Mods / Make Tea Forked
- Tags:
- Author:
- sargentsteveEr
- Side:
- Both
- Created:
- Aug 27th 2025 at 4:07 AM
- Last modified:
- Sep 2nd at 7:07 AM
- Downloads:
- 57821
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
maketeaforked_0.9.42.zip 1-click install
Make Tea Forked
Original by: urm
A forked version of Make Tea updated to 1.21.0, will be removed at original owner's request.
If you'd like to make your tea drinking habits more sustainable, I would suggest looking towards Wild Farming - Revival by SpearAndFang
Features:
- Clay form teapots and mugs.
- Fire them in a pit or beehive kiln, with full clay color support.
- Boil water in the teapot, add herbs and brew tea, with new UI, graphics and sound effects!
- Tea recipes for every in-game vanilla herb (currently that includes all the flowers).
- Brewing temperature matters! Pay attention to the UI colors and keep notes of the proper temperature ranges.
- Drink tea while it is still fresh, it won't be long before it's no better than muddy water.
- Make sure to drink from a mug to fully appreaciate some teas!
- Depending on the herb used, the tea will have different properties: a bit of nutrition, healing, and even a calming effect (increases temporal stability). Some teas are also quite toxic!
Optional ConfigLib Compatabililty
Future:
will attempt to the best of my ability to maintain the mod and compatability with other mods, new features will be added with major Vintage Story versions.
Feel free to suggest additions. I'm always happy to take people's ideas!
Known issues
- Can't shift+click teapot into the firepit (same as vanilla crucible) (May fix this at a later date.)
Licensing
Some of the code is based on publicly available Vintage Story code.
You are free to use the code in this repository for Vintage Story mods, as long as you credit "urm" in any reasonable manner.
All the sounds are sourced from ZapSplat.
Other
Make Tea
Features:
- Clay form teapots and mugs.
- Fire them in a pit or beehive kiln, with full clay color support.
- Boil water in the teapot, add herbs and brew tea, with new UI, graphics and sound effects!
- Tea recipes for every in-game herb (currently that includes all the flowers).
- Brewing temperature matters! Pay attention to the UI colors and keep notes of the proper temperature ranges.
- Drink tea while it is still fresh, it won't be long before it's no better than muddy water.
- Make sure to drink from a mug to fully appreaciate some teas!
- Depending on the herb used, the tea will have different properties: a bit of nutrition, healing, and even a calming effect (increases temporal stability). Some teas are also quite toxic!
Potential future features
- More tea types as the range of herbs in the base game expands.
- Tea toppings such as milk and honey.
- More teapot and cup variety
Known mod compatibility
Known issues
- Can't shift+click teapot into the firepit (same as vanilla crucible)
Licensing
Some of the code is based on publicly available Vintage Story code.
You are free to use the code in this repository for Vintage Story mods, as long as you credit "urm" in any reasonable manner.
All the sounds are sourced from ZapSplat.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.9.42 | maketeaforked | 12524 | May 31st at 9:15 AM | maketeaforked_0.9.42.zip | 1-click install | ||
|
- Fixed a bug where "Drink portion size 1 is greater than capacity 0.2" was being spammed in logs, potentially causing lag. | |||||||
| 0.9.4 | maketeaforked | 4870 | May 13th at 12:01 AM | maketeaforked_0.9.4.zip | 1-click install | ||
All teapots should automatically convert to the newest versions. | |||||||
| 0.9.3 | maketeaforked | 274 | May 12th at 6:04 AM | maketeaforked_0.9.3.zip | 1-click install | ||
|
- Fixed Fennel and Licorice not being brewable | |||||||
| 0.9.2 | maketeaforked | 38 | May 12th at 5:19 AM | maketeaforked_0.9.2.zip | 1-click install | ||
|
This one's a pretty big update, hopefully it'll alleviate the biggest concerns that many people had. Added native ConfigLib compatability! This is an OPTIONAL mod to support improved configurability. As of right now you can configure
I expect to add more things to be configured such as satiety, healing, intoxication, etc. in the future.
