do turn things into straw if harvested mature state or uprooted from having a landslide (Which was caused by newly generated rivers mod, water was causing dirt to become unstable and started a landslide which uprooted a lot of cattails)

https://www.dropbox.com/scl/fi/qcj87kk0u06gk8mic2ie6/Logs.rar?rlkey=tvxv9otxhdfmgiqej92lidjvk&st=hh5qiyow&dl=0 (New link 9:17pm gmt+0) 

I uncommmonly get out of memory crashes from landslide,but i accept those, and i'm not looking to faultfind. I typically run at 22/32gb but landslides spike my game and occasionally crash when it peaks out at 28/32gb. 

jun1per , Jun 11th at 3:59 AM
@zakhad: You told me to post my modlist? my logs have long since gone several days ago. I haven't had any related crash to the last long as far as i know, it's pretty rare. I might suspect that it could be something to do with the arts of growing fork mods as they

yeah sorry about that, i somehow forgot what i asked you for, but those logs you sent were still very useful.

i think you're right about the interaction between Arts of Growing and Rivers causing those crashes, since a majority of those in you "client-crash" file were out of memory ones. 

i also looked further into what's causing the recipe errors with SDR. apparently if you have String Sense enabled and place any Knife in the top-middle spot of the crafting grid it will generate the error. although it doesn't sound like that is causing problems on its own, plus the times of the crashes and recipe errors don't match up.

i'll add in a patch for String Sense to get rid of that recipe error so if it does have some effect we didn't notice it should no longer be a problem.

zakhad, Jun 15th at 9:16 PM
@jun1per: yeah sorry about that, i somehow forgot what i asked you for, but those logs you sent were still very useful. i think you're right about the interaction between Arts of Growing and Rivers causing those crashes, since a majority of those in you "client-cra

Okay this time i had a crash and funnily enough you mention the knife, i was making support beams from debarked pines, and it sometimes makes them, and sometimes it'll delete them sometime later as if the item was invalid, it's either at this step, or at the next step where i turn those support beams into carved handles for toolsmith handles, i can occasionally make them and the game will be fine and sometimes it'll outright hang/freeze like it did just now. 

dropbox url in the crash report

Crash Report
crash logs

https://www.dropbox.com/scl/fi/84k5fw40m99wqwqsvhtuv/Logs.rar?rlkey=fvwfnxogbed3ddfyqohc0dbkw&st=lfm3n16a&dl=0
15.6.2026 22:01:51 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-reedbasic.json'
at Vintagestory.API.Common.RecipeBase.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 292
at FastCraftingGrid.Internal.FindMatchingRecipePatch.FoundMatch(InventoryCraftingGrid inventory, GridRecipe recipe, ItemSlot[] slots, ItemSlot outputSlot, Int32 outputIndex) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 172
at FastCraftingGrid.Internal.FindMatchingRecipePatch.DoMatch(InventoryCraftingGrid inventory, CraftingRecipeIndex index) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 107
at FastCraftingGrid.Internal.FindMatchingRecipePatch.Prefix(InventoryCraftingGrid __instance) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 31
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe_Patch4(InventoryCraftingGrid this)
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot_Patch3(InventoryCraftingGrid this, Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.Common.InventoryNetworkUtil.handleActivateInventorySlotPacket(IPlayer byPlayer, Packet_Client packet, IWorldPlayerData plrData) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 258
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket_Patch1(InventoryNetworkUtil this, IPlayer byPlayer, Int32 packetId, Packet_Client packet)
at Vintagestory.Server.ServerSystemInventory.HandleActivateInventorySlot(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 603
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 275
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
15.6.2026 22:03:46 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-reedbasic.json'
at Vintagestory.API.Common.RecipeBase.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 292
at FastCraftingGrid.Internal.FindMatchingRecipePatch.FoundMatch(InventoryCraftingGrid inventory, GridRecipe recipe, ItemSlot[] slots, ItemSlot outputSlot, Int32 outputIndex) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 172
at FastCraftingGrid.Internal.FindMatchingRecipePatch.DoMatch(InventoryCraftingGrid inventory, CraftingRecipeIndex index) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 107
at FastCraftingGrid.Internal.FindMatchingRecipePatch.Prefix(InventoryCraftingGrid __instance) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 31
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe_Patch4(InventoryCraftingGrid this)
at Vintagestory.Common.InventoryCraftingGrid.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 147
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified_Patch1(ItemSlot this, ItemStack sinkStack)
at Vintagestory.API.Common.ItemSlot.TryFlipWith(ItemSlot itemSlot) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 287
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick_Patch1(ItemSlot this, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.ItemSlot.ActivateSlot_Patch1(ItemSlot this, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.InventoryBase.ActivateSlot_Patch1(InventoryBase this, Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot_Patch3(InventoryCraftingGrid this, Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.Common.InventoryNetworkUtil.handleActivateInventorySlotPacket(IPlayer byPlayer, Packet_Client packet, IWorldPlayerData plrData) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 258
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket_Patch1(InventoryNetworkUtil this, IPlayer byPlayer, Int32 packetId, Packet_Client packet)
at Vintagestory.Server.ServerSystemInventory.HandleActivateInventorySlot(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 603
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 275
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
15.6.2026 22:03:49 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-reedbasic.json'
at Vintagestory.API.Common.RecipeBase.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 292
at FastCraftingGrid.Internal.FindMatchingRecipePatch.FoundMatch(InventoryCraftingGrid inventory, GridRecipe recipe, ItemSlot[] slots, ItemSlot outputSlot, Int32 outputIndex) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 172
at FastCraftingGrid.Internal.FindMatchingRecipePatch.DoMatch(InventoryCraftingGrid inventory, CraftingRecipeIndex index) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 107
at FastCraftingGrid.Internal.FindMatchingRecipePatch.Prefix(InventoryCraftingGrid __instance) in /home/garward/Games/Games/VintageStory/Modding/FastCraftingGrid/src/Internal/FindMatchingRecipePatch.cs:line 31
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe_Patch4(InventoryCraftingGrid this)
at Vintagestory.Common.InventoryCraftingGrid.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 147
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified_Patch1(ItemSlot this, ItemStack sinkStack)
at Vintagestory.API.Common.ItemSlot.TakeOutWhole() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 178
at Vintagestory.API.Common.ItemSlot.TryPutInto(ItemSlot sinkSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 237
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick_Patch1(ItemSlot this, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.ItemSlot.ActivateSlot_Patch1(ItemSlot this, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.InventoryBase.ActivateSlot_Patch1(InventoryBase this, Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot_Patch3(InventoryCraftingGrid this, Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
at Vintagestory.Common.InventoryNetworkUtil.handleActivateInventorySlotPacket(IPlayer byPlayer, Packet_Client packet, IWorldPlayerData plrData) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 258
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket_Patch1(InventoryNetworkUtil this, IPlayer byPlayer, Int32 packetId, Packet_Client packet)
at Vintagestory.Server.ServerSystemInventory.HandleActivateInventorySlot(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 603
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 275
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
InternetDragon, Jun 3rd at 9:17 PM

Weird error with Buggi's Random Changes where I cannot craft titanium chain armor or chains

jun1per , Jun 4th at 4:07 AM (modified Jun 4th at 4:08 AM)
@InternetDragon: Weird error with Buggi's Random Changes where I cannot craft titanium chain armor or chains

Checking out the Buggi's Random Changes myself I don't believe SDR has anything to due with the missing recipes. Even without any other mods loaded I couldn't find the armor recipes or any evidence of a Titanium Chain even existing.

Looking into the code, I'm fairly confident the patches they're using are outdated. I'd suggest asking in comments of BRC if anyone else has the same problem.

opplet, Jun 3rd at 5:56 PM

Hihi, for whatever reason it seems this mod caused me to be unable to put wrenches into the offhand. I'm on 1.22.3.

jun1per , Jun 4th at 3:46 AM
@opplet: Hihi, for whatever reason it seems this mod caused me to be unable to put wrenches into the offhand. I'm on 1.22.3.

I'm already aware of this bug and have a fix ready for the next update, which should be in a week or two.

Thanks still for reporting it! You guys are way better at finding bugs than I am.

Busterbeast, May 29th at 3:14 AM

after updateing to a newer version of this mod my 1.21 game throws a creative inventory error when trying to load a save. i fixed it by going back a few mod versions. it wants to update though. Vintagestory.Common.InventoryPlayerCreative.GatherTabStacks(CollectibleObject[] collectibles) in VintagestoryLib\Common\GameContent\Inventory\InventoryPlayerCreative.cs:line 182

SnakeMittens, May 29th at 1:52 AM

Hi, I ran into a weird issue where I was forcibly disconnected from my own server when I placed a flint knife in the top middle space of the crafting grid. I also have Toolsmith installed, so it could possibly be an interaction there? When I reconnected the knife was in the space, but if I picked it up and put it back I was disconnected again. It didn't crash the server, notably, and disabling SDR stopped the force disconnects.

jun1per , May 30th at 12:02 AM
@SnakeMittens: Hi, I ran into a weird issue where I was forcibly disconnected from my own server when I placed a flint knife in the top middle space of the crafting grid. I also have Toolsmith installed, so it could possibly be an interaction there? When I reconnected t

I wasn't able to recreate the bug on my end, both with and without Toolsmith. Could you post your crash and main logs so I can get a better idea of what's causing this?

SnakeMittens, May 31st at 4:27 AM (modified May 31st at 4:29 AM)
@jun1per: I wasn't able to recreate the bug on my end, both with and without Toolsmith. Could you post your crash and main logs so I can get a better idea of what's causing this?

