Mods / Immersive Wood Sawing

Tags:
Utility Cosmetics Crafting QoL
Author:
NemaxuswarZet
Side:
Both
Created:
Jan 10th 2024 at 7:55 PM
Last modified:
May 1st at 9:08 PM
Downloads:
23139
Latest release (for Vintage Story 1.22.0 - 1.22.1, potentially outdated):
immersivewoodsawing_0.2.9.zip  1-click install

With this mod you you gain the ability to transform logs into planks by sawing them when they are placed in the world.

You cannot get planks in a traditional way though(via crafting grid).

The istructions are simple:

  1. Place a log.
  2. Use your saw on a log by holding right click.

Simple as that!

The higher tool tier of the saw is, the less time it takes to process a log.

Todo List:

  • compatibility with other mods
  • third person animations
  • configs(currently mod has some but more can be added in the future)

In current state the block will be sawn always from one predetermined side. I am currently working on a way to make it more flexible.

Also only logs are sawable atm. Planks, stairs, etc are still made/converted to planks via grid crafting.

Configs:

Configs that are in mod and how to access them

If you want to change the configs you need to go to folder named ModConfig which is located in VintagestoryData(VintagestoryData/ModConfig/ImmersiveWoodSawingConfig.json)

 

  • "AutoLogPlacement" (true/false) - will autoplace log from your inventory as soon as you completely saw previous one (default value - false)
  • "AllPlanksAtOnce" (true/false) - if true you will get all the planks in one go, so you don't need to get them one by one (default value - false)
  • "PlanksPerUse" (int) - how much planks you will get per use. Recommended values are between 1 and 12. Lower - will be ignored and set to 1. Higher - only works if you have modified grid recipes which result in more then 12 planks per log. (default value - 1)
  • "DisableGridRecipe" (true/false) - If true will disable grid recipes. If false will leave them enabled.(default value - true)
  • "SawSpeedMultiplier" (float) - changes the speed of interaction. Lower value - slower. Higher - faster(better not make value too high as it can break the interaction) (default value - 1.0)

Version changelog:

0.1.1
  • "AllPlanksAtOnce" config was replaced with "PlanksPerUse" which uses int valuse so you can change the amout of planks you get
  • Now there is an option to keep grid recipes enabled via "DisableGridRecipe" config. 
0.2.1
  • Added "SawSpeedMultiplier" config. Now you can change how fast/slow each interaction will be.
0.2.6
  • Saw now will not lose more durability that in grid crafting(normally it was 1 per craft). It uses the internal couter for "stress points". When you saw a log your tool accumulates point for each board you get. When the tool gets enough points to count for fully sawn log it loses 1 durability(possibly should make it less hardcoded). Here is an example -> First you saw a log and get 1 board out of 12 total that you get normally from log placed in grid. That counts as 1/12(~8%) of stress points accumulated. If you were to saw next a log that will yield 1 board out of 4 total then it will add the corresponding proportion (25%) to the previous number(8 + 25 = 33%). If total stress points number will be equal or greater than certain threshold(=< 100%) the stress points will be reduced by that number(- 100%) and your tool will get damaged.

If you need any support follow the link to the discord mod post by clicking on the icon >

(I do read the comments on ModDB but they are uncomfortable to use for conversations)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.9 immersivewoodsawing
1.22.0 - 1.22.1
4011 May 1st at 9:08 PM immersivewoodsawing_0.2.9.zip 1-click install
  • Updated to 1.22 and NET 10. (No changes. Not yet tested with other mods)
0.2.8 immersivewoodsawing 5947 May 4th 2025 at 10:53 AM immersivewoodsawing_0.2.8.zip 1-click install
  • Changed search for appropiate tool for behavior. Now it checks if tool type is a saw. Should help with compatibility with other mods(Like  YABBA Forge (Previously More Molds))
0.2.7 immersivewoodsawing 2498 Mar 6th 2025 at 5:47 PM immersivewoodsawing_0.2.7.zip 1-click install
  • Updated to 1.20 (Finaly :) )
  • Changed BlockBehaviorSawable class to public(probably something i forgot to make)
  • Changed drops so if you didn't saw a log it will drop the original log
0.2.6 immersivewoodsawing
1.19.5 - 1.19.8
4232 Sep 20th 2024 at 4:41 PM immersivewoodsawing_0.2.6.zip 1-click install
  • Fixed partial config sync issue due to proto buf bug
  • Removed some of the debug data that was shown when crouching(shouldn't have been seen in the first place O_o)
  • Saw now should lose the same durability as if you were crafting in grid(no more wasted tools, although will probably need further tweaking ^_^)
0.2.5 immersivewoodsawing
1.19.5 - 1.19.8
1919 Jul 25th 2024 at 1:09 AM immersivewoodsawing_0.2.5.zip 1-click install
  • Added desription to the handbook on how to obtain planks (supports modded planks i.e. Wildcraft: Trees and Shrubs)
  • Fixed client config sync issue with server(aparently they were not syncing at all :/ )
  • Fixed recipes support for Wildcraft:Trees and Shrubs thin wood types like Bride in White. Now they can be properly processed
0.2.2 immersivewoodsawing
1.19.5 - 1.19.8
934 Jun 20th 2024 at 7:49 PM immersivewoodsawing_0.2.2.zip 1-click install
  • Fixed silent crash with Wildcraft: Trees & Shrubs mod because of missing ResolvedItemstack
0.2.1 immersivewoodsawing
1.19.5 - 1.19.8
279 Jun 19th 2024 at 8:26 PM immersivewoodsawing_0.2.1.zip 1-click install
  • Added small description in handbook for planks(how to obtain them)
  • Added support for recipes using debarked logs(possibly more)
  • Added SawingSpeedMultiplier config option
  • Added check for claims and block reinforcements(WIP)
0.2.0 immersivewoodsawing
1.19.5 - 1.19.7
1500 May 9th 2024 at 2:20 PM immersivewoodsawing_0.2.0.zip 1-click install
  • Updated to 1.19(Finaly!)
  • Added block animation. Now it renders the process of you sawing a log.
  • Added third(and first) person animation
  • Various fixes relative to mod compatability
0.1.1 immersivewoodsawing 1539 Jan 11th 2024 at 5:15 PM immersivewoodsawing_0.1.1.zip 1-click install
  • Added config "DisableGridRecipe"
  • Added config "PlanksPerUse"
  • Removed config "AllPlanksAtOnce"(Now use "PlanksPerUse")
0.1.0 immersivewoodsawing 280 Jan 10th 2024 at 9:14 PM Empty immersivewoodsawing_0.1.0.zip 1-click install

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

jack66, Jun 14th at 7:21 AM

love this mod its so satisfying

Mafroz, May 19th at 10:54 AM

Hi! Could you add the damage options for a saw? For now it  hasnt impact when used

NemaxuswarZet , May 20th at 8:22 PM
@Mafroz: Hi! Could you add the damage options for a saw? For now it hasnt impact when used

Mafroz, it does damage the saw. It's 1 damage per entire log.