Other content included with this pertain to the 1.22 update:
Bug fixes:
Others:
There's a good chance there may be bugs or problems, please let me know asap! | |||||||
| 0.8.1 | maketeaforked | 4577 | Apr 23rd at 4:45 AM | maketeaforked_0.8.1.zip | 1-click install | ||
| |||||||
| 0.8.0-dev.6 | maketeaforked | 779 | Mar 23rd at 4:19 AM | maketeaforked_0.8.0-dev.6.zip | 1-click install | ||
| |||||||
| 0.8.0-dev.5 | maketeaforked | 55 | Mar 23rd at 12:57 AM | maketeaforked_0.8.0-dev.5.zip | 1-click install | ||
Teapots may soft-break with this version, if they are unusuable, please break them then place them again. | |||||||
| 0.8.0-dev.1 | maketeaforked | 393 | Mar 8th at 3:16 AM | Release Retracted | |||
Retraction Reason:Wrong file directories Changelog:Initial update for 1.22, please report all issues in GitHub or comments | |||||||
| 0.7.6 | maketeaforked | 8148 | Feb 7th at 11:38 PM | maketeaforked_0.7.6.zip | 1-click install | ||
This is the same version as the previous release, there have been no changes! | |||||||
| 0.7.6-dev.1 | maketeaforked | 4601 | Jan 3rd at 1:16 AM | maketeaforked_0.7.6-dev.1.zip | 1-click install | ||
|
Testing Version 0.7.6-dev.1 Attempting to fix weird interaction with duplicating teapots. Please let me know if any bugs are found! Highly advise to try to use both with and without ACA/EF Should be compatible with previous mod versions, but a backup of any world you play on is highly advised!
Teapots may soft-break with this version, if they are unusuable, please break them then place them again. | |||||||
| 0.7.1 | maketeaforked | 15176 | Sep 16th 2025 at 12:31 AM | maketeaforked_0.7.1.zip | 1-click install | ||
|
- Internal updates | |||||||
| 0.7.0 | maketeaforked | 2653 | Sep 8th 2025 at 11:47 PM | maketeaforked_0.7.0.zip | 1-click install | ||
Teapots may soft-break with this update, if they are unusuable, please break them then place them again. | |||||||
| 0.6.0 | maketeaforked | 1239 | Sep 4th 2025 at 9:01 AM | maketeaforked_0.6.0.zip | 1-click install | ||
| |||||||
| 0.5.0 | maketeaforked | 194 | Sep 4th 2025 at 3:21 AM | maketeaforked_0.5.0.zip | 1-click install | ||
Currently there seems to be an issue on Hydrate or Diedrate's end that prevents tea from being produced with their custom water variants (Boiled, Well, etc.) For now please use water directly from a freshwater source such as a lake, pond or river. This was 100% Make Tea's fault, and has been patched and improved for future-proofing.
| |||||||
| 0.4.2 | maketeaforked | 1873 | Aug 27th 2025 at 11:29 PM | MakeTeaForked-0.4.2.zip | 1-click install | ||
|
- Added functionality to shift + right cick teapot into firepits. | |||||||
| 0.4.0 | maketeaforked | 427 | Aug 27th 2025 at 4:10 AM | MakeTeaForked-1.21.0.zip | 1-click install | ||
|
- Initial mod release | |||||||




BumbleandGrumble I'll see what I can do for an audio slider and a handbook update
Hey, just to let you know that your mod causes issues with the handbook; whenever you click on an item that isn't vanilla, the whole game crashes. I turned your mod off to see if that was causing the issue and I have had no problems since.