Crash Report

30.5.2026 21:23:09 [Event] Player SnakeMittens got removed. Reason: Threw an exception at the server
30.5.2026 21:23:09 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-reedbasic.json'
at Vintagestory.API.Common.RecipeBase.GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 292
at Vintagestory.Common.InventoryCraftingGrid.FoundMatch(GridRecipe recipe) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 211
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe() in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 200
at Vintagestory.Common.InventoryCraftingGrid.OnItemSlotModified(ItemSlot slot) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 142
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot_Patch1(InventoryBase this, ItemSlot slot, ItemStack extractedStack)
at Vintagestory.Common.InventoryCraftingGrid.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 147
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 459
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 364
at Vintagestory.API.Common.ItemSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 324
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 461
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 130
at Vintagestory.Common.InventoryNetworkUtil.handleActivateInventorySlotPacket(IPlayer byPlayer, Packet_Client packet, IWorldPlayerData plrData) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 258
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket(IPlayer byPlayer, Int32 packetId, Packet_Client packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 95
at Vintagestory.Server.ServerSystemInventory.HandleActivateInventorySlot(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 603
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 275
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964

 

I do have a lot of mods installed, so if the issue is some weird interaction I don't expect you to search for it
30.5.2026 21:17:50 [Notification] Mods, sorted by dependency: walkingstick, betterflintore, brickmold, calcinedquartz, catchlivestock, catchledge, cavesymphony, chargedjump, claycasting, clayworks, clickuptorches, blocklayeroverhaul, craftablesalt, crawlanddive, darkvision, eternalstew, fallingtree, farmlandnutrientmanagement, firestarters, footsteps, immersivemining, immersivequicklime, interestingoregen, kilnshelves, manualdishes, manualdough, moretorchholders, oresdroprocks, prospecttogether, p2lumbersling, qualityores, rockstratavariety, scrollrackable, fixscythe, shelfobsessed, shelvabletools, simplesaltpetresolution, soapandlyecontinued, soilmustfall, somedisassemblyrequired, spinningwheel, stoneharvesting, stonequarryrepckfipil, sungaze, tankardsandgoblets, temporalsymphony, vaultandroll, game, vsimgui, algernonsterrainsampler, ancientlib, ancienttoolsresinharvest, animalcages, apeflowerpots, archering, attributerenderinglibrary, egocaribautomapmarkers, bettererprospecting, betterruins, bettertraders, bloodtrail, bloomerytiers, buzzwords, carryon, caveinfix, clothierheirloomsmod, clothingvisuallydegrades, commonlibforked, configlib, continentalworld, critchersgrapplehook, ecosystemflora, extrafurniture, extrashelves, farmlanddropswithnutrients, farseer, firepitsshowfuel, fleeexhaustion, foodshelves, footprints, foragersgamble, handbookdeclutterer, hardcorewaterevolved, immersiveminingandahalf, kscartographytable, ksrealisticfarming, metalpots, moatbombs, morefluxes, moredirslabs, naturalfertilizer, trailmodmaro, ndlblocksslabsstairs, ndlmushroomgrowth, noholdfruitpress, novelty, orekiwoofsbeehives, oreveintracers, panningmachine, pastoral, pigroast, placeonslabs, postsandbeams, claywheel, purposefulstorage, realisticwater, realsmoke, rebuildablebloomery, rivers, roamingbees, scaffolding, seamlessrapids, shipwright, simplestarvation, slowtox, smithingplus, spyglass, stackscoolslower, stonebakeoven, stringsense, synergy, terraprety, toolsmith, tradernotes, tungsten, vintagetweaks, vintsbottlesncups, visibleoresandminerals, visiblebags, vsairshipmod, creative, vsecomachina, vsroofing, survival, warmweathereffects, waterfall, watersheds, weatherthestormshelter, ancienttoolsmortar, bloomerytiersrebuildablebloomerypatch, blushandbins, fallingecomachina, medievalarchitecture, playercorpseforked, seraphleveling, shearlib, storagetweaks, tailorsdelight, terrainslabs, windowstoragelib, zrustdrops, vanillapanestorage, windowstorage, wool
jun1per , May 31st at 8:08 PM
@SnakeMittens: Crash Report 30.5.2026 21:23:09 [Event] Player SnakeMittens got removed. Reason: Threw an exception at the server30.5.2026 21:23:09 [Error] Exception: Missing or errored output result for recipe 'somedisassemblyrequired:recipes/grid/deconstruct/reed/sdr-r

The crash log narrowed things down significantly. The json it mentions only has two recipes, one for the Rush Mat and an Empty Beenade. 

While I'm unfamiliar with most of your mods I have a suspicion String Sense may be a possible cause, since it removes the Vanilla Rush Mat. (this is just a hunch though) If you know any others mods on that list that mess with either item or recipe let me know and I'll take a look at them.

Saber, May 26th at 4:57 PM

Heyo, found that crates wern't craftable so went through the mod list disabling them one at a time. 

Sadly it seems disassembly is clashing but i have no idea what it would be fighting with to prevent all of the crate crafting recipies.

If it helps i can reply with the full modlist, but if theres a way to get the clashing info directly id happily provide.

jun1per , May 26th at 6:28 PM
@Saber: Heyo, found that crates wern't craftable so went through the mod list disabling them one at a time. Sadly it seems disassembly is clashing but i have no idea what it would be fighting with to prevent all of the crate crafting recipies.If it helps i can re

You're right about SDR being the cause of the missing crate recipes and looking into it, it's actually just the mod itself. 

I needed to mess with attribute tags to make certain recipes work, which hid the crate recipe from the handbook since the crates that are shown there don't contain my modifications. The recipes are still useable just not visible in the handbook.

I'll see if I can either fix those custom recipes to utilize the normal crates or get my modified ones to display.

Friestvalker, May 21st at 4:50 AM

Hey, I was wondering if you could add in support for the Immersive Wood Sawing mod? (https://mods.vintagestory.at/immersivewoodsawing), for some reason when used together theres an api error that causes a hangup during worldgen and then stops the sawing mod from working entirely, I feel these two mods mesh well together and would love to be able to use them both. Thanks and hope your days going well.

IWillSoonReturn, May 20th at 4:47 PM

scrap wood supports would be cool

jun1per , May 21st at 1:56 AM
@IWillSoonReturn: scrap wood supports would be cool

I wasn't thinking of adding those since they're made of logs and Scrap Wood doesn't have a log variant but what the hell, I'll make some.

InternetDragon, May 16th at 9:12 PM

Is there a way to up the max stack for compost bundles? Annoying to only be able to only output 32 rot with 1 barrel.

jun1per , May 16th at 9:55 PM
@InternetDragon: Is there a way to up the max stack for compost bundles? Annoying to only be able to only output 32 rot with 1 barrel.

Are you playing with one of the older versions? 1.9.9 changed the output of 1 Compost Bale to 8 Rot, so you can fill a barrel with a stack and get a full 64 Rot for compost.

Apaxur, May 16th at 5:30 PM

Big fan of the mod! I just stumbled on this small inconsistency, though:

Smashing pottery turns it into ceramic shards that correlate with the pottery clay type (e.g. earthy orange cooking pot --> earthy orange ceramic shards), but when ground into grog, the grog is universal and can be cooked into any clay type.

I appreciate that this may be a minor issue far down your line of priorities, but in case it hasn't come up yet, I wanted to let you know.

Cheers!

jun1per , May 16th at 6:03 PM
@Apaxur: Big fan of the mod! I just stumbled on this small inconsistency, though: Smashing pottery turns it into ceramic shards that correlate with the pottery clay type (e.g. earthy orange cooking pot --> earthy orange ceramic shards), but when ground into grog,

I always intended for Grog to be cookable into any clay, (of course needing whichever clay you wish to duplicate as well) as it gives more options for reusablility regardless of what type of ceramic item you recycled. I am planning to rework the whole ceramic and clay recycling process since it's super old and could be fleshed out more.

Outwise, May 15th at 3:59 AM

I've got a 145 mods packed into this lil bugger, and after my last foraging (grabbing up your lovely mod!) I finally triggered some loading errors. One seems related to chiseltools, but the next one(s?) seem triggered by this mod? 

Spoiler!
14.5.2026 22:44:21 [StoryEvent] Taste and smell...
14.5.2026 22:44:21 [StoryEvent] Glimmers in the soil...
14.5.2026 22:44:23 [Error] Grid Recipe with output 'chiseltools:palette-light' contains an ingredient that cannot be resolved: Block code game:lantern-up
14.5.2026 22:44:23 [Error] Grid Recipe 'somedisassemblyrequired:recipes/grid/deconstruct/wood/sdr-ladders.json': Output game:plank-bamboo cannot be resolved.
14.5.2026 22:44:23 [Error] Grid Recipe with output 'game:hide-raw-small' contains an ingredient that cannot be resolved: Item code game:clothes-upperbody-raw-hide-mantle
14.5.2026 22:44:23 [Error] Grid Recipe with output 'game:hide-raw-small' contains an ingredient that cannot be resolved: Item code game:clothes-upperbody-raw-hide-mantle
14.5.2026 22:44:24 [StoryEvent] Grand inventions...
14.5.2026 22:44:24 [StoryEvent] Burning sparks...

As far as i can tell this doesn't hinder anything! Just reporting in case it helps debug more hazardous compatability bugs.

jun1per , May 15th at 4:25 AM
@Outwise: I've got a 145 mods packed into this lil bugger, and after my last foraging (grabbing up your lovely mod!) I finally triggered some loading errors. One seems related to chiseltools, but the next one(s?) seem triggered by this mod? Spoiler! 14.5.2026 22:44

These are just from recipes failing to load due to missing or incorrectly named items, so no effect on gameplay aside from those recipes being absent. 

I made the patch for Chisel Tools before 1.21 came out so the lanterns are improperly named. The ladders were either an oversight on my part or a mod of yours adds a bamboo ladder. I'm not entirely sure which one causes the last two though... All I gleam from it is that it's some mod that either changes the id for the Raw Hide Mantle or removes it. (if you're able to figure out which one that is I can start making a compatability patch for it)

TakenMyName, May 12th at 11:08 AM

yummy mod aslo while im here can i bring attention to the COOL ART? AUGH

Yurigf, May 9th at 10:31 PM

Hi there!

Currently receiving a couple errors with this mod and walkingstick enabled.