Friestvalker, May 15th at 12:39 AM (modified May 15th at 12:54 AM)

NemaxuswarZet ok so after some fiddling around I think I found the culpret, the Some Dissasembly Required mod (https://mods.vintagestory.at/destroyeverthing), I threw that in along with a mod that lets me turn debarked logs into boards and sticks in hopes your mod would let me chop/saw those ones too, which funny thing the other mod absolutely does. SDR throws up iirc an api error during server startup that I can try and dig through my logs to find if that would help

NemaxuswarZet , May 14th at 9:26 PM

Friestvalker, You can try to narrow the conflict by testin half of the mods at a time(It would help immensely). There isn't much i can do on my end without any info at least in part of mod names.

Friestvalker, May 13th at 10:13 PM (modified May 13th at 10:43 PM)

Hi so the mod for me currently does not work in version 1.22.2 I'm testing it in both creative and survival mode, it seems that while the mod does disable the crafting of planks in the menu still I cant use saws to cut logs in the overworld, I'm also using the immersive woodchopping mod and afaict that one still works with 0 issues. I can give you the list of mods I'm working with if that would help but be warned, its over 100.

Sokolov_, May 10th at 3:00 AM

This is such a great mod - I'd love to see some kind of mechanical sawblade so I could build a cool waterwheel powered sawmill

Sismad, May 8th at 6:25 AM

Please add a mechanical saw!! :D

 

KiriRae, May 5th at 12:00 AM

This is not working for me. Have now idea why. I have toolsmithfork mod, maybe that has something to do with it. Although the immersive chopping mod is working. I don't get any crashing, the option to saw just isn't available and I can't use the grid recipe either. Could you look into this plz. I've been waiting so long for this to be updated and usable again.

NemaxuswarZet , May 5th at 3:37 PM
@KiriRae: This is not working for me. Have now idea why. I have toolsmithfork mod, maybe that has something to do with it. Although the immersive chopping mod is working. I don't get any crashing, the option to saw just isn't available and I can't use the grid reci

KiriRae, tested it - works fine. It must be something else. My suggestions - Check that you have the latest version(and no others). Enable recipes in the config temporarily. Try out other mods that could cause such issue.

NemaxuswarZet , May 2nd at 3:11 PM

Darmin404, the config is responsible only for amount of planks you get per operation. It won't give you more planks than you can get from log.

NemaxuswarZet , May 3rd at 12:46 AM
@Darmin404: Sadly I do not want more, I want less, since I have a 1 log = 4 planks recipe

The mod takes the loaded recipes and changes the output based on those recipes. The only problem could be that if there is more than one mod that adds recipe they might override each other. In this case you need to investigate and change them accordingly.

Darmin404, May 2nd at 8:17 AM

Hi! We use Dana tweaks to get a recipe of 4 planks per log in the crafting recipe. I see one of your config checks talks about getting more than 12 planks, but is it possible to have it give... less?

Shaman26, Apr 29th at 11:48 AM

Update, please.

Runefire, Mar 4th at 8:19 AM (modified Mar 4th at 11:25 PM)

Also getting the same bug as Damonicus, although it was working fine before? The map's been on 1.21.6 the whole time, so I have no idea what's gone wrong all of a sudden.

 

Edit: Found the problem, at least on my end. VanillaVarnished makes it not work for some reason.

Maoman, Feb 8th at 10:08 AM (modified Feb 8th at 7:37 PM)

Works in 1.21.6

Plays nicely with Wear and Tear (gives you sawdust with each action)
Broken with In Dappled Groves

Sophhhhh, Feb 2nd at 12:33 AM (modified Feb 2nd at 12:34 AM)

sometimes it bugs and theres floating uninteractible leftover slices at the end, visual bug, not the good kind
might have to remove the mod just to make them go away probably.
it works but yeah this happens ig now

NemaxuswarZet , Jan 10th at 6:32 PM

Herz, Unfortunately couldn't replicate it on vanilla.

Herz, Jan 8th at 4:35 AM

I'm getting the same error as Damonicus1986 on 1.21.6

Desolae, Jan 6th at 8:30 PM

Seems to work on 1.21.6

zX3d, Jan 1st at 10:38 PM

Update?

Gingertea, Oct 30th 2025 at 8:24 PM

update ? 

Damonicus1986, Oct 29th 2025 at 10:44 AM

not a crash but fail to initialise mod 

Crash Report
29.10.2025 09:41:30 [Error] [immersivewoodsawing] An exception was thrown when trying to start the mod:
29.10.2025 09:41:30 [Error] [immersivewoodsawing] Exception: Object reference not set to an instance of an object.
at ImmersiveWoodSawing.ModConfig.SetWorldConfig(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ModConfig.cs:line 50
at ImmersiveWoodSawing.ImmersiveWoodSawingModSystem.StartPre(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawingModSystem.cs:line 26
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
29.10.2025 09:41:30 [Error] Failed to run mod phase Pre for mod ImmersiveWoodSawing.ImmersiveWoodSawingModSystem
NemaxuswarZet , Oct 23rd 2025 at 1:07 AM

Limbobinho, unfortunately without the crash log i cannot say what went wrong. 

Limbobinho, Oct 22nd 2025 at 3:50 PM

I tried to use it but it crashed for me

NemaxuswarZet , Oct 22nd 2025 at 1:47 PM

Limbobinho, have you tried using the current one? It still works for 1.21 for me. 

Limbobinho, Oct 21st 2025 at 9:40 PM

Please i want this so much, uptade to 1.21.5!

NemaxuswarZet , Oct 10th 2025 at 9:12 PM

neobit, adding dynamic durability loss is technicaly possible. But regarding Xskills - i'm afraid it will need a rewrite.

neobit, Oct 7th 2025 at 8:54 PM (modified Oct 7th 2025 at 9:02 PM)

Can you add config for how much durability is lost on a cut? 
We would want to increase it on our server.

Also could we have some synergy with the traits? E.g. carpenter from allclasses could improve the speed.
Or xskills integration?

Thanks.

NemaxuswarZet , Sep 12th 2025 at 2:54 PM

Oweyan, yes it will be updated. But for now it works for 1.21 as well.

Oweyan, Sep 12th 2025 at 3:18 AM

is this mod being updated?

Dusty926, Sep 5th 2025 at 4:15 AM

NemaxuswarZet

I may very well be doing something wrong, so take me with a pinch of salt, but I've not managed to figure out a way to disassemble the saw on either the Toolsmith grindstone or the workbench. Regardless of the order in which I perform the actions, it just doesn't happen, at least for me.

I won't prod further than this, as I still love this mod and will likely continue to use it - But if there is some way to fix this, I would deeply appreciate it!

NemaxuswarZet , Aug 31st 2025 at 11:10 AM

Dusty926, you can disassemble the saw but it is tricky. You need to start honing it first and then press shift to start the process. If you press buttons at the same time it won't work. I will check on what could be wrong.