Here is the crash report for you:
Running on 64 bit Windows 10.0.26200.0 with 32477 MB RAM
Game Version: v1.22.3 (Stable)
06/09/2026 19:52:37: Critical error occurred
Loaded Mods: acwallpapers@1.0.0, betterandimprovedweather2@2.0.5, betterarrows@1.0.1, cameraman@0.1.3, charlottesclothes@1.4.2, cbr@2.0.1, chiseltools@1.17.6, chonkykitchenware@1.0.1, chonkyvessels@1.5.9, clayworks@0.6.1, blocklayeroverhaul@1.0.2, crockwrights@1.1.0, curefirewood@1.0.1, diversediets@1.0.4, farmingrevamped@2.1.0, feathercompost@1.0.0, floralzonescosmopolitanregion@1.0.11, geoaddons@1.4.8, hydrateordiedrate@2.5.5, jsonpatcheslib@1.5.9, leaflitter@1.2.6, manualdishes@0.1.2, manualdough@1.1.8, millwright@1.3.4, moreashlarblocks@1.1.2, plainwallpapers@1.0.2, plumpkins@1.1.3, primitivesurvival@5.1.1, psbetterstairs@1.0.0, satup@1.22.3, spinningwheel@1.2.13, stonequarryrepckfipil@3.6.3, tilebackport@1.3.0, tilenall@1.22.3, valkyrjahair@3.0.0, game@1.22.3, wforests@1.0.0, aculinaryartillery@2.0.0-dev.22, apebeams@1.3.0, apeflowerpots@1.4.1, apelanterns@1.4.3, arrowbarrels@1.5.1, attributerenderinglibrary@3.2.0, betterruins@0.6.3, brickyard@1.0.0, butchering@1.13.6, buzzwords@1.8.2, cavespawning@0.1.1, clothinganyslot@2.0.0, colorfulcandles@1.3.0, colorfulclothing@0.3.1, cozypierzynas@1.3.0, crafteverything@1.3.4, dairyplus@2.0.0-pre.2, doorvariants@1.1.4, dresstoimpress@1.3.0, elkphysics@3.0.3, extendedcreation@1.2.5, flowerbeds@1.0.1, foodshelves@3.0.5, spawngiantwaterlilies@1.0.1, goodhunting@1.4.5, helianthus@1.0.4, hookedonhydro@3.2.0, immersivewoodworking@1.2.0, justthepepper@3.0.0, knitting@2.0.3, majesticmaple@1.3.1, maketeaforked@0.9.42, mnflowers@2.0.0, mngeology@2.0.10, materialneeds@2.0.0, millwrightvawtaddon@1.0.3, moreflowerspinkpurple@1.0.0, naturalfertilizer@1.5.1, noindoorfog@5.0.0, orekiwoofsbeehives@2.0.0, placeitanywhere@0.7.8, placeonslabs@1.2.0, purposefulstorage@2.1.1, realisticwater@0.3.2, realsmoke@1.3.1, regalia@1.8.1, ricepaddies@1.0.4, roamingbees@2.0.0, saltandsands@1.3.0, sheydermod@1.1.3, simplejewelry@1.1.2, simplestarvation@1.1.1, sonitodynamictraitsrebirth@1.0.3, statushudcont@4.4.0, stonebakeoven@1.3.8, tailoringforall@1.0.1, terraprety@7.11.1, universalhusbandry@1.2.1, creative@1.22.3, vsroofing@1.7.1, survival@1.22.3, vsvillage@6.0.5, watersheds@7.0.4, wcfefcompat@1.2.7, windchimes@1.5.2, woodstain@1.3.2, betterinsulation@0.3.0, chiseledgroundplacement@0.2.1, chiseledwallmounting@0.3.2, densegroundstorage@0.3.2, expandedfoods@2.0.0-dev.14, em@3.8.1, fzvanillacompat@1.0.2, seraphleveling@1.19.0, shearlib@1.3.0, tailorsdelight@2.2.2, terrainslabs@1.0.17, universaldisplaylib@1.1.2, bricklayers@3.3.0, dressmakers@1.8.0, efchefstricks@1.0.0-dev.4, efmealsmodule@1.0.0-dev.6, ashes@1.4.2, windowdisplay@1.0.3, wool@1.9.6, regaliawoolpatch@1.0.3
Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul, attributerenderinglibrary, dairyplus, ARL (Ignore this, look at stacktrace instead! in 99.9% cases the crash is not related to ARL), maketeaforked
System.Exception: Can't create itemstack without collectible!
at Vintagestory.API.Common.ItemStack..ctor(CollectibleObject collectible, Int32 stacksize) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 200
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(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() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 365
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 122
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 182
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2031
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 214
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
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 15/08/2026 23:42:00, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: coreclr.dll, version: 10.0.25.52411, time stamp: 0x68fabec4
Exception code: 0xc0000005
Fault offset: 0x0000000000367bba
Faulting process id: 0x6494
Faulting application start time: 0x1dd2d056875b054
Faulting application path: C:\Users\Chelcie\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.0\coreclr.dll
Report Id: ed0fbfc8-cfb9-46e0-9eba-2bf39b907548
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 13/07/2026 21:17:19, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x522c
Faulting application start time: 0x1dd12edb4e63920
Faulting application path: C:\Users\Chelcie\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Chelcie\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: f3c9d514-d002-4d57-9da7-09b9318f7195
Faulting package full name:
Faulting package-relative application ID: }
Hi, is there a way to change the audio of when its brewing tea? It's so obnoxious and constant that it's off-putting. Is there a way to make it so that the audio cues when the tea is ready? For example, the whistling noise should only be when the water is at boiling point.
