Mods / Expanded Molds

Tags:
Technology Crafting QoL
Author:
RowdyArt
Side:
Both
Created:
Jan 10th 2025 at 1:03 PM
Last modified:
Aug 31st 2025 at 7:31 PM
Downloads:
44952
Latest release (for Vintage Story 1.21.0, outdated):
Expanded Molds 1.2.0.zip  1-click install

Expanded Molds: Content

  • New Standard Mold Types

    • A new array of standard style molds to round out the suite of ones provided by the base game. Sharp-bladed implements such as swords, knives, scythes, chisels, etc. have been purposefully left out as I felt they should be forged on an anvil. Wrenches are also not included not as they have been changed to resemble complex tools not fitting of a mold-poured method of creation. 

      • One of these molds, the "Chain Ring Mold" is used to cast a new item, chain rings. These can be used to pour & craft bronze-tier and lower chainmail, making these less of a chore to make and hopefully incentivizing people not to just wait till iron-tier for complex armor.

  • New Advanced Mold Types

    • The primary component of the mod currently is the addition of tier-locked bulk casting mold. These molds are created through a multistep crafting process, requiring a variety of materials and advancements made in your game progression before they can be completed.
      • Step 1: Forming & firing of the desired Mold Core. (only made using fire clay)

      • Step 2: Smithing or casting the appropriate tier of metal plate as well as some nails & strips. (bronze-tier for the smaller cores, iron-tier for the larger cores)
      • Step 3: Obtaining the required tools & materials. (most notably the solder & soldering iron)
      • Step 4: Craft the final molds in the crafting grid.

      • Step 5: Finished! These molds will now adorn your smithing workshops with their lovely detail. They work just like any other mold, except they save you valuable space & provide beautiful usable pieces to your world!


Compatibility

  • Wear & TearThis mod is what I would consider mandatory for a complete gameplay experience, even more so in conjuction with Expanded Molds! With this mod installed no longer are your molds infinite tools. Not only do your standard molds only hold up to a handful of pours, your bulk mold now will benefit from the type of metal used to craft their final form. The degredation of your molds will not burn up all of your resources however! Once your precious large molds have given you their final bounties youll be able to recover part of the precious metal of their ruined carcasses, allowing you to remake them and start the wonderful process all over again!

Roadmap & Future Additions

  • Additional sensible mold types (staying away from sharp bladed implements)
  • Removal of crafting grid & use of in-world crafting for all recipes (no idea how to do this, suggestions appreciated)
  • Expansion of molds & clay products to properly show the kind of clay they were made with (red clay molds, fire clay bowls, etc) Now Vanilla Feature!
  • Reworking & expansion of crucible tiering (restrict capacity of base crucible, add more types that allow for larger pours, more slots for alloys, etc.)
  • Different cooking ovens & tiers (larger capacity, better fuel ratios, etc.

Other Mods You Should Check Out

  • "The Remnants" by MrFistycuffs: A reimagining of the base game classes & doubling the amount of classes available while staying true to base game lore.

Disclaimer: This mod is my first foray into modding, if anything is broke please reach out so it can be updated and polished further. This mod is made primarily for my own private server use, but I wanted to share it on here for others to enjoy as well. 

Inspiration: The "Molds" mod by "MrFlame" was used as the basis for the mod, as well as some models and items (chain rings most notably) being included in this mod due to me greatly enjoying them. Everyone on the official discord was also intsrumental in making this mod a reality.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.0 expandedmolds 20406 Aug 31st 2025 at 7:31 PM Expanded Molds 1.2.0.zip 1-click install
  • Feature: All molds are now fully compatible with the updated colored clay forming changes
  • Tweak: Chisel & Wrench molds have been removed as they no longer align with the vision of the mod
  • Tweak: Minor selection & collision box issues relating to the large molds have been corrected

 