Dusty926, Aug 31st 2025 at 3:49 AM

Love this mod - But I used it with Toolsmith (another personal favorite of mine) and it prevents the saw from being able to be disassembled on Toolsmith's workbench.
This doesn't happen with the wood chopping mod, as I can still disassemble the axe just fine. Would it be possible to see if this could be resolved? I really love this immersive sawing mod and would love to keep using it alongside Toolsmith.

LastXsile, Aug 31st 2025 at 2:15 AM

NemaxuswarZet I figured it out, took mods off one by one till i identified it as shelf obsessed breaking it. Mods working as intended sorry for troubling you.

NemaxuswarZet , Aug 30th 2025 at 10:00 PM

LastXsile, Honestly don't have any idea. By itself it works fine for me. If you want you can pass a crashlog to Discord thread so it would be possible to try identify the problem.

LastXsile, Aug 30th 2025 at 4:53 PM

NemaxuswarZet Not sure whats changed since yesterday because it was working before but crashing now everytime i saw a single plank. Toolsmith or smithing plus updated but not sure why that would cause it. 

NemaxuswarZet , Aug 28th 2025 at 10:51 PM

LordOri, probably soon. But for now it works. (At least no one told it doesn't :) )

LordOri, Aug 28th 2025 at 4:31 PM

NemaxuswarZet When is the update for version 1.21?

Bowmanoflight, Aug 23rd 2025 at 6:10 AM

would be really cool to see a sawmill as a type of mechanical way to make boards. Much faster than sawing manually, but it may require attention to run as opposed to other automated stuff. would work great with the millwright or the waterwheel mod.

NemaxuswarZet , Aug 11th 2025 at 12:33 AM

Harbardthr, Thanks for the report. However i will give the explanation on why the More molds make things behave that way. It's not exactly the problem with that mod. It is the problem with logic and reduced plank amounts.

If you noticed you don't make the same amount of cuts as the amount of planks you get per log - it is reduced by 1. The last plank(or batch of planks if you get more than one per cut) is dropped automaticaly.

This logic was implemented because of two factors:
1) I would look derpy for the last cut because of the way it calculated where the cut is supposed to be.

2) Make it more realistic approach. When you want to split the square irl in 7 pieces with vertical cuts you actually make 6 cuts total - because the last piece doesn't need to be cut.
(And i couldn't be made only for the last plank because it wouldn't even work/be necessary in most cases)

If you try to operate with smaller number of planks per log(in our case 4) you will see that whichever number for PlanksPerUse that is greater than 1 will result in less amount of cuts than expected. 

Regarding it happening only on server  - Can't say much. My guess is that the dedicated server has it's own separate mod config. From my tesing of singleplayer and hosted server(Launch the server  and connect to it form the same machine) - applying same changes for configs of boths sides will results in the same behavior on both sides. 

As for the amount of planks in log - i believe it is because the recipe with 4 planks for logs comes last in loading order, thus resulting in not having more planks from other mods. I wish i could change it but this may require much mod logic rework. And even then - it won't be the universal solution for possible upcoming mods and their unique features. I will try to think of something.
So for now - the only working solution is to manually edit/remove similar mods recipes with different outputs.

Harbardthr, Aug 10th 2025 at 9:46 PM (modified Aug 10th 2025 at 9:47 PM)
Incompatible with More Molds ( YABBA ) -- Ruins Planks per use and causes visual glitches.

IT IS INCOMPATIBLE WITH YABBA

https://mods.vintagestory.at/moremolds

1.20.12

Bug Report / Compatibility Issue:
Conflict with "More Molds" mod causes saw to insta-drop logs instead of running multiple passes.

Repro Steps:

  1. On a dedicated server, install Immersive Wood Sawing and More Molds together.

  2. Set PlanksPerUse in ImmersiveWoodSawingConfig.json to any value >1 (example: 4).

  3. Optionally, leave DisableGridRecipe as false so the standard grid recipe is active.

  4. Place a log on the saw and begin sawing.

Observed Behavior:

  • The saw plays only one pass animation and immediately drops exactly the PlanksPerUse number of planks (4 in the example), then removes the log.

  • The expected multi-pass behavior (3 passes for a total of PlanksPerUse * 3 planks) does not occur.

  • This happens only on servers, not in single-player, and only when More Molds is present.

Likely Cause:

  • More Molds adds its own grid plank recipes (assets/moremolds/patches/survival-recipes-grid-plank.json) that output 4 planks from placed logs using its handsaw tool.

  • On the server, these extra recipes appear to interfere with the sawable log’s block entity state machine, making the saw think it’s “finished” after the first payout when PlanksPerUse > 1.

Workarounds:

  • Setting PlanksPerUse to 1 in the saw config avoids the glitch, but loses the multi-plank-per-pass feature.

  • Disabling grid recipes in the saw config ("DisableGridRecipe": true) also works, but removes the convenience of grid crafting planks.

  • Removing or renaming assets/moremolds/patches/survival-recipes-grid-plank.json from More Molds resolves the conflict while keeping all other features.

Harbardthr, Aug 10th 2025 at 3:22 AM

NemaxuswarZet

I do have many other mods....

but none that directly interact with wood amounts / animations

i set the config to:

"PlanksPerUse: 12"

Like I said before however, the only Direct impact mod that i have for wood would be https://mods.vintagestory.at/rtw R.TrullyWood -- however this mod doesnt seem to matter to your immersive splitting mod, that one works GREAT and drops R.'s Tweaked Amount -- but the planks....

would anything from my load help? would load oder matter for this? maybe slap a Z. on your mod in the mods folder? 

thanks!

NemaxuswarZet , Aug 9th 2025 at 6:42 PM (modified Aug 9th 2025 at 6:50 PM)

Harbardthr, Are you sure you don't have any more mods? And what numbers do you input in config? More than or equal to 4 i assume?

If yes you are more likely trying to get more planks than the log has. And that could be because there are multiple recipes that override each other.

 

Harbardthr, Aug 9th 2025 at 4:49 AM (modified Aug 9th 2025 at 2:08 PM)

@NemaxuswarZet

Im having an issue with the mod configuration file

1.20.12 (stable)
When changing the:
""PlanksPerUse" (int)"
to anything but 1 the log's cut visually glitches all the way to the right, saws onces, breakes the entire log after 1 saw animation into 4 planks

Any ideas ? Known incompatibilities?

 

I use r.wood for more planks and firewood. 

 

Thanks!

NemaxuswarZet , May 31st 2025 at 2:45 PM

B0YAR, As i previously stated i ran on VintageStory 1.20.9 and 1.20.11 both  YABBA Forge v1.4.25  and Immersive Wood Sawing v0.2.8  (and only those mods) and they work.

I suggest you should do the same that i did for testing and confirmation.
If it does work - then the problem might be with other mods. If not - i will need more details of the situation to know exactly what is the reason.

B0YAR, May 30th 2025 at 1:40 PM

NemaxuswarZet

We use many mods, but only YABBA Forge add new type of saw. You sure use modded handsaw from YABBA Forge? Vanilla saw work fine, we have problem only with handsaw from YABBA Forge mod.

NemaxuswarZet , May 28th 2025 at 10:19 PM

B0YAR, do you have other mods? Does normal saw work?