Please add support for Northern Labrador Tea in the Floral Zones Cosmopolitan Region mod.
Thanks
Hello! I don't know how this mod flew under my radar for so long, but I am already in love with it.
However, there is one issue with the mod. I was trying to make a compatibility patch with my own mod, though I've come across and issue that prevents me from making a patch.
The code checks if any of them items that can be put into the kettle contain either 'flower', 'spice', or 'vegetable'. As my mod has soem items that do not start with such terms, I am sadly unable to make a patch, as the recipe shows up in the handbook, but I am not able to put the item into the kettle.
We've opened an issue about this on your github, though please don't feel forced or rushed.
Anyway, awesome mod, and I hope I can maybe add a compatibility patch down the line! ^^
Cheers!
Responded on github, may be about a week before I push an update.
commented on the wrong mod, oops! Idk how to delete a comment lol
Please add more types of tea with Wildcraft: Herbs and Spices mod. It has herbs such a Camomile, Mint, Ginger, Nettle, etc.Note both the orginal and the fix are outdated but they still work fine.
Thanks!
Setit I'll look into it, most likely from a pipeline refactor that I'll be able to update for compatibility.
Has that been updated? I notice there's no patch notes but the mod popped up on most recently updated.
I checked for 1.22.6 functionality, but haven't had the chance to work on a patch.
just so that everyone knows, this mod is incompatible it seems with optitime, it makes the game crash whenever you pick up a filled teapot
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Client.GuiDialogBlockEntity.OnFinalizeFrame(Single dt) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 81
at Vintagestory.Client.NoObf.GuiManager.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 334
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
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_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
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
Do you plan on making it so more than one mug can fit on a table? Wanted to fit four but only noticed that one was being taken by a wooden table.
Edit: Disregard, this was a bug or something.
sargentsteveEr well, i was just searching any mod for coffee, i didnt like that mod is made with AI either, but dont really have a choice
hope to see something better from you, would be very cool, like this mod so far, even tho you just forked it, thx
Maybe Steep and Brew is more up your alley? https://mods.vintagestory.at/steepandbrew
i may be stupid, but in the mod you linked coffee is only in upcoming plans, but people in the comments are speaking about it as its a usable thing already :/
Look in the "files" section for steep and brew, the changelog for 0.5.0 when Coffee was added.
myhathazbulletz honestly looking at how there's a gemini logo, I'd say no. I'd try Vintage Coffee as a while ago we coordinated using the same underlying code, so there's a possibility its still compatible. I see it hasn't been updated in a while, I can possibly make an addon mod in the future since others have made addon mods for this mod already.
is this compatible with Coffee and Tea mod? I see it adds its own pots to cook and its own "tea" plant, dont really wanna have 2 different pots for cooking different teas from different mods, very unimmersive
szprot I'll take a look when I get the chance, appreciate the help in maintaining the mod
sargentsteveEr new PR on your GitHub with general liquid container compatibility
hello! i had an idea and like- of course dont need to implement if cant just-
what if the teapot and the mugs could be painted into the various ways like vessels are? like seasalt or honeycomb or any other way like the vessels?
i just think it'd be neat if possible :3
Momito Try putting 2 herbs in, since each herb uses a single litre of water, are you using HoD? It's possible that there's some new unexpected incompatabilities
I can't tell if it's me or something is wrong - I can't get teas to brew. I've made and fired the tea pot, right clicked on barrel to fill it with water, placed it in a fireplace, heated it to an appropriate temperature, placed it on the ground, right clicked on it, put a herb (cat mint) in the left hand slot.... nothing happens. Am I doing it wrong?