Spoiler!
vs-server | 8.5.2026 19:10:51 [Server Warning] Failed resolving crafting recipe ingredient with code game:lantern-up in Grid recipe
vs-server | 8.5.2026 19:10:51 [Server Error] Grid Recipe with output 'walkingstick:walkingstick-lantern-carbonized' contains an ingredient that cannot be resolved: Block code game:lantern-up
vs-server | 8.5.2026 19:10:51 [Server Warning] Failed resolving crafting recipe ingredient with code game:lantern-up in Grid recipe
vs-server | 8.5.2026 19:10:51 [Server Error] Grid Recipe 'walkingstick:recipes/grid/walkingstick-lantern-off.json': Output game:lantern-up cannot be resolved.
jun1per , May 10th at 4:31 PM
@Yurigf: Hi there!Currently receiving a couple errors with this mod and walkingstick enabled. Spoiler! vs-server | 8.5.2026 19:10:51 [Server Warning] Failed resolving crafting recipe ingredient with code game:lantern-up in Grid recipevs-server | 8.5.2026 19:10:51

Looks like it's mostly problems with the Carbonized Metal Lantern variant of the Lantern Walking Stick. Makes sense since I made the compatability patches before 1.21 and AWS's recent updates. It shouldn't have any effect on the game or your save and I'll be sure to add fully integrated compatability with AWS in the next update.

Malfiros, May 8th at 9:57 PM (modified May 8th at 9:57 PM)

This mod is definitely causing me to lose some items. Had a nearly full stack of olivine just vanish.

jun1per , May 10th at 1:47 AM
@Malfiros: This mod is definitely causing me to lose some items. Had a nearly full stack of olivine just vanish.

Strange, I'm not sure how something like that could happen, especially with a vanilla item. Do you have any evidence from the game's logs that SDR could be causing this?

potoes, May 6th at 6:23 AM

Found a bug that makes it so you cannot put wrenches into your offhand when this mod is on. 

jun1per , May 8th at 1:09 AM
@potoes: Found a bug that makes it so you cannot put wrenches into your offhand when this mod is on.

I fixed that bug. It was a problem with the "storageFlags" attribute, but wrenches can't fit in crucibles anymore as consequence. I'll see if I can find a way to have both work in tandem while I'm working on this next update.

garyyo, May 11th at 2:28 AM
@jun1per: I fixed that bug. It was a problem with the "storageFlags" attribute, but wrenches can't fit in crucibles anymore as consequence. I'll see if I can find a way to have both work in tandem while I'm working on this next update.

If it is a choice, I think offhand wrenches are more important of a fix as their offhand feature is the only way to do the interaction of putting a block covering on a rotating shaft. 

Aceolu, May 2nd at 11:49 PM

I think it'd be really cool if you got damaged toolheads from this mod if they break during quenching, as opposed to them just disintergrating like in the base game.

Eleonora1966, May 2nd at 8:22 AM

Just here to let ya know i love the extra illustrations <3 

jun1per , May 2nd at 2:25 AM

PLEASE READ BEFORE PLAYING v1.9.9

This version of SDR is partially finished. Due to the sudden release of v1.22 making my mod unuseable and already having significant progress on this new version I decided to patch and release what I had. Keep in mind that all of the new content added with v1.9.9 is especially subject to change. I hope to release the full completed version soon. :)

Raek, May 2nd at 6:16 PM
@jun1per: PLEASE READ BEFORE PLAYING v1.9.9 This version of SDR is partially finished. Due to the sudden release of v1.22 making my mod unuseable and already having significant progress on this new version I decided to patch and release what I had. Keep in mind tha

It's fine! I adored this mod when I first found it, and even if it's not working quite right at the moment due to the sudden update drop, I'm willing to see how it behaves!

jun1per , May 1st at 3:25 PM

InternetDragon FloodLight Perseus127 Wytedragon TheSpecimenF87

Just here to let you all know that I'm still making progress with SDR and the next version will release within the next two weeks. I'd intended for it to be a larger update, but the sudden release of 1.22 has me on compatability duty. Once it plays nice with the new release I'll send it out.

Here's the current changelog if you're interested:

READ IF YOU DARE >:)
I don't know why there's two of these but I'm lazy

v1.9.9
Added:
- Full Compatability for Adventurer's Walking Stick, Alchemy, Trashbinned, Butchery, QP's Chisel Tools
- Waste Rock, a mostly decorational stone type from recycling typeless stone items and blocks
- Scrapings from Mechanical Parts that can be processed into various oils
- Rolled Paintings, can be recycled into Parchment similair to Wallpaper and Inked Parchment
- Flint Chunks, from crushing flint items. Allows for easier bulk smelting of calcined flint
- Tooltips for Smeltable items if they are small enough to fit inside Crucibles
- Recipes for Paintings, Tuning Cylinders, Rafts & Oars, Ruined Weapons, Elk Medallions, Saddleblankets, Bridles, Saddle, Pillion Cushions, All Types of Arrows, Dirty Cooking Pots, Firestarter, Bone Flute, Forge, Ratlines, Rollers, Stone Anchor, Ancient Blocks, Stone Paths, Bugnet, Oil Lamp, Chisels, Wrenches, Metal Parts
- Recipe to break Clay Bricks into Ceramic Shards
- Recipes to create Scrap Boards and Waste Stones not as byproducts
- Metal Scraps can be Smelted into Carbonized Metal
- Chisels, Shears, Cleavers, Wrenches, Soldering Irons, Padlocks and Rods can be placed in Crucibles
- All liquids added by SDR can be consumed (for fun)
- All added items can be placed in Display Cases, Shelves, Scroll Racks and on the Ground (excluding Damaged Tool Heads)

Changed:
- Models and Textures for Glass Shards and Ceramic Shards
- Compost Bale rot output increased to 8, Required liters of Water for barrel recipe decreased to 2
- Recipes for Ceramic and Glass Shards using Stones have been limited to stones not considered "soft"
- Recipes for Flint Tools now yield Flint Chunks instead of Flint
- Recipe for Saddle Bags
- Fruit Vinegar's nutrition type changed to Fruit

Fixed:
- An issue where some output items have durability
- Recipes for Support Beams matching another for Planks
- Compost Bales not being in the right place when placed on the ground

Removed:
- Animal Fangs and Fanged Arrows

 

InternetDragon and Perseus127 still trying to deduce what the hell is causing that, hopefully it'll figure it out soon.

 

You're right FloodLight, the ashlar blocks to stones recipe is from SDR. I may look into rebalancing it if it becomes a problem.

 

Wytedragon and TheSpecimenF87, damn that is a problem. I'll check out those mods after the next update.

InternetDragon, Apr 28th at 7:19 PM

Doesn't work in 1.22

FloodLight, Apr 27th at 4:35 PM (modified Apr 27th at 4:39 PM)

If you mine a full rock, process it into ashlar blocks and then use the ashlar blocks to stone recipe, you get 8 consistent stones instead of normal 2-3. Would probably be a fine abuse because of it's nicheness if the Stone Quarry mod wasn't so widely used, making the production of ashlar blocks very easy to scale. You could say that the base rock should give more than the measely 2 pebles, but ehh... (note: it's the recycle mod that introduces this recipe, right? Cause I don't remember vanilla or the stone quarry mod alone having it)

Perseus127, Apr 26th at 4:03 PM

After updating to the stable release of 1.22, this mod was causing my game to crash whenever I opened the handbook. It worked fine in previous game versions, and I look forward to the update that patches this bug. Thanks for your hard work jun1per !

Wytedragon, Mar 15th at 10:27 PM

@TheSpecimenF87 I found that bug through a similar method. It uses the unchisel mod and better traders mod. In better traders, traders can spawn with carts made of chiseled metal blocks, and you can remove the land claim the traders have. This allows you to unchisel the metal bars to get whole blocks. This takes a thin metal bar into a whole block. You can then smelt them down into tons of iron. This means with a copper chisel you can get all the iron you want without mining it. I removed the unchisel mod because of this, though it is a nice mod when doing a lot of chiseling while building  

TheSpecimenF87, Mar 14th at 2:29 AM

Hello I would like to report a GAMEBREAKING bug

It appears that with this mod ore blocks can be smelted down into TWELVE WHOLE INGOTS, in Vanilla this is fine, but with extremely popular mods such as Better Ruins and Vintage Engineering, using the Mechanist's Mechanism blueprint from VIntage Engineering allows you to turn two plates into a block, and in Vintage Engineering plates can be crafted in the smusher or whatever it's called at a rate of ONE INGOT PER PLATE. Even worse with the vintage engineering blast furnace you can reach over 2300 celsius allowing you to instantly smelt almost anything no bloomery required.

this allows you to turn 2 ingots into a block that smelts into twelve. Please I beg of you add detection for these mods and decrease the yield of ingots in turn

Wytedragon, Mar 13th at 3:21 AM

@jun1per! Thanks for the reply! I really love your mod. I appreciate being able to break things down that I dont need. This and the Scraps revived mod are awesome!

 

After looking into it further I thought that it wouldn't affect anything. I wanted to check though since I wasnt sure.

jun1per , Mar 12th at 5:46 PM

Wytedragon ShadowsEdge ChaoticNox GOLDshou botplayer123 Maoman

Apologies for not responding sooner, I've been very busy as of late and haven't had much time to work on SDR. At the moment I can't give any solid dates for the next update, either the end of March at the earliest or the end of April.

Right now I plan to add full compatatbility for the following mods:

A Culinary Artillery
Alchemy
CO - Armory
Adventurer's Walking Stick
Better Ruins
Butchery
Trashbinned
Toolsmith
QP Chisel Tools

Here's the current changelog so far if you're curious where the update is at:

 

Spoiler! For Real!

v1.9.9
Added:
- Waste Rock, a mostly decorational stone type from recycling typeless stone items and blocks
- Rolled Paintings, can be recycled into Parchment similair to Wallpaper and Inked Parchment
- Flint Chunks, from crushing flint items. Allows for easier bulk smelting of calcined flint
- Recipes for Paintings, Tuning Cylinders, Rafts & Oars, Ruined Weapons, Elk Medallions, Saddleblankets, Bridles, Saddle, Pillion Cushions, All Types of Arrows, Dirty Cooking Pots, Firestarter, Bone Flute, Forge, Ratlines, Rollers, Stone Anchor, Ancient Blocks, Stone Paths, Bugnet
- Recipe to break Clay Bricks into Ceramic Shards
- Chisels, Shears, Cleavers, Wrenches and Soldering Irons can be placed in Crucibles
- All added items can be placed in Display Cases, Shelves, Scroll Racks and on the Ground (excluding Damaged Tool Heads)

Changed:
- Compost Bale rot output increased to 8, Required liters of Water for barrel recipe decreased to 2
- Recipes for Ceramic and Glass Shards using Stones have been limited to stones not considered "soft"
- Recipe for Saddle Bags

Fixed:
- An issue where some output items have durability
- Recipes for Support Beams matching another for Planks
- Compost Bales not being in the right place when placed on the ground

Removed:
- Animal Fangs and Fanged Arrows

 

Also Wytedragon, you're right about where those errors come from and I'm fairly certain they have no effect on your game or savefile. They'll be resolved as I add in recipes for the mods that generate them.