So far i checked my mod and  YABBA Forge and they work perfectly fine. 

B0YAR, May 28th 2025 at 7:23 PM

NemaxuswarZet

We use v0.2.8, for us handsaw from YABBA Forge can't work with immersive anims.

NemaxuswarZet , May 28th 2025 at 4:57 PM

B0YAR, Have you tried v0.2.8 ? Should already be fixed.

B0YAR, May 28th 2025 at 11:39 AM

NemaxuswarZet

Great mod! Please add compatibility to this mod - YABBA Forge (Previously More Molds). Handsaw from this mod not work with anims from Immersive Wood Sawing. Thank you!

NemaxuswarZet , May 15th 2025 at 9:21 PM

crumps, i don't think there is a blank template for patching. However i believe this mod could be a good(and possibly working) example https://mods.vintagestory.at/show/mod/12864.
If you need a tutorial on how to do a JSON patching in general - you can find it here https://wiki.vintagestory.at/Modding:JSON_Patching.

crumps, May 15th 2025 at 3:40 PM

NemaxuswarZet i would definitely be willing to make one. is there a template I can use to start off with that's a blank and go from there to make a patch?

NemaxuswarZet , May 13th 2025 at 2:08 PM

crumps, It's because it doesn't have the recipes. Ancient tools adds recipes for vanilla debarked log(vanilla doesn't provide them).
My mod only check if there is an existing recipe for such block.
My solutions are:
1) Check ModDB for possible patch/mod that adds firewood and plank recipes for floral zones debarked logs. If none exists maybe make one.
2) Ask either Ancient Tools or Floral Zone authors for possible support.

crumps, May 12th 2025 at 11:53 PM

I also found an inconsistency

 

It looks like, at least with the european yew from the floral zones mediterranean series, wood is not saw-able after using ancient tools adze on it to debark. Vanilla birch has this option tho and i took some screenshots of both. I imagine this might be a problem with most Floral Zones woods after de-barking?

 

Edit: Actually I can't turn it into firewood via immersive firewood after doing this either

NemaxuswarZet , May 12th 2025 at 11:51 AM

crumps, before v 0.2.6 the saw was losing durability on each sawcut. But people were saying that it uses too much durability. So i changed it to use the same amount as in crafting(one per entire log). I can look into implementing that as an option.

crumps, May 12th 2025 at 12:02 AM

Heyo! Do you plan to add durability to saws when you use the item, similar to how axes have a config file to take durab when you make firewood? Would love this as I have durability loss on most things but it seems the saws don't at the moment. Thank you for your amazing mods, my servers loves the immersion :)

NemaxuswarZet , May 4th 2025 at 10:40 PM

wetsocks231, sure, you can use this mod wherever you want. All the mods on ModDB are third party mods.

wetsocks231, May 4th 2025 at 2:41 PM

can i use this mod on the multiplayer server? i mean , is this a third party mod? i am new to this game and server hosting

NemaxuswarZet , May 3rd 2025 at 10:46 PM

B0YAR, i'll look into it. For now you can enable the classic recipes via config.

B0YAR, May 2nd 2025 at 10:54 PM

Please add compatibility to this mod YABBA Forge (Previously More Molds). We can't cut wood with a hand saw.

NemaxuswarZet , Apr 21st 2025 at 9:32 PM

Rung, it already uses only one durability for the whole log. See the changelog for v 0.2.6

Rung, Apr 19th 2025 at 7:07 AM

is it possible to have a config option to damage the saw durability by 1 when it completely destroys the "sawable log" block?

NullBunny, Mar 23rd 2025 at 4:32 PM

I love this, IMO the more things we can do in the physical world instead of the crafting grid the better!

shiIoh, Mar 22nd 2025 at 5:53 PM

NemaxuswarZet Will try that! thank you:D

NemaxuswarZet , Mar 22nd 2025 at 5:20 PM

shiIoh, Kemono & Ponyraces are probably incompatible with mods. Try running without them.

shiIoh, Mar 22nd 2025 at 4:19 PM

Dealing with crashes the second i go to saw wood in version 1.20.6. gonna paste my crash log below this!

-----------------------------------------------------------------------------------------------------------------------------------------------
Running on 64 bit Windows 10.0.19045.0 with 32720 MB RAM
Game Version: v1.20.6 (Stable)
3/22/2025 12:16:14 PM: Critical error occurred in the following mod: immersivewoodsawing@0.2.7
Loaded Mods: aculinaryartillery@1.2.5, antlershorns@1.0.1, barkbeetle@1.0.3, bedrespawn@1.1.0, buzzwords@1.7.0, clayworks@0.3.8, clickuptorches@1.1.1, decor@1.2.1, firestarters@1.4.3, forestsymphony@1.0.2, goblinears@2.1.1, immersiveorecrush@2.2.1, manualquenching@1.0.4, manualscraping@1.2.1, MoreShingles@0.0.3, natshumanskin@1.0.1, primitivesurvival@3.7.6, game@1.20.6, animalreproduction@1.0.0, alchemy@1.6.48, betterruins@0.4.9, butchering@1.8.1, canjewelry@0.4.17, cartwrightscaravan@1.1.1, danatweaks@3.4.1, extrainfo@1.9.8, freedomunits@1.1.4, grassiergrass@1.0.0, greenhousebuff@1.2.0, immersivewoodchopping@0.7.5, immersivewoodsawing@0.2.7, kemono@0.0.26, moreanimals@1.4.1, nemi@1.1.0, ropetiableall0@1.2.3, solaryears@1.0.1, stonebakeoven@1.1.6, creative@1.20.6, survival@1.20.6, em@3.2.0, ponyraces@0.0.12, shearlib@1.1.2, tailorsdelight@1.9.3, wool@1.6.0, dressmakers@1.5.1
System.NullReferenceException: Object reference not set to an instance of an object.
at ImmersiveWoodSawing.WoodSawing.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\WoodSawing.cs:line 126
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1343
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 316
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 113
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
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

Aloy, Mar 17th 2025 at 4:06 AM

work in 1.20.3- has a visual error though when cutting. no idea how to describe it

ThatGuy69, Mar 16th 2025 at 12:00 PM

Sirfalloutcat
https://mods.vintagestory.at/linearpower
this is what you are looking for

 

Nonamomo, Mar 15th 2025 at 5:06 PM

Any plans to extend this to other sawing recipes, i.e. glass into glass slabs?

Mods like this and dappled groves have gotten me interested in moving away from the crafting grid as much as possible, atleast as far as 'resource processing' recipes go. Really appreciate this!

Sirfalloutcat, Mar 15th 2025 at 4:48 PM

Any plans to allow this to be somewhat automated?
It's a cool mod, though. the server I play on added this, and that's why I am asking if it might get the ability to be automated in the future.

Or rather a saw that allows you to cut multiple logs at once?

Vinter_Nacht, Mar 6th 2025 at 6:30 PM

Ejooj - You want In Dappled Groves ;)

NemaxuswarZet - Good stuff as always mate!