1.1.2 expandedmolds
1.20.0 - 1.20.3
16415 Feb 19th 2025 at 11:10 AM expandedmolds_1.1.2.zip 1-click install
  • Feature: Ukrainian & Russian Translations (Cheers to justOmi & FNX!)
  • Tweak: Adjusted the tool durability cost on large molds (roughly 1/3 of original)
  • Tweak: lowered the durability loss on large molds (roughly double the amount of pours capable now before the mold breaks)

 

1.1.1 expandedmolds 3345 Feb 1st 2025 at 11:55 AM expandedmolds_1.1.1.zip 1-click install

Fixed: Minor bug related to raw molds

Fixed: Minor collision and selection box issue

1.1.0 expandedmolds 534 Feb 1st 2025 at 12:19 AM expandedmolds_1.1.0.zip 1-click install
  • Wear & Tear compatibility (molds break over time with use, anvil molds break on first use, etc.)
  • Large molds return part of the metal cost after fully broken
  • Fixed various recipes, costs, inconsistencies, etc.
1.0.1 expandedmolds 2307 Jan 24th 2025 at 9:42 PM Expanded Molds 1.0.1.zip 1-click install
Fixed: Chainring mold now correctly produces 8 rings
1.0.0 expandedmolds 1939 Jan 10th 2025 at 2:36 PM Expanded Molds 1.0.0.zip 1-click install
Initial Release

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

RowdyArt , Aug 18th at 9:56 PM

Just to update everyone, life got very busy over the last year & I have no time to even play games let alone maintain a mod. Let this be the notice to whoever would like that they can make a fork to keep updated with the game. In the future if they would be willing if I come back I would just ask they allow me to return this to the primary mod version. Thanks everyone for your enjoyment of my silly little mod!

merryclefairy, May 4th at 3:34 AM

if you're still here... i hope,, i hope ,, you might update ;w; ?

WalkTheSeas, May 4th at 1:14 AM (modified May 4th at 1:14 AM)

The mod pops an error while loading and the handle textures of the molds are off/mssing as of 1.22.0.

Other than that, still works.

MrFastZombie, Jun 16th at 5:51 AM (modified Jun 16th at 5:53 AM)
@WalkTheSeas: The mod pops an error while loading and the handle textures of the molds are off/mssing as of 1.22.0. Other than that, still works.

Until this mod gets updated, the missing handle textures can be fixed by taking woodenclub.png out of assets\survival\textures\item\tool\material from a 1.21 install (usually within %appdata%/vintagestory on windows) and adding it to a patch mod with the following folder structure: 

 

patch mod file tree
woodenclubpatch/
├── assets/
│     └── game/
│             └── textures/
│                     └── item/
│                             └── tool/
│                                     └── material/
│                                              └── woodenclub.png
└── modinfo.json

and here's a modinfo.json to go along with it:

modinfo.json example
{
  "type": "content",
  "modid": "woodenclubpatch",
  "name": "Wooden Club patch",
  "authors": ["you!"],
  "description": "Re-adds the woodenclub png for mods that use it.",
  "version": "1.0.0",
  "dependencies": {
    "game" : "1.22.0"
  }
}
JackavalMasovon, Mar 9th at 3:59 AM (modified Mar 9th at 4:06 AM)

my 4 plate molds overfilled and wouldnt let me take the plates when cooled?

Edit: Looks like an incompatibility with Xskills Smelter skill maybe? it was showing the fill amount to be 770 units, filling to 792~ and not letting me fill more

 

ChimMAG, Jan 31st at 8:14 AM

And one more thing. The following lines appear in the language files (not only this one, but others as well; this one is just an example).

"game:blockcraftdesc-jug-*-raw": "Jugs can be used for storing, transporting, & combining liquids",

 

Does the mod change jugs? There is no mention of this in the description.

ChimMAG, Jan 31st at 6:23 AM

Question about the correctness of strings in language files.