And botplayer123, I thought I allowed those tools to fit inside a Crucible but it seems I missed them, this is fixed in the next update.

Maoman Compost Bales need to be sealed in a Barrel with Water to rot faster, I've since clarified this in its description. Also I've fixed the problem with creating weird solo items when disassembling tools.

 

Thank you everyone for still supporting my mod even through its slow development. :D

 

Wytedragon, Mar 11th at 12:08 AM

Hi! So I recently updated some mods, including this one, and now I am getting errors while loading up worlds saying that various grid recipes that use scrap wood couldn't be resolved. These are all from various mods, such as A Culinary Artillery and Alchemy. I am not sure what exactly is happening or how to resolve these errors. It appears as though that these mods are seeing the scrap wood and are checking for recipes that include it. I was on at least version 1.7.7 before updating. I believe it was version 1.7.8. Does anyone have any suggestions for how to resolve these errors? I do not have any modding experience and have just recently started exploring the mod files while trying to figure this out.

ShadowsEdge, Mar 9th at 3:39 AM

Can you add A Culinary Artillery so items can be disassembled?

ChaoticNox, Mar 4th at 8:00 PM

Will the Combat Overhaul compatibility include Armory as well? Also Maoman, in case you haven't already figured it out SDR = Some Disassembly Required (this mod).

botplayer123, Feb 19th at 2:35 AM

How do you smelt down soldering iron, scissors and chisels? You can put only one item in the bloomery, no?

GOLDshou, Feb 10th at 1:49 AM
Compatible with the Adventurer's Walking Stick mod?
Maoman, Feb 3rd at 3:03 PM (modified Feb 3rd at 3:07 PM)

I cannot seal 8 compost bales in a barrel to accelerate the process.

Also, compatibility with Butchery would be lovely, if you don't mind.

Maoman, Feb 2nd at 11:29 AM (modified Feb 3rd at 3:05 PM)

Reclaiming a crude shield (and I assume anything else that gives you sticks back) returns you sticks that appear identical to normal sticks, but cannot share a stack with normal sticks for some reason, neither on the ground or in your inventory.
They still worked for stick-based crafting though so I was able to work them back into my supplies without having one stack of weird sticks by itself.

Also, what is "SDR" you mentioned in your recent comment?

jun1per , Jan 31st at 8:56 PM

NiclAss

I do intend to do both, I've just held off on compatability with other mods until SDR has reached a more completed state (creating recipes for most vanilla items, which should be the next update). I always intended for compatabilities to be from my end, but for now I appreceate you going out of your way to help out. :)

NiclAss, Jan 31st at 11:56 AM

jun1per

I will add compatibility with this mod for betterruins regarding the Recipe Errors but if you want to change the output for certain duplication exploits with our blueprints I will leave that to you. Or what do you think.
If you want you can also do both?

Otherwise I will currently only add this

Spoiler
[
  {
    "op": "addmerge",
    "path": "/13/ingredients/B/skipVariants",
    "value": [
      "carbonized"
    ],
    "file": "betterruins:recipes/grid/schematic-mechanical/mechanical.json",
    "side": "Server",
    "dependsOn": [
      {
        "modid": "somedisassemblyrequired"
      }
    ]
  },
  {
    "op": "addmerge",
    "path": "/21/ingredients/P/skipVariants",
    "value": [
      "carbonized"
    ],
    "file": "betterruins:recipes/grid/schematic-mechanical/mechanical.json",
    "side": "Server",
    "dependsOn": [
      {
        "modid": "somedisassemblyrequired"
      }
    ]
  }
]

 

This can also be done from your side just let me know how you want to resolve this. You can also contact me on discord for faster messaging ty.

jun1per , Jan 30th at 11:38 PM

DeterminedBun

Those errors are from recipes attempting to find items that don't exist. TLDR: This has no effect on the game or your save since it's just a recipe failure. Since SDR adds a new wood and metal type, whenever a mod takes from those types to make items it also grabs the ones from SDR. That's why it's trying to find Scrap Wood and Carbonized versions of items.

DeterminedBun, Jan 29th at 10:08 PM

image

 

This also shows up when i use Trashbinned Mod

DeterminedBun, Jan 29th at 9:51 PM

jun1per Not sure what any of this means but it started popping up after installing this mod??

image

https://imgur.com/DjlDk3u">View post on imgur.com

jun1per , Jan 29th at 9:49 PM

Jurisian

Oh, I hadn't realized you were talking about the shingle blocks and not the individual shingles. You need a chisel to break down the blocks into shingles, then a hammer to turn the shingles into ceramic shards.

Jurisian, Jan 29th at 6:13 PM

jun1per Alright thank you for your reply, for some reason I still can't get it to work. Specifically I'm trying to smash the red clay shingle roof bottom and just the normal roof block too and it just doesn't work. I've tested also on a world that only has this mod enabled so I don't think it's a mod conflict.

DeterminedBun, Jan 29th at 1:35 PM

jun1per

 

apparently it also clashes with the Better Ruins mod as well :x

jun1per , Jan 29th at 5:51 AM

DeterminedBun

I could add some basic compatabilities (fixing those recipes) for those two mods with the next update.

Jurisian

You probably didn't place the hammer above the tiles in the crafting grid, the recipe isn't shapeless so it only works that way.

BriarBlack

I didn't realize the stack size for Spear Heads was that low or that someone could have that much just lying around, but yeah I can add something to fix that. I'm thinking of adding a kind of crushed flint (not calcined) made from Flint Toolheads at a 1 to 1 ratio so you don't lose out on any materials. This crushed flint will have a larger stack size for better bulk smelting and turn into Calcined Flint Chunks same as every other flint item.

avereywk

Putting different items in the bloomery at the same time is a limitation in vanilla that I have no idea how to work around. And at the moment I'm not trying to change that as that's not what this mod is aiming to do.

Ylamona

I'd love to add configs to SDR since I know balancing and mod conflicts are big issues, but I've consistently had problems getting configs to work correctly in previous versions. If you have any thorough guides on how to set it up or people who can help please let me know.

Thranos

Figured that would come up. I'll probably add a patch that decreases the amount of materials you get back from any items you can discount with blueprints while the mod is enabled. 

DeterminedBun, Jan 28th at 11:18 PM

Don't suppose we could get compatibility with Toolsmith and QP Chisel Tools? Apparently there's some recipes that clash between this and those two mods.

Jurisian, Jan 27th at 7:51 PM

Hello! Sorry if this has been asked before but how do you recycle clay roof tiles? The description says something about smashing but a hammer doesn't work? Am I missing something obvious?

BriarBlack, Jan 27th at 4:07 PM

Would it be possible to add a recipe that allows Flint Arrowheads and Flint Spear Heads to be turned into literally anything without cooking them? I'm using the Mechanical Auto Panner Mod and surprise surprise, Flint Arrow Heads and Flint Spear Heads show up by the absolute truckload and having to cook every single one of those (stacking up to 4) Flint Spear Heads is beyond tedious, I've gone out of my way to create several rooms full of firepits in rows of 6 so I can optimize getting rid of the raw flint and the Spear Heads.

The obvious solution for me is to allow all flint items to be smashed by a hammer into calcinated flint chunks but that seems a little unbalanced so maybe allowing -Flint Spear Head (x4)+Hammer = Raw Flint-?

avereywk, Jan 27th at 3:37 PM

the mods super useful but i was wondering is it possible to put multiple worn tool types in the bloomery at a time?

BALLSDK, Jan 26th at 4:18 PM (modified Jan 27th at 3:17 PM)

Loving the mod so far, so thanks for that!

However I'm having trouble disassebmling vanilla arrow.

I'm reading in the changelog that I should be able to burn the arrows into arrowheads, but I can't figure out how. I've tried all the ways I can think of...

Edit: I think I figured it out. I think there is some conflict with the "Bullseye" mod as I can burn the arrows fine in firepit without that mod enabled.

Ylamona, Jan 24th at 10:28 PM (modified Jan 24th at 10:31 PM)

It'd be nice if you could configure enabling/disabling various sections of this mod for better compatibility; Like disabling tool recycling recipes & worn tool head items in favor of another mod's tool dissasembly system (like SmithingPlus or Toolsmith)

Thranos, Jan 24th at 7:28 AM

Just as an FYI: I've run into some pretty serious infinite gain loops if also running Better Ruins, due to their Blueprint sytem creating "discounts" for some recipes:

-Roofing BP: Three clay tiles = 8 sloped roofing blocks with the BP, each can be disassembled into 1 tile with SDR, 250% return Six planks = 4 sloped wood roof, each can disassemble into three planks, 200% return Three bamboo = 8 bamboo sloped, each can disassemble into one bamboo, 250% return (thatch and copper are fine, as is sod)

-Machinist's Mechanism BP: Two metal plates = one riveted metal block, each can disassemble into three metal plates, 150% return

I've alerted the Better Ruins devs, but I thought it would be a good idea to alert the other side of this as well.

FshCreekClapr286, Jan 17th at 3:36 AM

god damn they are hot

jun1per , Jan 16th at 5:38 PM

jasongbs

For the time being, Clutter blocks won't be given recipes to be recycled. Since Scraps already exists I'm not prioritizing recipes for any of them. Although that may change when the mod nears a more completed state.