NemaxuswarZet , Mar 6th 2025 at 5:52 PM

Stroomschok, i was trying to understand how it works but couldn't find a thing. Unfortunately i think it is up to the mod author to add a compatibility

Stroomschok, Mar 6th 2025 at 12:51 PM

Any chance you can make the sawing process drop sawdust from the mod Wear and Tear?

NemaxuswarZet , Feb 7th 2025 at 6:05 PM

noodlepfp, I will check into that. Thanks

Ejooj, Feb 6th 2025 at 11:43 PM

I have sawed hardwood irl and its hell.

Would be cool if some types of wood would take longer than others to saw

noodlepfp, Feb 6th 2025 at 6:01 PM

if you start to saw a log, then stop, then try to cut it with an axe, the log doesnt drop as an item. I would expect this if I had already cut a plank out, but this occurs even if no planks have been cut.

would it be possible to have the log drop as itself if no planks are cut?

NemaxuswarZet , Feb 2nd 2025 at 10:13 PM

Quaan, will do. Sorry for the inconvenience).

Quaan, Feb 2nd 2025 at 12:44 AM

NemaxuswarZet If this is ever updated I would appriciate if your BlockBehaviours were public so that I can utilize them (in Linear Power) for compatibility in without having to resort to reflection!

Desolae, Jan 25th 2025 at 1:00 AM

Big thanks for the speed multiplier config option - great way to tweak things that still scales with saw tier. With wood chopping being so fast by default, it shocked me a bit how slow sawing was 😅

Desolae, Jan 17th 2025 at 9:59 PM

Really hoping for a 1.20 version!

Silverfang, Dec 28th 2024 at 2:25 AM

or maybe it's the new version of kemono that is the problem. Now mine does crash :(

Silverfang, Dec 28th 2024 at 1:13 AM

I use this mod with Kemono No problems. Kemono did release an update that fixed some stuck animations, so perhaps it will work better now.

NemaxuswarZet , Dec 4th 2024 at 2:27 PM

BigFootyHD, Yeah. Looks like they made patterns  with some issues. I will check into it. Thanks for the report.

BigFootyHD, Nov 30th 2024 at 8:23 PM

NemaxuswarZet

There seems to be an incompatibility with "Scraps" on 1.19.8 - but then again, that mod is for 1.19.4 so maybe that contributes to the issue. Having both installed, this mod seems to just stop working (right-click on log does nothing).

client-main (log):

...

30.11.2024 20:38:59 [Error] [immersivewoodsawing] An exception was thrown when trying to start the mod:
30.11.2024 20:38:59 [Error] [immersivewoodsawing] Exception: Object reference not set to an instance of an object.
at ImmersiveWoodSawing.ImmersiveWoodSawingModSystem.GeneratePlanksRecipeList(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawingModSystem.cs:line 99
at ImmersiveWoodSawing.ImmersiveWoodSawingModSystem.AssetsFinalize(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawingModSystem.cs:line 69
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 660
30.11.2024 20:38:59 [Error] Failed to run mod phase AssetsFinalize for mod ImmersiveWoodSawing.ImmersiveWoodSawingModSystem

...

Afroman726, Nov 19th 2024 at 5:28 AM

This mod is awesome! Thank you! :D

EKB133, Oct 26th 2024 at 5:55 PM

Yup, That makes sense.
Likely that a lot of mods that would do custom animations and such wouldn't work with that one unfortunately, that's a shame.

NemaxuswarZet , Oct 26th 2024 at 5:04 PM

EKB133, i think i found the problem. kemono is probably causing the crash when trying to use the saw because of custom player model.

EKB133, Oct 26th 2024 at 3:12 PM

NemaxuswarZet a lot to be honest, I wasn't going exactly easy on mods this playthrough:

26/10/2024 17:34:36: Critical error occurred in the following mod: immersivewoodsawing@0.2.6
Loaded Mods: aculinaryartillery@1.2.1, aged@1.0.3, balancedthirst@0.0.44, bandedgeckos@1.2.0, chargedjump@1.0.0, claycasting@1.2.0, clicktopick@1.0.3, clickuptorches@1.1.1, craftablejparts@1.0.0, Dacian_Weaponry@0.3.0, driftershaveloot@1.0.0, ensatinas@1.0.0, entitiesinteract@1.0.11, caninae@1.0.16, capreolinae@1.1.5, casuariidae@1.0.8, dinornithidae@0.9.0, manidae@1.0.2, pantherinae@1.1.9, rhinocerotidae@1.0.3, sirenia@1.0.5, immersiveorecrush@1.2.0, mr@0.0.1, pondfrogsiii@1.2.3, nobearjetpacks@1.0.2, pondfrogsi@1.2.3, primitivesurvival@3.6.5, rainfrogs@1.2.1, she1fish@1.2.1, slowwalkmod@1.0.0, traderballoonsmod@1.0.0, viescraftmachines@2.3.2, vintageengineering@0.2.8, game@1.19.8, wild_cabbage_pumpkin@1.0.0, AgeOfConfession@2.0.7, alchemycompat@1.0.0, alchemy@1.6.35, barbershop@0.4.1, beartrap@1.1.1, bedspawnv2@1.2.0, betterentityinteraction@1.0.0, blacksmithgloves@1.0.5, butchering@1.6.8, carryon@1.7.4, coinage@1.10.2, configureeverything@2.1.2, danacancook@0.2.4, dodgemaster@1.0.0, expandedfoods@1.7.2, foodshelves@1.3.1, herbarium@1.3.0, immersivewoodchopping@0.7.4, immersivewoodsawing@0.2.6, instantpickup@1.0.0, jayuscookbook@1.0.2, kcmathpatch@1.0.0, kcmftospatch@1.1.0, kemono@0.0.21, lavoisier@1.3.0, levelup@1.2.9, liquidcontainers@1.2.0, manualdough@1.0.3, manualscraping@1.0.0, medievalexpansion@3.13.1, moreanimals@1.3.5, noticeboard@0.6.0, onebedsleeping@2.4.2, oneroof@1.1.0, petai@2.2.6, postsandbeams@1.3.2, rivers@3.1.0, sheepfeed@1.0.0, smithingplus@1.0.1, somethinginthewater@1.2.4, SoundOfConfession@1.0.3, steamandpower@1.6.4, stoneharvesting@1.0.0, thecritterpack@0.9.1, trailmod@1.0.8, traitacquirer@0.9.5, creative@1.19.8, vsimgui@1.1.5, vskingdom@1.7.3, survival@1.19.8, vsvillage@1.0.6, alchemistry@1.0.2, cats@2.0.3, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, laverace@1.0.3, naturalspawns@1.1.0, sandwich@1.2.2, simplevillages@1.0.1, thriftysmithing@1.2.0, vanity@2.2.0, vsradiomod@0.2.1, vsvillagedesert@1.0.0, vsvillageviking@1.0.0, vsvillageaged@0.0.4, vsvillageindustrial@0.0.4, vsvillagetowers@0.0.4, wildcraftfruit@1.2.2, wildcraftherb@0.0.1, wildcrafttree@1.2.0, entitiesconfiguration@1.0.9, statushudcont@2.1.2, tailorsdelight@1.7.1, dressmakers@1.4.0, upholstery@1.0.1

 

NemaxuswarZet , Oct 26th 2024 at 3:05 PM

EKB133, Do you have any additional mods?