"block-toolmold-blue-fired-chainring": "Dark brown ceramic chain ring mold",
"block-toolmold-fire-fired-chainring": "Fireclay ceramic chain ring mold",
"block-toolmold-black-fired-chainring": "Black ceramic chain ring mold",
"block-toolmold-brown-fired-chainring": "Brown ceramic chain ring mold",
"block-toolmold-cream-fired-chainring": "Cream ceramic chain ring mold",

Why "blue"="Dark brown", but "cream"="cream"?

MythyMajestic, Jan 31st at 1:29 AM

 

  • Removal of crafting grid & use of in-world crafting for all recipes (no idea how to do this, suggestions appreciated)

 

Chiseling. Or imitating it, at least. For example, hammer in off-hand and nails in main hand, as if hammering the nails into the interaction points. Take a look at the anvil too-- so you might make handles or somesuch, place them on the mold, then hold nails and hammer and "hammer" the nails in. Soldering might use a modified crucible pour-- aim at the interaction point with soldering in the main hand and the soldering material in the offhand and just hold interact to solder. Your models though, so you'd have to decide on the process of putting them together. I'm just offering ideas of the actual mechanic. 

cinnico, Jan 24th at 6:50 PM

RowdyArt can do! so i've been playing a 1.21.6 singleplayer with about a little over 60 mods at the time; had a few scares, crashes, but ultimately the world is playable & no mod had broke itself to the point of complete removal being neccesary until a few days ago. everything loaded normal that day, but for whatever reason the nails-and-strips molds i had out became ?-mark blocks. i had fired 8-ingot & 4-plate molds in a chest that had their thumbnail preview become invisible yet taking up space, so i had to go into creative to remove all those blocks from the mod & unload it altogether. i didn't touch the mod in the folder or altered anything after i installed it, which granted it was included in my modpack after the world was created. i've been a long time user of this mod & can't recall ever having problems with this mod until now, and what's worse is that i really can't recall anything problematic occuring beforehand that could've cause everything to break :'( 

RowdyArt , Jan 22nd at 1:35 PM

cinnico This is the first ive heard of such happening. We have been using the mod on our own MP heavily modded server and have encountered no issues. Can you provide a little more feedback on what happened?

cinnico, Jan 20th at 11:42 PM

Vuldovyol today the mod broke for me. didn't crash the game, and granted i'm playing w/ various other mods, but the mold blocks became ?-mark blocks. had to go into creative to remove them & unload the mod altogether :')

Vuldovyol, Jan 17th at 9:12 PM

Does this mod still work in 1.21.6?

WatermelonFrogy, Dec 3rd 2025 at 6:28 PM

Agreed! All of the roadmap additions should ideally be seperate mods. Most people who download this just want the molds

Aasdanac, Dec 1st 2025 at 7:55 PM

I like what this mod currently has but I'm not the biggest fan of the roadmap. Could you consider making the in-world crafting and reworked & expanded crucibles standalone mods?

ElusiveEnigma, Oct 10th 2025 at 3:18 AM

Mynxae

The thread is a bit old, so I don't know if you figured it out but I ran into this as well and found the solution:

 

If you have SmithingPlus installed, delete the config in the ModConfig folder and let the mod regenerate it.

Mynxae, Sep 22nd 2025 at 4:28 AM

Dr_Jekylle I don't have the XSkills mod installed unfortunately, so that can't be it. 

Dr_Jekylle, Sep 20th 2025 at 4:31 PM

Mynxae Isn't it caused by an XSkills perk named Smelter? That one changes how much material you need to fill molds.

Mynxae, Sep 17th 2025 at 11:15 AM

Unsure if something broke/changed in the 1.21.1 update, but now my two and four plate molds are showing weird/new numbers for how many units of metal to be placed in them. Like a four plate mold is 770 units of metal, and the two plate mold is 385 units of metal? 

Dr_Jekylle, Sep 6th 2025 at 2:49 AM (modified Sep 6th 2025 at 12:44 PM)

Hi, thank you for all your work. Great mod. I have a suggestion - the chain ring mold should fill with 50 units instead of 100 to make it at least roughly comparable with the anvil recipe. 