Ylamona

Interesting, I guess it makes sense it would crash since the recipe is shapeless so it has no idea which knife to consume if they're both the same. I'll change the recipe so it shouldn't happen again.

FourthSecret

I've been doing some testing with the help of other modders to figure out this issue. We don't a have solution yet but we know what blocks are affected: Any Wood Slabs (Scrap Wood included) that are placed in the "up" postion. The issue is also isolated to the world's they occur in, so any newly create worlds should be fine. I hope to report back later with an actual solution soon. We're still trying to figure this thing out. 

P.S. the crate being uncraftable was an oversight on my part, this next update has the recipe.

jasongbs, Jan 16th at 2:20 PM (modified Jan 16th at 2:21 PM)

Howdy, liking the mod so far but i got a question, on the planned features you said (NO CLUTTER) but you mean it as in:

"Items that can be considered clutter won't be reciclable (like a ruined bucket)"

Or:

"Everything will be reciclable to the point no clutter will be left"

 

Sorry if it's kinda of a dumb question, English ain't my first language 

Ylamona, Jan 16th at 1:46 AM (modified Jan 16th at 5:30 AM)

I tried splitting the head from a copper knife with another copper knife, and the game crashed. Almost not sure why I'm surprised lol
Anyway, I'd recommend making knives directly smeltable like cleavers. This would fix the problem well.

FourthSecret, Jan 2nd at 8:21 PM

Hello, I found a couple issues with the latest update. The Scrap Crate doesn't seem to have a recipe to actually craft it, it's in the handbook but my players and I can't create them. Second, this one might be because I'm hosting a multiplayer server and updated this mod for it, there's an issue that cropped up that's very inconsistent. Wood slabs (the half-slabs) seem to become error blocks whenever they get snow on them. This doesn't happen all the time, some are fine and others have the error.

jun1per , Jan 2nd at 3:54 AM

DeeTales

This shouldn't be a problem at all. One of my patches to add a unique variant of the Glass Panes simply failed to run so all that's missing is that one item. I'll add a patch soon to get that error off your startup log though!

 

DecaByte

I just did some testing on this, frankly, bizzare bug between SDR and SmithPlus and am sad to report that for the time being I have no idea what causes this. I have contacted the developer of SmithingPlus and am hoping to get some insight from their end. If you do still have some of those bugged tool heads there is a fix. I'm assuming you added in SDR after SmithPlus so if you disable SDR any previously bugged tool heads should revert to their original state. After you're done you may reenable SDR if you'd like. I hope to come back with a more concrete solution later.

DeeTales, Jan 1st at 11:36 PM

Seeing this in the server startup log. Not sure if it's an actual problem, but it's showing as an error and not a warning. 

 

image

DecaByte, Jan 1st at 9:58 PM

jun1per

Looks like there some issues with the Smithing Plus mod. All my broken iron toolheads changed their discription metal to other metals (after adding this mod) but still acted as Iron as I was able to repair it with Iron bits & the return repaired item was the new bugged name metal, not the Iron item it was originally. Also errors about reciepes. Can't remember what they all about, but was a few after adding this mod. Other then that, looks like a mod I would want to use. Hopefully you can sort out the issues with Smithing Plus. Maybe a config to switch off your toolheads to allow Smithing Plus to do it's thing.
Thank You for your very needed mod!

jun1per , Dec 30th 2025 at 2:35 AM

Brady_The

I appreaciate you adding that compatiblity on my behalf, it wasn't necessary but much welcomed! 

Also interesting that there'd be a crash relating to Vinegar, but in hindsight it makes sense as to why. I've since made a new, seperate liquid to take its place and it works fine on my end. 

As for Material Needs, I threw together a quick and dirty patch to prevent those recipe errors from showing up. Both of these will come with the next version of the mod.

Brady_The, Dec 27th 2025 at 10:42 AM (modified Dec 27th 2025 at 10:43 AM)

You can scratch carolines request. I added compatibility on my end. 👍

While doing so I discovered that clicking on Vinegar in the handbook crashes the game, because your vinegar recipes all share the same name/code. Solution: Make the code unique.

In combination with Material Needs the sdr-door deconstruct recipe prints some error messages, due to how MN implements some wood types. It's nothing major but I personally dislike any kind of warning or error message in my mod. The simplest solution would be to add "darkaged" to "skipVariants".

GreenDragonette, Dec 25th 2025 at 11:19 AM

Thank you :D You're the best!

jun1per , Dec 24th 2025 at 6:45 PM

GreenDragonette

Sure! I figured I'd missed some blocks and items so I'll add those in the next version.

littlejaguar183

No that's not a bug, the Worn Tool Heads aren't meant to be repaired just melted or broken down into nuggets. I believe Smithing Plus does have that functionality if that's what your looking for.

caroline

Yeah I'll definely put down Vrady's for future compatatbility, although it may be a while as I want to finish covering the vanilla blocks and items first.

GreenDragonette, Dec 22nd 2025 at 1:46 PM

I found iron door with bars in the prison ruins, and I'm pretty sure it's not recyclable, at least its handbook and my imagination are mum on this; melting a chute in a bloomery worked, so I tried it, but no dice :( Do you think it would be possible to add the iron doors (and maybe iron fence, too?) to bloomable items?

caroIine, Dec 21st 2025 at 8:02 AM

could you add compatability with Vrady's Crude Building Elements? 

littlejaguar183, Dec 20th 2025 at 12:45 PM

bug?

when i try to fix my worn tool heads i het them up and try to put it on the anvil and i cant do it.

I tryed reloging and multible different heads  I was using copper anvil to fix copper tools 

LapisWolf, Dec 19th 2025 at 2:20 PM

Why is the example character, so CUTE?! :v

Crynope, Dec 16th 2025 at 10:34 PM

Ah hell I find this 5 days after making a mod to uncobble my cobblestone

 

SPQRattus, Nov 2nd 2025 at 9:00 PM

Feature suggestion: Reverting formed raw clay items back to clay. In case you, say, make a stack's worth of red clay tiles when you wanted blue clay tiles... Asking for a friend. (No, I didn't just do that, why would you think that?)

 

(I'm just going to twaddle around a little with to make a recipe for it myself, but it seems like a suitable addition here.)

InjuredAnders, Nov 1st 2025 at 3:41 AM

@Michael00181 It is from disassembling jewelry like the Nadiyan Bronze Lapis Bracelet

Michael00181, Oct 24th 2025 at 8:55 AM

So whats the deal with the cut gems that traders want to buy? it says they're from this mod.

Thranos, Oct 21st 2025 at 4:57 PM

Thanks for looking into that, I'll have to do some more testing to pin this down.

jun1per , Oct 21st 2025 at 1:23 AM (modified Oct 21st 2025 at 5:15 AM)

Thranos

Just did some testing on my end and I don't think SDR the culprit. However I was able to place the Broken Tool Heads in bloomeries so there may be something up on my end. All my mod does involving bloomeries is change the "smelting temperature range" that an item needs to be in to be placed into a bloomery. (So items with super low or high melting temp like lead or titanium can be placed inside) As for the amount of metal returned when melting it down I think that's vanilla.

If you or anyone on your server is familair with modding you should be able to make a patch that lowers the amount of metal returned when smelting Broken Tool Heads. (For reference Smithing Plus uses metal Work Items for their Broken Tool Heads, so change the value for that item)

Thranos, Oct 20th 2025 at 6:34 AM

Trying to track down an odd issue players on my server have run into- appears to possibly but not for sure be from here.
Broken tool heads from Smithing Plus (which aren't on their own able to be put into bloomeries) seem to be bloomable when that mod is run along with this one.
This is a bit of a problem because the intent of broken tool heads is partial recovery of metal, and this sidesteps the entire process.


surytrap, Oct 11th 2025 at 2:40 PM

this is completely unrelated to everything but i like the character you use in images

_wormeater_, Oct 10th 2025 at 4:13 PM

this is a good fresh of breath air from all the ai mods, thanks!

_Spy_, Oct 10th 2025 at 10:20 AM

Love the art and the idea

jun1per , Oct 7th 2025 at 12:01 AM

DracaBro

Only smaller metal items can go in the crucible, (nails, arrowheads, toolheads) larger items need to be melted down in a bloomery.

DracaBro, Oct 5th 2025 at 9:40 PM

Question on how to melt down metal blocks, how does one melt them down?

i tried throwing blocks into a crucible to melt them down, but it never worked.

jun1per , Oct 4th 2025 at 4:41 PM

Hinochi

There shouldn't be any outstanding issues with either mod, however, there may be some unintended interactions between SDR and Toolsmith. Nothing gamebreaking just imbalanced.

Hinochi, Oct 4th 2025 at 7:32 AM

Does this play well with mods like Toolsmith and Wear & Tear?

BriarBlack, Oct 3rd 2025 at 5:46 AM

Oh wonderful. This mod is easily a complete necessity for me. It was working fine for the most part but I'm terribly glad to see it's still being maintained. Thank you dearly. 

tRead, Oct 3rd 2025 at 2:27 AM

yay!

jun1per , Oct 2nd 2025 at 4:47 AM

An update to get SDR to 1.21 is in the works. For now it's just going to be compatable with an update containing actual content coming out hopefully within the next week. Thanks everyone for still sticking around through my absence! :)

Thranos, Sep 30th 2025 at 1:05 AM

Trying to look at pottery shards (or at least the dark brown ones) currently seems to cause a CTD on 1.21.x
 

Wingfriend, Sep 14th 2025 at 11:06 PM

SevenIndex Hello again! Just wanted to check if this mod is working with 1.21 and such, and if not, any idea when it may be updated? Love this mod and its utility.

Ratatoy, Sep 11th 2025 at 3:20 PM (modified Sep 11th 2025 at 3:21 PM)

Drawing your own pictures for mod description - beyond based

GaryP, Sep 4th 2025 at 1:15 PM

Thank you! I love this mod. Now I can recycle all my junk.