EKB133, Oct 26th 2024 at 2:24 PM

Seem to crash on my client, I do not think it is strictly the mod's fault but I would probably need someone who knows what the code's about to know what might be causing my game to crash when holding right click on a log with a saw to use this mod:

 

System.NullReferenceException: Object reference not set to an instance of an object.
at ImmersiveWoodSawing.WoodSawing.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\WoodSawing.cs:line 125
at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1322
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1143
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 329
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

 

Using Vintage Story 1.19.8

 

Edit: Thought it was the fact I have two display monitors and when I tried again and it crashed it actually corrupted my save, probably a more major problem than I initially thought,

NemaxuswarZet , Oct 16th 2024 at 10:02 PM

GeneralTigger98, Hi. If you have any mod that adds a normal grid recipe for other types of logs it will be automatically converterted and become possible to saw. Just to simplify the search - here you go. Some other person already made such mod) https://mods.vintagestory.at/show/mod/12864.

GeneralTigger98, Oct 16th 2024 at 9:01 PM

Hey NemaxuswarZet, I really like your mod. I like that you have a cool animation for sawing. But I found a problem that personally bugs me. It is not possible to saw debarked wood and I was wondering why. Would it be possible to add this feature?

NemaxuswarZet , Oct 15th 2024 at 10:40 PM

Hydromancerx, unfortunatlely not planned. If you need faster sawing you can use better tools or change the mod config.

Hydromancerx, Oct 15th 2024 at 10:31 PM

Please add a sawbuck to this mod for faster sawing of planks similar to In Dappled Groves mod. Thanks in advance!

Asrael, Sep 24th 2024 at 11:05 PM

Vari_Ares hi, I'm french too, pourrais-tu m'expliquer comment tu as fait pour modifier le son? J'ai mit un son de scie plus plaisant de 4 secondes, et quand j'effectue l'animation, ça me lance plusieurs fois le son avec un petit décallage. Avoir modifié la valeur de son par frame dans le fichier dans le dossier patch de 10 son par frame à 1 a juste fait que cela fait un peu moins de bruit :') .. Dois-je plutôt mettre un son plus long (je vais essayer de ce pas si ça fonctionne) ? 

NemaxuswarZet , Sep 22nd 2024 at 10:11 PM

Vari_Ares , the sound was taken from one of youtube videos. So it makes sense that it won't be ideal. If you have sound and translation feel free to comment and send them in the Discord server mod discussion

Vari_Ares, Sep 22nd 2024 at 11:30 AM

Jimoco Yeah I also want a LOT a way to automate the sawing !!! <3

Jimoco, Sep 22nd 2024 at 10:39 AM

Yes please you two should collaborate! I also find the sawing speed too slow. I LOVE the idea that by making planks harder to make, you will incentive the player also ultimately to want to make a bandsaw - a block that could be automated using the wind mill. There is a minecraft mod called better than wolves that once did something similar - example:

Jimoco, Sep 22nd 2024 at 10:38 AM
Vari_Ares, Sep 22nd 2024 at 8:55 AM

Hi, I really like your mod ! The only complain I had was the speed, but I put it in 3 and it's wayyy better ! BUT the sound of the saw is really bad imo... I know it's a saw and wood, but I heard better sounds and more relaxing ones, btw, I tried to change the sound and it worked really well, I also translated the full mod in french btw because I am, so the better sound + the 3x speed + the translation make this mod PERFECT for me lol ! I want to ask you if I can send you my version of the mod so you can see, I mean hear the new sounds ? I am pretty sure you will also like it more, and then why not put it in your official mod for everyone (with the french translation too that a bonus) let me know ahah ! <3 (btw not hate with you and the sound you used, I just personally prefer my one ahah) 

NemaxuswarZet , Sep 21st 2024 at 7:58 PM

LordOri, i normally search for the conflict mod by splitting amount in two. And dividing by two each time i can narrow it pretty fast. I will look into your mods to see if i find something.

LordOri, Sep 21st 2024 at 7:41 PM

NemaxuswarZet I think you are right, but it’s difficult to understand which mod influenced and why it works on the previous version, if you need information, here is my list of modifications

mod@ACulinaryArtillery 1.1.5.zip, mod@BetterFire_v0.0.1.zip, mod@BetterSticks_v1.1.0.zip, mod@drbraziers_1.1.1.zip, mod@Immersive Corpse Drop (1.19).zip, mod@lightingrework.zip, mod@lumbersling.zip, mod@More fuel v0.0.8.zip, mod@primitivesurvival_3.6.5.zip, mod@Realistic_firewood_v0.0.1.zip, mod@reducedwater_1.0.zip, mod@rpvoicechat_2.3.9.zip, mod@TrulyPanks_v0.0.1.zip, mod@VisibleOre.zip, mod@vtr_3.0.3.zip, mod@AncientTools_V1.5.18.zip, mod@butchering_1.6.8.zip, mod@cancrops_0.2.3.zip, mod@CarryOn-1.19_v1.7.4.zip, mod@clipfix-1.0.7.zip, mod@coinage-1.10.2.zip, mod@Composter-v1.1.0.zip, mod@DanaTweaks-v3.2.2.zip, mod@ExpandedFoods 1.7.0.zip, mod@ExtraInfo-v1.8.1.zip, mod@foodshelves_1.3.0.zip, mod@FromGoldenCombs-1.19-v1.6.3.zip, mod@herbarium_1.3.0.zip, mod@hit_2.1.2.zip, mod@immersivewoodchopping_0.7.4.zip, mod@PassThruChutes_V1.0.1.zip, mod@rivers_3.1.0.zip, mod@sailboat_1.3.1.zip, mod@simplecombos_1.0.2.zip, mod@simplefootstepsredux.zip, mod@SomethingintheWater_V1.2.4.zip, mod@trailmod_1.0.8.zip, mod@wildfarmingrevival_1.2.5.zip, mod@AnvilMetalRecovery_V0.1.19-pre.1_Debug.zip, mod@naturalspawns_1.1.0.zip, mod@vintage_recipes-1.2.3.zip, themepack@BetterGrass_v0.0.1.zip, themepack@caverndarkness-1.0.0.zip

NemaxuswarZet , Sep 21st 2024 at 5:08 PM

LordOri, possibly a mod conflict. Have you tried running this mod on its own? Because it works fine for me.

LordOri, Sep 21st 2024 at 4:00 PM

NemaxuswarZet on version v0.2.6 the mod functionality does not work, I rolled back the version to v0.2.5 and everything works again,

and according to my problem, I made myself a json modification that changes what I need

NemaxuswarZet , Sep 21st 2024 at 2:17 PM

LordOri, which part is not working? Or mod is not loading at all?