203Y try fully restarting your game if you updated the mod, as it already has the mod loaded even if you delete the zip
replacing previous version with the 0.9.42 zip in my Mods folder seemed to have removed everything related to this mod?? my teapot and mugs all disappeared into uninteractable error objects and nothing comes up when searching the creative menu anymore when i tried to lazily replace them, and reloading into my save brought up new related error events:
don't really know how thats happened, so i guess ill dig out the previous zip from my recycle bin in the meantime
TherealGamer4321 Damn thats one hell of a catch, mugs have been updated, let me know if it still persists
I just checked, seems to be fixed up! thank you for being so punctual on this of course, as though not a crazy bug alone, especially in larger settings where theres every chance of having other mods also erroring out (a QP chisel Stone quarry 1.22 version port some one made that I just havent switched off yet is very angry for instance lol) it could of very much gotten out of hand. definitely glad I could help you catch this too of course ^^
Hi! im using your mod and noticed this in previous versions too that it seems your portion size for your mugs is larger than the capacity, and is causing the game to error out about it every minute or so about it for every angle you can place mugs down this naturally, isnt great for performance, so if theres any way to fix this (Which from my guess would be just to set the capacity of the mugs just to 1 aswell, or reduce the portion size to 0.2, which ever is the intended size for the mug) it would be appreciated. as though its not breakling things or causing crashes, it can cause some very unnecessary lag
An instance of the log I am talking about, I only copied the north side errors, but it will go down this same list for east, south, and finally west aswell in that order:
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-fire-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-black-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-brown-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-cream-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-gray-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-orange-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-red-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-tan-fired-north, setting drink portion size to capacity.
30.5.2026 04:39:10 [Warning] Drink portion size 1 is greater than capacity 0.2 for maketea:mug-earthyorange-fired-north, setting drink portion size to capacity.
vLyn I'll check what's up
ReaH424 These shouldn't affect anything, I'll double check the problem though
The following error appears while creating a new world.
20.5.2026 16:43:41 [Warning] Failed resolving crafting recipe ingredient with code game:flower-lupine-free in teapot recipe maketea:recipes/teapot/flowertea.json
20.5.2026 16:43:41 [Warning] Failed resolving crafting recipe ingredient with code game:flower-rafflesia-free in teapot recipe maketea:recipes/teapot/flowertea.json
20.5.2026 16:43:41 [Warning] Failed resolving crafting recipe ingredient with code game:flower-croton-free in teapot recipe maketea:recipes/teapot/flowertea.json
stability isnt working for v1.22.2. i've tried using spawned-in tea and increasing the stability values in the tea.json config and it does absolutely nothing to increase it. not sure why
It works with the mod provided Mug and Teapot objects only - if you use any other container to drink the tea, it will not run the custom logic with stability increase.
Thank you again for the update ! I am sorry to ask you another request, but would you consider adding compatibility with Closed Captions?
been looking for a tea mod thank you so much for the fork love the whistle the tea pot makes .
Tritan20 Didn't think an addon was going to be made for this mod, definetly something I'll add to my save
Sniper115 Should be compatible, just won't have any teas for it
Is this compatible with Wildcrafts fruits?
Hey, I loved this mod so much, I actually made a whole maketea expansion to my own mod. Thanks for making this fork.
I would be honored if you could check it out!
https://mods.vintagestory.at/blackraspberry
Clay textures need to be updated for the Red Clay items, if you can, that'd be great. They should match the new earthy orange color.
ScaryGodmother Sorry but I can't replicate it, nor is there a large snail in my handbook when running ony this mod. While maketeaforked and tabletopgames are modifying how the handbook is rendered, there doesn't seem to be any fatal errors in this with the worst one being "Attempted to resolve the recipe ingredient wildcard Item *:plank-aged but there are no such items/blocks!"