MarkusAureus, Sep 1st 2025 at 8:10 PM

Unfortunately, it seems like a few things are broken in 1.21. Ingots going in the crucible being one of them

Mae243, Aug 31st 2025 at 4:36 AM

I love this mod, it is one of my favorite mods. Are there any plans to update it for 1.21?

Ditsydoo, Aug 26th 2025 at 6:36 AM

Hey two things, wonderful images and wonderful mod in general. Thanks for making it and making the images fun as well.

Jorandax, Aug 24th 2025 at 10:54 AM

Great mod, also agree, great thumbnails!  The one recipe I wish it had was some way of melting down bronze armlets. I found so many of these during panning and they have no use in the game.

Parageist, Aug 21st 2025 at 10:12 PM

i really love how you actually drew stuff for the thumbnails instead of the ai-generated slop that a lot of mods use, very nice :3

Myxz, Aug 10th 2025 at 11:59 PM (modified Aug 11th 2025 at 1:58 PM)

Hi!. I can't figure out how to disassemble iron doors.

Montes556x45, Aug 5th 2025 at 9:09 PM

 Lyca_Entropy you can do that with a chisel in the crafting grid already

in vanilla

Lyca_Entropy, Aug 5th 2025 at 12:23 AM (modified Aug 5th 2025 at 12:23 AM)

Could it be possible to make it so ingots can be broken back into nuggets, even if some of it gets "lost"?

This is since I'm having such a hard time in 1 world finding copper to make bronze alloys (and most of the copper I prev mined was turned into ingots before I stopped finding copper) being able to turn them into nuggets will allow to smelt a couple ingots more.

Montes556x45, Aug 4th 2025 at 2:12 AM

can you disasemmble clay roof tiles?

GreenDragonette, Aug 3rd 2025 at 6:19 PM

Thank you, made a bunch of windows from the wrong wood by accident and was disheartened so much effort was basically wasted, but now I got some materials back! For future reference, is there any other way to disassemble them than burning in a firepit? I tried saw, hammer and axe in a crafting grid and nothing came up, but in handbook supposedly you can get boards from them too? If there's a choice between lead and boards I'd choose lead every time, I'm just curious (and very grateful!).

I was worried when a bunch of errors reared during logging in my world, but I scrolled through older asks and fingers crossed all is well so far. Your mod got grumpy about axe recipe (I have a bunch of mods, including Toolsmith, Thrifty Smithing and Smithing Plus) and some blocks(?) from Better Ruins. But works as advertised and doesn't look like it's gonna crash or corrupt the file :)

Have a great day!

CozyDub, Aug 2nd 2025 at 4:07 PM (modified Aug 2nd 2025 at 4:11 PM)

For some reason I cannot for the life of me figure out the fire clay + grog + grog + water thing. I've tried every possible permutation of item quantities in a pot atop a fire and none of them are working.

edit: nevermind I'm sleep deprived and getting my multiplication wrong lol

Wingfriend, Jul 21st 2025 at 5:57 AM

Oh also real quick since I noticed it while playing. I've noticed that Vanilla variants versions of several items can't be broken down. I assume it's potentially because each one would need a recipe made for them? If so, that's understandable :P

Wingfriend, Jul 20th 2025 at 10:44 PM

SevenIndex

Awesome! thank you for letting me know it works. As for the exploit, Yeeeaaaah that's fair. I also use Smithing Plus alongside Toolsmith so my tools last a good long while. Thank you for again for getting back to me! Those axes and spare hammer head are getting melted down >:)

jun1per , Jul 20th 2025 at 4:12 PM

Wingfriend

I've played with both mods before, they work fine with each other, no errors or broken recipes. But for the time being they're super exploitable together. 

The exploit. Do it if you wish, it's your life after all.

1. Use a metal tool till it's practically broken

2. Disassemble that tool into it's individual parts at a workbench

3. Smelt down the toolhead for a full refund on your metal

4. Profit

I'll probably make a patch to balance this in the future but for now enjoy the free tools. :)

Wingfriend, Jul 20th 2025 at 8:39 AM

Real quick, wanted to check. I've been using the mod Toolsmith a bunch since it makes my tools feel so much more interactive and fun. Wanted to ask and see if anyone has tried this with the Toolsmith mod. If it works, three random copper axes I found from pots are getting melted :P

jun1per , Jul 17th 2025 at 5:05 AM

Enigmayster

Thanks for following up on that other guy's error, I'll add in a patch for Rustbound Magic in the next update. Also, your method is just as good as the one I usually use for that kinda thing.

 

Denton_

I'm planning to do a revamp of how SDR approaches recycling metal items to find a good middle ground between nuggets and smelting, which would include Worn Tool Heads. (and almost every other metal doodad) 

(P.S. Worn Tool Heads, along with many other small metal items, can be smelted in a Crucible.)

(P.S.S. The limitation of the Bloomery only accepting the same item is a feature of Vanilla, and I don't know how to change it.)

Denton_, Jul 16th 2025 at 5:51 PM

Could worn tool heads be broken into nuggets, which would make it much easier to melt inside a bloomery. As of right now, you can't mix a knife head with a hammer head, even though they're made from the same material.

Enigmayster, Jul 16th 2025 at 8:16 AM

summonedobject errors are tied to rustbound magic mod.

I've fixed them for my game by adding skipvariant for pickaxe:

"skipVariants": [ "summonedobject-pickaxe1-unstable", "summonedobject-pickaxe2-unstable" ],

 

and for saw:

"skipVariants": [ "summonedobject-saw1-unstable", "summonedobject-saw2-unstable" ],

 

in the assets\somedisassemblyrequired\recipes\grid\deconstruct\tool\sdr-tool-recycle-metal.json file

dunno if that's the correct way of solving incompatibilities but it works so...

jun1per , Jul 7th 2025 at 3:56 PM

Bomberanian

Of course! I'll totally add that compatibility in the next update.

Bomberanian, Jul 7th 2025 at 7:29 AM

Would you consider making the carbonized metal arrows compatible with combat overhaul? Don't know how hard that is. But as it stands you can't fire the arrows at all.

jun1per , Jul 7th 2025 at 3:38 AM

Vaili

I had no problems testing the two mods together so there may be a problem with the addition of another mod on top of those two. If you can please put in your modlist and whatever errors are generated in the server log or crash log. Also please use the "Add spoiler" feature incase either is especially long.

Vaili, Jul 4th 2025 at 2:16 PM

Does the game break down when using the "Re-Smeltables Light" mod along with your mod?

jun1per , Jun 23rd 2025 at 12:41 AM

Scorives

These errors come from one of my recipes being unable to find the Worn Tool Head variants for these modded tools. This shouldn't have any effect on your game or corrupt anything. 

Also I appreciate putting your log in but I have no idea what mod these tools come from. Would you mind pasting your modlist too so I can make a patch in the future?

Scorives, Jun 22nd 2025 at 8:45 AM


22.6.2025 03:33:32 [Warning] Failed resolving crafting recipe ingredient with code somedisassemblyrequired:oldtoolhead-pickaxe-summonedobject-pickaxe1-unstable in Grid recipe
22.6.2025 03:33:32 [Error] Grid Recipe 'somedisassemblyrequired:recipes/grid/deconstruct/tool/sdr-tool-recycle-metal.json': Output Item code somedisassemblyrequired:oldtoolhead-pickaxe-summonedobject-pickaxe1-unstable cannot be resolved
22.6.2025 03:33:32 [Warning] Failed resolving crafting recipe ingredient with code somedisassemblyrequired:oldtoolhead-pickaxe-summonedobject-pickaxe2-unstable in Grid recipe
22.6.2025 03:33:32 [Error] Grid Recipe 'somedisassemblyrequired:recipes/grid/deconstruct/tool/sdr-tool-recycle-metal.json': Output Item code somedisassemblyrequired:oldtoolhead-pickaxe-summonedobject-pickaxe2-unstable cannot be resolved
22.6.2025 03:33:32 [Warning] Failed resolving crafting recipe ingredient with code somedisassemblyrequired:oldtoolhead-saw-summonedobject-saw1-unstable in Grid recipe
22.6.2025 03:33:32 [Error] Grid Recipe 'somedisassemblyrequired:recipes/grid/deconstruct/tool/sdr-tool-recycle-metal.json': Output Item code somedisassemblyrequired:oldtoolhead-saw-summonedobject-saw1-unstable cannot be resolved
22.6.2025 03:33:32 [Warning] Failed resolving crafting recipe ingredient with code somedisassemblyrequired:oldtoolhead-saw-summonedobject-saw2-unstable in Grid recipe
22.6.2025 03:33:32 [Error] Grid Recipe 'somedisassemblyrequired:recipes/grid/deconstruct/tool/sdr-tool-recycle-metal.json': Output Item code somedisassemblyrequired:oldtoolhead-saw-summonedobject-saw2-unstable cannot be resolved

jun1per , Jun 7th 2025 at 7:14 AM

Sorry folks, but I can't get configs to work for SDR.

I was able to confirm that the individual settings function properly using another mod's domain that utilizes Configlib as a base for testing. But for some reason using SDR's domain in configlib-patches.json breaks the config entirely, locking each setting to their default and producing the error below in the log.

A stupid bundle of text I'm too smoothbrained to understand

(Some other things of note: The config file in the ModConfig folder generates with only the file pathway to itself. SDR is a Code mod.)

If any of you are familair with Configlib and/or this error please tell me what I'm doing wrong.

SourGoats, Jun 4th 2025 at 11:05 AM

Just wanna say the art on this is fabulous. Absolutely drew me in, and saving the planet(and my inventory sanity) is cool.

SpearAndFang, Jun 1st 2025 at 4:28 AM

config lib can indeed be used to add a config file without c#. There's a decent amount of documentation starting here
https://github.com/maltiez2/vsmod_configlib/wiki

WolfWarrior, Jun 1st 2025 at 4:06 AM

there's config lib here but unsure if it requires c# or not

jun1per , Jun 1st 2025 at 3:39 AM

FOR ANYONE WANTING A CONFIG FOR SDR / OR UNHAPPY WITH THE REMOVAL OF METAL BIT RECIPES, PLEASE READ

I, currently, do not know how to add a config file for SDR. So as a temporary change until I can figure it out, I've re-enabled all disabled recipes involving using a Chisel to reclaim Metal Bits or Ingots from items in version 1.6.7. As for some of the other toggleable features and recipes you all have suggested they will remain unchanged til I can get a config up and running. 