LordOri, Sep 20th 2024 at 6:21 PM

NemaxuswarZet понял, спасибо! сейчас подкорректирую рецепт

p.s v0.2.6 not working(

NemaxuswarZet , Sep 20th 2024 at 5:34 PM

LordOri, unfortunately this is not how this mod functions neither was intended to function. As i previously mentioned the visual part for the size of the cut is strictly depended on how much boards you cut per use(quote on quote in realistic fasion). This indea with standarized cut will look weird to say the least. And honestly i don't see any practical use in such feature.

Besides, such behaviour will result in people getting varying amount of boards per log that is separated from what you get in grid recipes. The idea of this mod was to convert the grid recipes in somewhat more immersive process in the meantime keeping the original numbers and calculations.

If you need to alter the amount of boards you get per log you can do that by patching the original recipes - this mod will take the changes into account. But the visual parts will also change based on recipes changes.

LordOri, Sep 20th 2024 at 4:51 PM

@NemaxuswarZet, yes

NemaxuswarZet , Sep 20th 2024 at 1:47 PM

LordOri , Let me try to rephrase that. You need a config that specifies the amout of boards you get per cut, but size of that cut is standarized?

LordOri, Sep 19th 2024 at 4:23 PM

@NemaxuswarZet I’m talking a little about something else, I need 1 standard cut, which is specified in the config, drop 3 boards

NemaxuswarZet , Sep 19th 2024 at 1:51 PM

LordOri, the size of the cut area is calculated proportionally to how much boards you cut at a time. Unfortunately it is not changeable. If i understood you correctly. 

LordOri, Sep 18th 2024 at 3:38 PM

NemaxuswarZet, Is it possible to change it so that you can get 3 boards from 1 thin cut? I had this need based on the visual area of ​​the log, it is equal to approximately 3 boards

NemaxuswarZet , Aug 8th 2024 at 11:21 PM

Origin_Alpha_43, if your suggestion is to make firewood amount depend on the tool tier then i can say it is not possible. This will be incomplatible with current code thus requiring a complete overhaul.

Origin_Alpha_43, Aug 8th 2024 at 9:53 PM

NemaxuswarZet theres no mods, it was just a suggestion

NemaxuswarZet , Aug 5th 2024 at 10:49 PM

Origin_Alpha_43, I meant the mod that changes the output depending on the tool tier.

Origin_Alpha_43, Aug 5th 2024 at 7:07 AM

NemaxuswarZet, the flint saw is from Better Than Heresy

NemaxuswarZet , Jul 29th 2024 at 1:28 AM

Origin_Alpha_43, can you tell me the name of this mod?

Origin_Alpha_43, Jul 28th 2024 at 6:21 PM

NemaxuswarZet sure

the saws also have a tool tier, tool tier 1 would give 4 board when sawing the log.
i'm using crude flint saw from another mod and it give 4 board when crafting boards with it.

as natural, tier 2, the copper saw give 12,
you could go higher with other tiers.
like tier 3 would give 16
and tier 4, 20 boards

a config for it too, maybe, to let players or server admins to chose their prefered output

NemaxuswarZet , Jul 28th 2024 at 2:00 PM

Origin_Alpha_43, can you explain in more detail?

NemaxuswarZet , Jul 28th 2024 at 1:58 PM

Teaplease, do you have any additional mods intalled?

Origin_Alpha_43, Jul 28th 2024 at 12:48 AM

its currently not registering the tool tier, it always give 4 planks only/total

Teaplease, Jul 28th 2024 at 12:19 AM

Hello! I have this mod and yours immersive chopping mod installed together. But sawing mod is not working at all, only choping. Is there incompatibility between them?

gndrneutralnoun, Jun 20th 2024 at 8:07 PM

Ah, I see. I was probably having the silent crash as well, I've just updated my version of the mod. Thank you for this essential mod! :)

NemaxuswarZet , Jun 20th 2024 at 7:52 PM

gndrneutralnoun, you need to download a mod that adds plank recipes for debarked logs. Basicaly if any other mod has such recipes they will be supported.

NemaxuswarZet , Jun 20th 2024 at 7:46 PM

Maamessu, thank you for the report. Found out what the problem was. Will make a hotfix now. But will warn you there may be some unintended behaviour with certain type of nonstandart wildcraft logs.

gndrneutralnoun, Jun 20th 2024 at 7:45 PM

Hi! I appreciate the update! How do I enable the support for recipes using debarked logs?

conninator2000, Jun 20th 2024 at 7:10 PM

Just came by to report what maamessu just encountered, I wonder what changed to break the compatibility in the latest version - anyways great mod! Keep up the good work, your mods are a staple of my playthroughs now :)

NemaxuswarZet , Jun 20th 2024 at 6:45 PM

Tels, thank you for telling me. I left it unchecked cause i accidentaly deleted it :)

Maamessu, Jun 20th 2024 at 5:47 PM

I reported this on discord as well, but there seems to be an issue in the latest version. The mod simply stops working if installed alongside Wildcraft: Trees & Shrubs. For now I've rolled back to v0.2.0, which works fine.

Tels, Jun 20th 2024 at 4:38 PM

The modinfo.json still says it needs 1.18.8 - which makes VS complain when you are on 1.19.8. This seems to be a typo or leftover?

MrTango, Jun 14th 2024 at 6:15 PM

Instead of the animation only cutting 1 slice and giving 1 board, maybe just make the animation fully extended to cut the full log, as a way around punishing board to tool durability ratio.

DeansOnToast, May 21st 2024 at 6:25 PM

Hi NemaxuswarZet, Could you add a little line of text to the planks entry in the handbook (same goes for immersive wood chopping)?  Dont think I'm going to play without these mods ever again!

gndrneutralnoun, May 17th 2024 at 2:16 PM

Awesome, thanks! I'll look forward to that!

NemaxuswarZet , May 17th 2024 at 1:39 PM

gndrneutralnoun, this will probably be a standalone content mod which will be compatible with sawing mod. The reason is simple - there is no recipes for planks using debarked logs in vanilla. Instead you normaly get support beams. Although as you metioned before logicaly there should not be any difference.

gndrneutralnoun, May 17th 2024 at 2:16 AM

Hi! Could you possibly add a config option to be able to saw debarked logs? Preferably giving the same amount as a barked log. I believe bark would be useless for making planks anyway, so I think that debarked/barked shouldn't have any difference. Thank you for making this mod!

NemaxuswarZet , May 13th 2024 at 1:11 AM

Undea, yes it is true. Unfortunately i couldn't find the solution that wouldn't become either unrealistic or abusable. The way it works now is the tool is damaged each time you complete the interaction. But you can modify the amount of progress (how many planks per interaction) you make via mod's config. So technicaly you can make it use one durability per block(by sawing it all in one go) if you so desire.

Undea, May 13th 2024 at 12:38 AM

hey there, i did notice.

when you saw you use 1 durability from the saw (1 log 12) and in vanilla when you make planks you use 1 durability per 12 planks (1 log 1)

so you get much more planks in vanilla out of one saw.

NemaxuswarZet , May 7th 2024 at 9:34 PM

Marlim, yes i am currently work on updating it. But you can still use the current version if you desire. It just lacks saw animation. 