when i click the new large sail in the handbook
Running on 64 bit Windows 10.0.19045.0 with 24525 MB RAM
Game Version: v1.22.2 (Stable)
5/5/2026 11:29:31 AM: Critical error occurred
Loaded Mods: walkingstick@3.0.0, Amongium@1.0.0, awearablelight@1.1.9, birthsignsfresh@1.6.0, catchlivestock@0.2.4, cavepainting@0.1.4, chandeliercraft@2.1.1, charlottesclothes@1.3.4, chiseltools@1.17.1, containersbundle@1.3.1, elkaccessories@1.1.1, explosive@0.2.0, fairywren@0.3.7, figurines@0.3.2, industrialdeco@1.0.7, jsonpatcheslib@1.5.2, millwright@1.3.3, noroofingrecipes@1.0.1, overhaullib@2.0.5, racialequalityexpanded@0.1.4, racialequality@0.1.28, scrollrackable@1.5.0, shelfobsessed@2.1.1, smb1x1doorvariants@1.1.1, spinningwheel@1.2.0, stonequarryrepckfipil@3.6.2, meapineapplefatcandle@1.0.1, tankardsandgoblets@1.4.2, temporalvessels@1.0.3, terratag@0.4.5, translocatorengineeringredux@1.6.5, valksfuzzyclouds@2.0.1, valkyrjahair@3.0.0, valkyrjavesssels@1.0.0, game@1.22.2, vsimgui@1.2.1, arthursjournal@2.0.0, xvshaders@1.0.0, zoombuttonreborn@2.0.2, abyssaldepths@1.0.16, ageofconfession@3.0.2, alchemy@2.0.0-rc.1, antiqueensemble@1.1.5, attributerenderinglibrary@3.1.0, egocaribautomapmarkers@5.0.1, barkcanoe@1.22.0-rc.101, betterdeathmessages@1.0.3, betterruins@0.6.0, billposting@2.0.0, biodiversity@1.1.4, blacksmithname@1.3.0, bloodtrail@1.2.1, blushandbins@1.1.1, blushlibrary@1.0.8, botaniastory@0.2.0, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, chunklod@1.1.0, colliderslib@0.1.2, commonlibforked@2.8.1, configlib@1.11.1, crbutterfly@1.1.1, decoclockrevival@1.22.1, eggpiemod@0.1.0, emotes@2.0.5, envelopes@3.8.3, fastmap@0.2.0, foodshelves@3.0.2, footprints@1.2.1, freeformatelier@1.3.0, fromgoldencombsfix@1.0.3, hanfu@1.1.1, hideplayername@2.3.0, hudclockpatch@4.2.1, infinitumpickupmod@1.2.9, ithaniacannedgoods@2.0.1, krpgenchantment@1.4.0, maketeaforked@0.8.1, moretuningcylinders@2.0.2, naturalfoliage@0.0.4, ndlflowergrowth@2.0.0, ndlmushroomgrowth@2.1.0, ndltreegrowth@2.0.1, noofflinecontainerfoodspoil@2.0.0, noticeboard@1.3.0, petai@5.0.1, playerlistrevived@2.3.8, playermodellib@1.15.1, portcullis@1220.0.0, claywheel@1.1.8, realsmoke@1.2.0-rc.9, regalia@1.5.0, rivers@5.0.0, roamingbees@2.0.0-dev.7, rpvoicechat@2.5.2, seamlessrapids@1.0.1, shipwright@1.3.1, slowtox@5.0.0, soundofconfession@1.1.1, speartrajectory@10.0.9, stepfixelk@0.0.3, stonebakeoven@1.2.2, storagetweaks@1.1.9, tablet@0.2.0, improvedmetallurgy@1.1.4, torturedevices@2.1.0, vinconomy@5.3.0, vsairshipmod@1.1.2, creative@1.22.2, vsextbedrespawn@1.22.0, vspaint@1.2.7, vsroofing@1.5.2, survival@1.22.2, vsvillage@5.1.4, watersheds@6.1.0, xlibxaldisclasses@0.4.1, xskillgildedxadlisclasses@2.3.0, aldiclassesdrunkenaddition@2.0.0-rc.1, beastsofmen@0.3.0, bdcrop@1.0.2, bdorchard@1.0.3, bdtree@1.0.4, danacancook@2.0.0, em@3.5.1, frogemod@1.0.4, heraldry@2.0.0, koboldrdx@1.4.0, medievalarchitecture@1.1.1, playercorpseforked@1.14.1, plushiemodpack@3.0.0, realsmokeqppatch@1.0.0, scoopofjammod@1.2.0, shearlib@1.3.0, tabletopgames@4.0.0-pre.2, tailorsdelight@2.2.0, windowstoragelib@1.1.3, aldiclasses@2.0.0-rc.4, bricklayers@3.2.1, heraldrybanners@2.0.0, capes@2.0.0, upholstery@1.2.0, wool@1.9.1, xskillsxaldisclasses@0.10.0
Involved Harmony IDs: attributerenderinglibrary, blushlibrary.code.core, maketeaforked, tabletopgames
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item *:plank-aged but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch4(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() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass21_0.<addIngredientForInfo>b__1(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1321
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 250
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(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
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.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 204
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
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 5/4/2026 2:56:06 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: ntdll.dll, version: 10.0.19041.7058, time stamp: 0xec767b51
Exception code: 0xc0000374
Fault offset: 0x00000000000ff509