If any of you wanna help and point me in the direction of config file coding, please do!

jun1per , May 29th 2025 at 12:46 AM

BriarBlack

Yeah like I said to NolandVoyd earlier I plan on adding config settings for some of the more devisive changes next. Also I don't understand the example you were giving. Maybe I didn't make it clear enough in the changelog and guide but Ingots, Regular Tool Heads and Worn Tool Heads (plus other small metal items like Lamealle and Scales) can be used in the Crucible. I wanted the Bloomery to be reserved for larger items and so you wouldn't need a mountain of fire clay bricks to melt a bunch of copper spear heads.

BriarBlack, May 28th 2025 at 3:30 AM

Can we plz get some config toggles for balancing decisions like whether blocks can go into crucibles and whether ingots can be converted back into nuggets? I'm not trying to be a jerk about it but some of these balancing decisions feel kind of silly. Why should I first forge the ingot into a tool head, stick that tool head on a stick, and only THEN can I smelt that down into liquid bismuth bronze? That feels super weird to me.

NolandVoyd, May 25th 2025 at 6:47 AM

SevenIndex

Yeah, the other thing I noticed is that the recipe for decrafting a tool makes things like chopping firewood quite precarious. One extra click and you decraft your tool. Requiring an extra ingredient would probably help with that.

Looks like the crash was some interaction with SmithingPlus. Hmm... Probably not worth worring about since its a specific interaction between mods
 
5/24/2025 10:43:58 PM: Critical error occurred in the following mod: smithingplus@1.6.0-rc.2
Loaded Mods: aculinaryartillery@1.2.5, jonasworkshop@1.1.1, millwright@1.2.0, overhaullib@0.2.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, somedisassemblyrequired@1.6.6, terraprety@6.0.2, game@1.20.10, vsimgui@1.1.8, animalcages@3.2.2, egocaribautomapmarkers@4.0.2, betterfirepit@1.1.5, betterruins@0.4.12, blacksmithenhancements@1.1.4, butchering@1.8.2, carryon@1.8.0, combatoverhaul@0.3.9, commonlib@2.6.1, configlib@1.5.3, expandedfoods@1.7.4, foodshelves@2.1.2, freedomunits@1.1.4, fromgoldencombs@1.8.12, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, playerlist@2.1.5, rackableplates@1.0.0, rustboundmagic@2.5.4, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, stonebakeoven@1.1.6, toolsmith@1.1.9, creative@1.20.10, vsinstrumentsbase@2.0.3, survival@1.20.10, armory@0.2.4, playercorpse@1.11.1, xinvtweaks@1.8.0
Involved Harmony IDs: smithingplus, XInvTweakPatch
System.NullReferenceException: Object reference not set to an instance of an object.
at SmithingPlus.CastingTweaks.CollectibleBehaviorCastToolHead.TryPlaceOn(ItemStack stack, BlockEntityAnvil beAnvil) in /Users/jacopouggeri/workspace/VintageModding/SmithingPlus/SmithingPlus/CastingTweaks/CollectibleBehaviorCastToolHead.cs:line 45
at Vintagestory.GameContent.BlockEntityAnvil.TryPut_Patch0(BlockEntityAnvil this, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.GameContent.BlockEntityAnvil.OnPlayerInteract_Patch1(BlockEntityAnvil this, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.GameContent.BlockAnvil.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockAnvil.cs:line 169
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 875
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

jun1per , May 25th 2025 at 6:29 AM

NolandVoyd

I 100% agree that the amount of anvils and other large metal blocks you can fit in a bloomery at once is rediculous. It was something I wanted to change, but since those values are determined within a C# file and not a Json one it's a little outside of my limited expertiese. I'll see what I can do though.

As for tool decrafting I'll definetly see if I can't add a config for that as well as some other minor changes people may want to turn off. It may take a while though as I've never implemented configuarable features of my mod.

Also I can't seem to recreate that crash involving Worn Tool Heads and Anvils. I assume it's some weird interaction with another mod, do mind posting the crash log and your mod list?

NolandVoyd, May 25th 2025 at 5:45 AM

Also, clicking an anvil with a worn tool head crashes the game.
Can we get a config option to disable decrafting tools? It is redundant and somewhat conflicts with mods like Toolsmith.

NolandVoyd, May 25th 2025 at 5:18 AM

Seems a little odd that you can smelt 6 anvils at once in the bloomery, and that they only cost 1 charcoal to smelt. Might want to bump the costs up and limit it to 1 anvil.

jun1per , May 24th 2025 at 3:35 AM

EbKeth

Disabling the recipes that turn various metal objects into metal bits using a chisel was an intentional choice. It's in the 1.5.5 changelog. Personally I just think those recipes make no sense whatsoever, so I got rid of them in favor of resmelting the items into ingots or bits. 

I can understand why this would be considered a bug and if you'd prefer for this change not to be a thing, I may release a seperate patch with the next update that lets you re-enable those recipes.

EbKeth, May 24th 2025 at 12:25 AM

SevenIndex

Updating from version 1.4.5 to 1.5.5, we are now unable to turn ingots into metal bits via a chisel.

jun1per , May 23rd 2025 at 10:38 PM

KumaKoruna

I have, but never got around to posting anything there. Honestly I just haven't been making anything to post to my socials due to both developing this mod and some big life changes coming up. I'll probably branch out to Bluesky at some point, but for now my stuff is exclusive to Tumblr.

KumaKoruna, May 23rd 2025 at 5:00 PM

@SevenIndex that is why i exactly mentioned it. i found your tumblr and meant IF i had an account there, i would followed you already. ever considered bluesky or the sorts?

jun1per , May 20th 2025 at 7:10 PM

BriarBlack

Thanks, I'm aware that alot of metal blocks and items that say they can be smelted cannot be put in bloomery. By default items must have a smelting temperature between 1000 and 1500 degrees to be used in a bloomery. Since steel melts at 1502 it's incompatable. I'm trying to change that range with the next update but since it involves C# code it's a bit out of my expertiese. For now I've allowed those excempt items to be placed in a crucible to be melted.

BriarBlack, May 20th 2025 at 1:13 PM

Hey Hey, Just popping in to let you know of a potential oversight, Steel blocks are meant to be able to smelted back down to ingots, however they cannot be inserted into a bloomery. Just a heads up!

CyanSoup, May 20th 2025 at 1:57 AM

Surprised I got a response, but I wondered if tuning cylinders are scrappable or planned to be?
They could become metal parts or metal scrap in a pulverizer maybe?
Or shove em in a fire for a slag that lets you make cupronickel from it, since that's what all the tech is?
Idk, I'm sure you can think of something better or funnier.

jun1per , May 18th 2025 at 11:11 AM

Mobius jamescook KumaKoruna

Thank you for the kinda words about my funny arangement of lines and colors, I definitly didn't go into this thinking those would get as much attention as the mod itself. Also, KumaKoruna, it's funny you mention that...

 

CyanSoup

Good. >:)

Mobius, May 18th 2025 at 3:11 AM

Your art rules, I love staring at it. Great work and great idea for a mod too

jamescook, May 17th 2025 at 6:25 PM

i like the art you got there

KumaKoruna, May 17th 2025 at 4:54 PM

since youre gonna read and will listen to what i have to say. hi, i like your art. please do more of that. its perfect for those Vintage Story shenanigans. would love to follow you if i had a tumblr account.

CyanSoup, May 17th 2025 at 4:05 PM

The shaft into a single firewood is hilarious.
As my group's engineer the insane waste does actual damage to me.

Javidac, May 17th 2025 at 2:31 PM

SevenIndex Thank you!

Ive also stumbled over this mod, it references yours in the description, and they do make a good point.

https://mods.vintagestory.at/grog

jun1per , May 17th 2025 at 2:06 PM

Javidac

I added a quick update to version 1.5.5 adding a patch for the Short Shelves. Since both recipes had the exact same layout one overrided the other, why it was mine I don't know.

LeuxSeveN, May 17th 2025 at 1:50 PM

oh how I love deco items that have a recycle route, oh how I hate it if they have non~

LadyEdain, May 17th 2025 at 2:20 AM

I think you ought to be able to take your clothes and cut them into cloth squares with a knife or shears (how many bundles of cloth squares you get depends on what the garment is and how tattered it is). And then so many bundles of squares, plus some linen thread and some feathers, makes you a (patchwork) quilted down jacket to keep you nice and toasty in the winter.

If a patchwork coat was good enough for Dolly Parton . . .

Javidac, May 16th 2025 at 12:36 PM

Foodshelves had a massive update, and with some dissassembly required enabled its not possible to make the new short shelves in that mod. This mod somehow takes priority when crafting them.

jun1per , May 12th 2025 at 2:52 PM

Rekeme

Thanks for letting me know. Apparently I replaced all the individual damage values with the Carbonized Metal Arrow's damage. (steel arrows deal the same damage as copper arrows lol) I'll ship the fix with the next update.

Rekeme, May 11th 2025 at 6:56 AM

Hey there, bug report for you!

Using this mod causes the arrows to lose their damage coefficient in 1.4.5 1.20.9. Install the mod, launch a new world, and check the arrows in the handbook. They no longer have damage.

 

I noticed this after updating from mod version 1.1.0 on 1.20.4. Please let me know if I can provide additional information.

jun1per , May 4th 2025 at 12:08 AM

Ivanblade

Makes sense that VV and SDR would have some problems. I'll make a soft compatatbility patch with the next update so there's no issues regarding recipes, a full patch with recipe and item integration will come later since VV is freaking massive.