Marlim, May 7th 2024 at 8:08 PM

Do you intend to update this mod to 1.19?

NemaxuswarZet

ManaWei, Mar 17th 2024 at 11:09 AM

Somehow this mod doesn't work.. and my crafting grid recipe is still enabled 

NemaxuswarZet , Mar 11th 2024 at 6:49 PM

Austin, it's not exactly broken, it is just not used by the game anymore. Speaking of Wildcraft Trees it is already supported. And generally this mod will support any other mod that follows the vanilla recipe patterns for planks.  

Austin, Mar 10th 2024 at 7:06 PM

Sad to see the animations broken but your work alone has made the feeling of surviving and building a home much more of a challenge, and by extension, a triumphant achievement. Is there any plans to eventually add support to the Wildcraft Trees eventually, as was done with your Wood Chopping mod as well?

NemaxuswarZet , Feb 11th 2024 at 12:48 PM

SovietPacop , it is due to changes on how fp animation works in 1.19 - it uses third peson animation instead. So any code made in previous versions like 1.18 for this animation will not work. It needs to be rewriten.

SovietPacop, Feb 10th 2024 at 11:19 PM

I love the idea behind the mod, and I read that there's no longer 1st person animation. Is that a bug or...? Im loving the gameplay but I feel like watching the saw go back and forth would make the time waiting for the plank to finish go by faster!

Not to take away from it ofc, really enjoyed it so far :D

NemaxuswarZet , Feb 8th 2024 at 8:00 PM

LarekFlynn , thank you for the report. Will fix that as fast as possible. Although this  may take longer than with Chopping mod because i am also working on come other part for Sawing mod. 

LarekFlynn, Feb 8th 2024 at 7:05 PM

I love your mods! looks like sawing needs the same fix as chopping did. conflicting with toolworks 1.5.4

12:56:48 [Error] [immersivewoodsawing] An exception was thrown when trying to start the mod:
8.2.2024 12:56:48 [Error] [immersivewoodsawing] Exception: An item with the same key has already been added. Key: game:log-placed-aged-*
at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
at ImmersiveWoodSawing.ImmersiveWoodSawingModSystem.GenerateBasicPlanksRecipeList(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawingModSystem.cs:line 58
at ImmersiveWoodSawing.ImmersiveWoodSawingModSystem.AssetsFinalize(ICoreAPI api) in C:\Users\Maxim Sobanin\AppData\Roaming\VintagestoryModDevelopment\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawing\ImmersiveWoodSawingModSystem.cs:line 39
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 654
8.2.2024 12:56:48 [Error] Failed to run mod phase AssetsFinalize for mod ImmersiveWoodSawing.ImmersiveWoodSawingModSystem

Lodeclaw, Feb 6th 2024 at 10:45 PM

Regarding getting boards from planks, stairs, etc. what about a new sledgehammer tool that busts apart certain crafted blocks when you right-click similar to the woodcutting mod?

NemaxuswarZet , Jan 26th 2024 at 6:12 PM

SuaveDoggo, In general the mod will work fine. But there is no more first person animation for saw. 

SuaveDoggo, Jan 26th 2024 at 2:51 AM

It seems to work fine for me on 1.19.1 though from what I can see !

NemaxuswarZet , Jan 20th 2024 at 8:44 PM

Shion, possibly? But right now i need to port this mod on 1.19 and that will require some mod rework in terms of animation first.

Shion, Jan 19th 2024 at 10:45 PM

Sawing speed option?

Vari_Ares, Jan 19th 2024 at 12:26 AM

FINALLY !!! <3

NemaxuswarZet , Jan 14th 2024 at 10:34 PM

Gorfinhofin, Yes this a bug in current Ancient Tools. I managed to contact the author and he said that he will try to fix it in the next update

Gorfinhofin, Jan 14th 2024 at 6:43 PM

I can confirm that this is not compatible with Ancient Tools. With Ancient Tools enabled, trying to saw a log will convert it into the sawed log variant, but you can't actually initiate the sawing animation or get boards from it. It works just fine if I disable Ancient Tools.

NemaxuswarZet , Jan 14th 2024 at 1:32 PM

Stroam, Thank you for the ideas. Unfortunately there is already a mod that has such block/mechanics in "In Dappled Groves" mod. The only thing it's lacking are the animations. Not shure if i should do such imitaion..

Stroam, Jan 14th 2024 at 3:01 AM

Love the particles. Love the in-world crafting.
One thing that would make it better in my opinion is if you clicked the saw on the log and the saw became part of the animation with each right click or holding right click it moves the saw back and forth. However, I'm aware that may make changing the speed of the cut difficult as I don't know if it is possible to do varying animation speeds in which case you'd have to do a different animation for each tier.
Also, maybe consider a trestle/saw horse not because what you have isn't great, but because this is a block game and players would love to build a lumberyard. So anything that supports that aim such as log piles, players would love. Bonus points if stations can be set up to automatically draw from a nearby woodpiles.

Dante, Jan 13th 2024 at 4:35 PM

This is very cool, thank you.
Devs take note, we need more gridless immersive ways of crafting and doing things :)

Alatyr, Jan 13th 2024 at 3:18 PM

Need to make sawhorses for logs

Alcyonaria, Jan 12th 2024 at 9:59 PM

loving it

NemaxuswarZet , Jan 11th 2024 at 9:40 PM

It sounds like you used the creative block for testing...

NemaxuswarZet , Jan 11th 2024 at 9:36 PM

TimSithis, what were you doing when this happended? And what mods do you have?

TimSithis, Jan 11th 2024 at 7:15 PM

Not sure why but for me, and on my Server it seems that the Mod isn't working, where could I check why? I got those ???? Cubes as for the immersive block sawables.

It says when I press shift Something about it not being a Log, + that there is 0 planks left.

I think it could be because of the Ancient tools mod..I belive but not sure.

NemaxuswarZet , Jan 11th 2024 at 3:07 PM

Exmortis 

Yeah, I saw the problem. I will probably add a config for now to make disabling optional

NemaxuswarZet , Jan 11th 2024 at 2:47 PM

Exmortis, NeksAltrein

Right now there is a config in mod that lets you change the behavior so you can saw a whole log in one go. If you need a more precise control i will look what i can do.

Exmortis, Jan 11th 2024 at 7:08 AM

Howdy NemaxuswarZet 

Have you seen the Linear Power mod? That adds in a mechanical Sawmill for making planks
It's not compatible with this, as this removes the recipe that the Linear Power Mod uses
I am wondering if there is anyway to do a work around?

Also, I think you should do 4 planks at a time, sawing a quarter of the log, rather than 1 at a time, just for speed purposes.
I love the immersive aspect, but this takes quite a while longer!

Thanks for the mod

NeksAltrein, Jan 11th 2024 at 1:25 AM

It looks great! But you either need to speed up the sawing, or add a shaft-driven mechanism. Otherwise it will be beautiful, but it will hurt to play.

A_Tree, Jan 11th 2024 at 12:26 AM

Holy cow! That is awesome