ChromaticEntropy, Sep 5th 2025 at 5:19 PM

does the 1.1.2 or 1.2.0 version work for vintage story 1.20.12?

Q_qTip, Jun 17th 2025 at 4:57 PM

Downside:
- you cant remove hot elements from molds. That is you cant smith imediatelly ingots?
- you cant pick up mold to drop it into water in order to quench.

Gherdeone, Jun 8th 2025 at 1:43 PM
Javidac, May 15th 2025 at 9:52 AM

KitaenSilva A more historical option would be to make the crafting tree go like this: Metal ingot -> new tool wirepulling jig -> metal wire -> coiling jig -> coiled wire -> cut coils into rings -> flatten and pierce rings on anvil -> weave and rivet with pliers -> finished maille

KitaenSilva, Mar 19th 2025 at 7:43 AM

Suggestion for in-world crafting of chainmaille, as someone who has hand-made chainmaille and enjoys real-world traditional blacksmithing:

Use the anvil.

Place cast ring on the anvil, hold shears in mainhand, have hammer in offhand, "use" on placed ring. Drops "plied ring", or a ring with a gap in it to slip additional rings into. Craft a number of rings in this fashion - low tier metals are fine to do this cold, but higher tier metals require the rings to be heated before they can be plied.

Continue to use the anvil - place plied ring onto the anvil. Place plied ring onto the plied ring. Repeat until adequate number of plied rings are on the work item. Heat work item if higher tier and apply powdered borax as a flux to weld the rings closed again. Low tier metals do not require flux and can simply be hammered closed without welds. Hammer once per applied ring to close the gaps in the rings. Completed chainmaille segment acquired. Quench if heated.

You could do something broadly similar with the advanced molds - place the mold core, and "use" the intended components on the mold core to affix them to it and then complete the advanced mold by using the hammer in off-hand and soldering iron in mainhand upon the advanced mold with all necessary components applied.

Boom, no more crafting grid!

I would suggest - if there is a config and it isn't too much hassle - to make this a toggleable option, as not everyone is thrilled about the fact that Vintage Story - both vanilla and modded - is heavily working toward the elimination of the crafting grid. I lean in favor of the in-world crafting, however, so I hope these suggestions seem feasible!

Buggi, Mar 16th 2025 at 8:43 PM

Wow, a pretty nice description of the mod, screenshots, crafting process...
No list of the actual molds this adds. I could guess, but are the pictures complete? Are there molds not pictured?

RNM, Feb 19th 2025 at 3:45 PM

спасбо все работает

 

TheInsanityGod, Feb 18th 2025 at 6:42 PM

LiothTheBrave, from what I've tested it doesn't have to be full durability, it just takes so much durability (300 durability) that you won't have enough durability left to craft a second one. (meaning as long as it has 300 or more durability it works just fine)

RNM, Feb 17th 2025 at 9:12 AM

Ребята подскажите для больших форм не могу скрафтить железную форму

RNM, Feb 17th 2025 at 5:09 AM

спасибо хороший мод 

icesharkk, Feb 15th 2025 at 6:50 PM

it feels like the 8 ingot mold breaks way too fast. only 9 pours before its gone? i wish i could pop in a new mold core to repair it. i'm using wear adn ter as well.

LiothTheBrave, Feb 11th 2025 at 4:00 PM

Big issue with the mod currently, you can't use a 'used' soldering iron. It has to be full durability or it won't let you craft the usable mold.

RowdyArt , Feb 1st 2025 at 11:56 AM

Odur27

New release with fix for this issue out now! Thanks!