 

VesPuppy

Any item that has "Smelts into" under their Smelting Temperature can be melted in the Bloomery. Mostly it's any block or item made entirely out of metal. (Copper Roofs, Riveted Metal Blocks, etc) Items like the Scrollrack, that use Nails & Strips in their recipe, can be burned in a firepit to reclaim all the metal at the cost of destroying all the wood. (Look for "Cooks into" on items) I'll definely make the guide more intuatuive come the next update. As for the Aged Wood Fences their recipes seem to work fine, but if you're refering to how they can only be broken into sticks and not planks I do have an answer for that: I try to keep the recipes balanced around a 50% return rate on resources as well as avoiding getting more resources than was used, ideally maintaining both with only a single item required. Fences craft in batches of 8 so you get alot of items for very little resources. Since only 4 planks are used they can't be split evenly between the 8 possible items, so instead I had it yeild extra sticks as compensation.

VesPuppy, May 3rd 2025 at 12:54 PM

oh yeah, also somewhat off-topic, but the mod inspired me a lil bit, and i got a saw (for wood) irl and thought i'd make attempts at recycling some old furniture i see people throw out

VesPuppy, May 3rd 2025 at 12:42 PM

hewwo, it's me again - I noticed that the aged wood fences can't be broken down with the usual methods. I also wanted to ask - the added guide mentions smelting things down with the use of bloomery - which items exactly does this refer to? Is it stuff like lanterns and scroll racks, or tool heads?

Ivanblade, May 2nd 2025 at 10:32 AM

Hi! I found a mod conflict with Vanilla Variants while playing i was trying to build a chest and it is building the default chest not the modded one instead. I'm not positive if the conflict it's Vanilla Variants, it's Recipe Patcher or both, but
I have been able to recreate the conflict while only using SDR and the other two mods together, hope I explained it well!

HaraiseTenshi, Apr 30th 2025 at 8:41 AM

Yeah okay thats understandable. I wozld have preferred to have it all from one mod but yeah there are already some mods of that kind.

jun1per , Apr 30th 2025 at 4:07 AM

HaraiseTenshi

Melting down or breaking apart tools hasn't been high of a priority since other mods like Break Down Tools, Salvage+ and Re-Smeltables Light already exist. I may add it in at some point in the future, but there's still other features I'd like to add before stepping into tools.

HaraiseTenshi, Apr 29th 2025 at 9:18 PM

Any chance on adding recycling of metal tools like melting/chiseling metal tools into bits?

I know you can just "use them up" but it kinda feels like a waste to have to use up a perfectly 'useless' copper chisel instead of zust melting it or forging it into a rod or something to give it another life in a fruitpress for example when transitioning to bronze anyway and such ^^

DUCATISLO, Apr 28th 2025 at 10:00 AM

gg

jun1per , Apr 26th 2025 at 4:29 AM

virtualpolecat lazula Calisto Brady_The

I fixed that bug with the fruitpress recipe in 1.4.5. It had something to do with that I implemented the scrap plank as an additional variant of the existing planks instead of a seperate item tied to SDR. (I'm honestly not entirely sure what exactly was broken) I re-implemented the plank as its own thing so there also shouldn't be anymore errors from recipes from other mods that use "plank-*" in their recipes. 

lazula, Apr 24th 2025 at 9:17 AM

I've confirmed that v1.3.1 is the version that breaks the fruitpress recipe, but I'm not familiar with modding so I can't pinpoint exactly what causes it. Hope it helps regardless.

jun1per , Apr 23rd 2025 at 10:48 PM

Calisto 

Thanks for posting your log, by the look of it, some items from Culinary Artillery and the other mods that can use any plank type in their recipe are trying to use the "scrap plank" from my mod. Since it's only recipes that are having problems it shouldn't have any effect on gameplay, just that giant wall of text on start up. I'll try to add in a compatibility patch for some of these mods in the next update, but with so many it may take a while. Also, you can use the "Add spoiler" function for posting any error logs or the like.

 

virtualpolecat

That's weird. I'll take a look at it and ship a bug fix when it's resolved.

 

virtualpolecat, Apr 22nd 2025 at 3:55 AM

This mod breaks the fruit press crafting recipe, just thought i would bring that to your attention! keep up the great work!

Calisto, Apr 22nd 2025 at 3:00 AM

Hi, I just downloaded the recent update. I'm getting a long error log when I load this with some of my other mods. Here is a bit of the error log. I'd post the whole thing but it's very long:

21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackacacia': Output Block code aculinaryartillery:bottlerack-scrapped-acacia-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-baldcypress-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackbaldcypress': Output Block code aculinaryartillery:bottlerack-scrapped-baldcypress-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-birch-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackbirch': Output Block code aculinaryartillery:bottlerack-scrapped-birch-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-ebony-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackebony': Output Block code aculinaryartillery:bottlerack-scrapped-ebony-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-kapok-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackkapok': Output Block code aculinaryartillery:bottlerack-scrapped-kapok-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-larch-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottleracklarch': Output Block code aculinaryartillery:bottlerack-scrapped-larch-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-maple-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackmaple': Output Block code aculinaryartillery:bottlerack-scrapped-maple-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-oak-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackoak': Output Block code aculinaryartillery:bottlerack-scrapped-oak-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-pine-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackpine': Output Block code aculinaryartillery:bottlerack-scrapped-pine-north cannot be resolved
21.4.2025 22:45:50 [Warning] Failed resolving crafting recipe ingredient with code aculinaryartillery:bottlerack-scrapped-purpleheart-north in Grid recipe
21.4.2025 22:45:50 [Error] Grid Recipe 'aculinaryartillery:bottlerackpurpleheart': Output Block code aculinaryartillery:bottlerack-scrapped-purpleheart-north cannot be resolved

 

It goes on similarly for recipes from Decorations Bazaar, Alchemy, Crude Building Materials, Butterfly Cases, Kevin's Furniture and More Floors. I tried loaded those mods without this mod and no error. I will post the whole log if you want. 

VinierMcNutter, Apr 20th 2025 at 7:34 AM

Planet Folgora in Vintage...mmm

inv, Apr 18th 2025 at 10:15 AM

i love the drawings!! they're such a cool way to showcase a mod

jun1per , Apr 18th 2025 at 6:01 AM

Brady_The

That makes sense. And I know I'll have to do a lot of patching in the future, but without any logs or response from Trungad I can't do anything for him.

Brady_The, Apr 17th 2025 at 8:09 PM

The errors mentioned by Trungad happens due to the way your mod adds certain states into the game.

Take planks for example. You add "scrapped" into the mix. Now the game will try for every mod with recipes using "plank-*" in their ingredients (without any restrictions via "allowedVariants/skipVariants") to create a -scrapped-variation, which most likely doesn't exist and thus leads to error messages galore.

Alexiestree, Apr 15th 2025 at 3:13 AM

Tried it out with scraps mod https://mods.vintagestory.at/scraps that already have your planned additions. Seems like they work tohether fine in first flight. Will be with you on your journey in your versions.

jun1per , Apr 14th 2025 at 4:46 PM

VesPuppy

Yes I do plan to add those into the mod, though they may take a while since crates use a "type" system instead of "variant". Because of that I can't use the wildcard (*) character within recipes so their json will be a little long. Even so, I'll totally add those. They'll come with the next update. :)

VesPuppy, Apr 14th 2025 at 11:10 AM

Woof, are there plans for including the wooden crates and hunter backpacks in the mod? Especially removing parchment from crates?

gndrneutralnoun, Apr 13th 2025 at 5:41 PM

Greatly appreciating this mod of course, but I also wanna say, the art of your character is soooo cute. Love the style.

 
jun1per , Apr 12th 2025 at 3:09 PM

Trungad

Could you share your server-debug and server-main logs? There's probably some conflict with another mod going on.

Trungad, Apr 12th 2025 at 1:45 AM

Oh god SO MANY ERRORS! 

xCoiotex, Apr 11th 2025 at 8:49 PM

oh now i understand why i can't craft wooden fences, ty for fixing it

VesPuppy, Apr 11th 2025 at 1:27 PM

okays, thank you for the fast answer ^w^

jun1per , Apr 11th 2025 at 12:22 PM

VesPuppy

At the moment I don't have a Github, but I may look into it in the future. I've never made one before so it might take a while to figure out. 

For now I'm not focusing on clutter block since Scraps already exists and this mod still has a lot of development to go through before I'd consider it done. Also totally agree with you with the glue system. I was planning on making a small mod that gave a small chance for clutter to drop when broken in addition to the current system but SDR has all my attention at the moment.

I would like to keep this mod mostly my own for the sake of balance and having full creative liberty. But if you have any suggestions for recipes, changes or whatever you can always put them in the comments here. If and when I start up a Github I'll definetly look into anything you decide to send my way.

VesPuppy, Apr 11th 2025 at 11:31 AM

Oh my god, I was planning to make something like this myself, makes me happy seeing I wasn't the only one bothered by lack of disassembly recipies ;w; do you maybe have a github? It would probs make submitting bug reports as well as suggestions too. I was thinking of adding possibility to recycle various clutter blocks (as well as revising what is necessary to pick them up intact, as glue-ing everything just feels wrong), so perhaps instead of making a separate mod, I could submit parts to your mod? Unless you'd prefer to keep this mostly a your project, then I will make my own version

Thranos, Apr 10th 2025 at 10:40 PM

Between this and Scraps, the "junk trunk that everyone winds up shoving in a corner somewhere" may finally become obsolete.

jun1per , Apr 10th 2025 at 3:47 AM

Kudamas

Thank you for the kind words. Hope you enjoy the mod! :)

Kudamas, Apr 10th 2025 at 1:26 AM

I feel like you wrote about me in the mod description. I'm such a pack rat. I'm very excited to try this out! Love the art in your pics too!

jun1per , Apr 9th 2025 at 2:11 AM

Trungad

Fixed that bug with the fences. I accidentally made the file names the same and they overit each other.

Trungad, Apr 8th 2025 at 6:34 PM

This mod accidently removes recipies from the game. Fences are uncraftable.

Habbinal, Apr 8th 2025 at 5:50 PM

Mine too 😅

Shroomster, Apr 1st 2025 at 5:39 PM

Hell yeah, now my friends can stop making fun of me for wanting to keep everything and giving the excuse "it might have a use" now it DOES have a use HA. Thanks for the mod, hope all goes well, I'll be adding this to the server