Odur27, Feb 1st 2025 at 10:13 AM

1.2.2025 02:11:34 [Server Error] At position 512099, 156, 511991 for block expandedmolds:nailsandstripsmold-raw-nailsandstrips-north a BlockEntityGeneric threw an error when ticked:
1.2.2025 02:11:34 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BEBehaviorTemperatureSensitive.onTick(Single dt) in VSSurvivalMod\BlockEntityBehavior\BEBehaviorTemperatureSensitive.cs:line 54
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27

Might this be an issue with this mod? Happens when creating Nails and Strips mold with red clay, then caused a client crash on multiplayer. if it helps I think I was doing it while on forest floor, if you need more info I can try to gather it.

Sell, Feb 1st 2025 at 6:26 AM

Oh thanks for the compatibility patch with Wear & Tear, it's honestly a great match. The two mods together make the game so much more pleasant to play.
Cheers,

Bunuffin, Jan 27th 2025 at 3:18 PM

Hello, would it be possible to support the Glassmaking mod?
molds for glass if possible.
there isn't any mantained mod that does it, and your molds are cool!

Thanks.

jhaury, Jan 24th 2025 at 9:50 PM

Is there a itemized list of all the molds this adds? It sounds great and i just wanna make sure its not duplicating items i have from other molds mods (primarily nails and strips and arrowheads).

RowdyArt , Jan 24th 2025 at 9:44 PM

Cascade3218

Otterbutter

Newest release should fix this issue now.

Otterbutter, Jan 24th 2025 at 4:47 PM

I'm getting the same bug. I'm only getting a single Chain Ring from each mold per pour.

Cascade3218, Jan 24th 2025 at 1:21 PM

I enjoy casting rings but for some reason, you get 1 ring from 100 units of let's say copper, but for 200 units you get the actual whole chain mail piece, but for the rigs, it costs roughly 1600 units of metal, so extremly cost ineffective, is this bugged for me or somethiing??? RowdyArt

ptrk, Jan 19th 2025 at 11:56 PM

Firstly: I greatly appreciate this mod for its intentional omission of blades. Every mold mod I see includes the sharp blades and turns me off from it, since really, I just want a mod to store my ingot molds easier. I prefer in-game interactions over the gui, since I play with a controller mostly (I just use gyro for mouse-required/precision aiming interactions). Tbh, I think half the molds shouldn't be there for this reason.

 

Suggestions for non-gui crafting:

Chainmail:

While I don't really like the idea of molding the rings because I'm a stickler for the realism aspects of the game (although, it could be argued that forming the rings out a straight up ingot is comparably unrealistic), you could make it a realistic multi-step process for after the molding.
You could heat up the rings, then have to put the on the anvil and using a chisel, splice a hole/slit in each ring, or require the use of shears (maybe even specialized metal-cutting shears, or the tier above for either option to skip heating). You could lock this behind the next tier up for some metals if desired, based on hardness.
Then, you apply borax as flux since you have to weld them, and then you either solder them together by applying a solder bar (this only would work for copper and bronze; not that you can mold iron anyways), or simply hammer them together. The soldering could also be done by heating the soldering iron instead of the chains themselves, if you cut with a +1 tier set of shears/chisel.

The borax is the essential part, thought, since you'd need flux or solder or forge welding (like is required to weld the two iron anvil halves together).

You could potentially expand this to armor sets, too if you're ambitious; you might want to require some kind of "welding table" that has a 3x3 grid or something (or 2x2 blocks, which interact as a 3x3 space), since an anvil isn't much room to work on a project that size, but you could essentially just have the player lay down the chain with shift click and just basically perform the same set of actions but for each joint.

 

Advanced Molds:

You could take a page out of the ship-building book and see if you could make your own version (although, you may need a few models for construction stages).
I'd imagine you have the player place the plate on the ground, then shift-click it with some relevant tool/item (soldering iron, raw or fired mold, etc), and it engages a construction entity. Then you can have the user click with items in their hotbar to turn it into a "locked" specialized chiseled block, or clay mold, or whatever voxel adding process, where you have one hand holding a heated soldering iron and the other solder bars, and then you simply fill solder wherever a nail/rivet or plate/strip joints would be located.

This should require silver solder, as that has like double the melting point of lead solder. This is only bc IRL, the mold would of course get very hot as heat is trasferred from the molten metal to the ceramic mold. Ceramic is insulating, but given the large thermal mass of

 

Balancing:

I also think that any other item (except ingots, and maybe chutes b/c fragile) should have to be put onto the anvil to get a good whack, since molded items would have a fair amount of defects, or may not be very when precisie or hardened compared to forging. This would be an interaction akin to the initial iron bloom process, where you just whack slag off. Also, you could have the player heat up the nails and just put them on the anvil to knick one voxel per nail so that it has a sharp-looking point.

This could also be semi-automated with a helve hammer which could just one-shot each item (except for nails and chutes).

 

Love the mod, though; I think it's got great potential. I'll be using it in my world next play, for sure.

bringitonwimps, Jan 17th 2025 at 1:54 AM

Thanks for the reply, it appears it has been worked out to be expanded foods causing the issue. I did try some those things and thats the current thing it apperars... I was just reporting it as i was searching as sometimes a modder looks and goes OH yup this will fix it.  rather over report than not.

Oh is it possible to add a config maybe in the future to turn on and off the molds?.. some of the molds for me id prefer not have.

Thanks again

RowdyArt , Jan 15th 2025 at 2:51 AM

bringitonwimps

It seems that error is directed at something to do with the handbook, expanded molds is not listed at the top or as far as I could see. Have you tried removing some of those other mods to trace which one is actually causing the error?

bringitonwimps, Jan 15th 2025 at 1:05 AM

I got this error when clicking on a clay chute mold from expanded molds, not sure where the error is credited

https://pastebin.com/LTxqA5h0

RowdyArt , Jan 14th 2025 at 11:13 PM

SniperGecko

This is the exact direction I'd love to go with the mod honestly. The concept of having to "finish" the rough items that come out of the molds is almost an exact conversation ive had previously. My ability with modding is quite limited however, so anything like the channels and foundry stuff would likely require a pretty substantial collaboration with a competent modder. 

I really appreciate the concepts and interest in my mod! Hopefully in the near future I will have an update that includes the ability to make the color variations currently seen in jugs and shingles in pretty much all the clay items. Stay tuned!

SniperGecko, Jan 11th 2025 at 5:06 PM

A handful of ideas that may or may not fit into the concept for this mod, noting your "Different cooking ovens and tiers"
One potential would be a crucible the size of a Storage Vessel (made with fire clay only) with some sort of iron+ axle/mount to pour it. Channels for metal would also be nice to create from fire clay- channeling Tinker's Construct for that one -especially if the large crucible pours into those channels.
Potential name for these items: Foundry Crucible, Foundry Channel
Oh, and if you do add this; the Foundry Crucible should require Graphite (just like pulverize and use on the crucible) before anything hotter than copper can be melted.
Lastly; if you really wanna hit home, you should be able to toss in any item made entirely from metal into the Foundry Crucible; where the amount it melts is relative to durability rounded down to nearest 25%.

EDIT: Additional idea;

You said you want to stay away from blades; I think that limits the reach of your mod. Instead potentially; make it so all cast items (bladed) are "Dull" (incomplete) until used on a Whetstone. (If you add a whetstone, I think it should have a liquid capacity like a barrel to add water to)



Anyway, if you like none of this I won't be offended and don't feel pressured to add it, I just like throwing ideas at anything I see. :)

RowdyArt , Jan 11th 2025 at 1:16 PM

propaneko  

Eventually I will be looking to add compatibility with lots of mods as clay items are pretty widespread through the recipes of the game and with this mod in the works to be changing lots of them it will be absolutely neccessary. So short answer, yes, as soon as I can get around to figuring out how to make that work.

propaneko, Jan 11th 2025 at 12:19 AM

Hi great mod I really like the idea of added progression to more advanced molds, is there a chance that we could have xskill compatibility? For the smelter perk to be exact.