Faulting process id: 0x2eb8
Faulting application start time: 0x01dcdc0ef954b8b8
Faulting application path: C:\Users\stoplookingatme\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report Id: ad5b907f-5aee-40eb-8400-ef75c6fb613d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/4/2026 1:52:44 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x8d4
Faulting application start time: 0x01dcdc07d0bfc7bc
Faulting application path: C:\Users\stoplookingatme\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\stoplookingatme\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 7d3030f8-ba78-4aed-bb43-ce5d2a32caee
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/4/2026 1:50:16 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x33e4
Faulting application start time: 0x01dcdc075a9f6aee
Faulting application path: C:\Users\stoplookingatme\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\stoplookingatme\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 02770dfb-9772-423b-a87c-cb51684923d8
Faulting package full name:
Faulting package-relative application ID: }
Reading the new stuff added by the 1.22, it seems that there are new flowers (Bluebell, Ghost pipe, Daffodils, Mugwort). Do you think it would be possible to add the corresponding teas?
Anyway, thanks for updating it !
If saraphs had pinkies I'd raise one to you good sir.
Assuming that means the same as thank you.
Thanks for sharing <3
Tya Wyntr Updated to 0.8.1, thanks for letting me know there was a problem with stable. Some internal updates were made in preparation for configlib compatability so please let me know if any other issues arise.
Also having an exception being thrown with the 0.8.0 version of the mod on 1.22 stable. It previously worked fine on the 1.22rc releases
hey, it looks like something in 1.22stable causes the mod to not load properly, is this an issue anyone else can confirm? something about it being declared a code mode, but not having the appropriate .dll file or somesuch...
hopefully its simple to fix, i love this mod so much.
I am still building out for 1.21.6 until 1.22 goes live and mods are updated. Appreciate the optimism though!
EnderVaedorn It should be compatible yes, but I can't guarantee it working in 1.22 though.
I didn't see anything specifically and am setting up server mdos. This compatible with Hydrate or Diedrate?
Appreciate the help and your mod either way!
sargentsteveEr Thanks for 1.22, the best <3
Oh, I didn't try to remove water, that's on me. Thanks !
Pettanko Hushpuppycow when 1.22 fully releases the mod will be updated to have configlib support
Majestik 1 flower will brew up to 1 litre of water
I agree with the Farmerpasci's opinion. It would be great to see the option to config the rotting time and ingrediant requirement. Thank you for the fork and continued support btw.
I get the vibe, but I'm not really a "try and experiment with different types", type person. Is there a list of what teas have what effects?
Also I agree with Farmerpasci, it would be cool to be able to change the rotting time so you can actually bring the tea with you on adventures rather than scarfing down the whole pot immediately.
I really like the mod, it is really cool and adds a lot atmosphere ! I noticed something tho : the handbook recipe for the tea say what type of flower is needed for each tea, but not that you need 2 of the same flower. And if you try to put one flower only, the brewing don't start, you can't add another flower nor remove the one in the teapot.
I'm all for underpowered but immersive consumables, and most of the teas are just that, except for Golden Poppy tea. Why is that healing 7 hp per liter? It also has an unusually low brew temperature.
It would be great if you could change the amount of Water / Items needed, and Tea can be made at once in a Teapot and the average Trasition Time (Rotting) in the Config file.
It's possible to change the Water amount in the Json files from like 2 liters to like 10 inside the Mod, but not the amount of Items needed in a Teapot.
For my Server i wanted to make that the Player can prepare more Tea for longer Adventures (with the Mod Hydrate or Diedrate), that's why i wanted to change the Values.
I like using this mod with way-too-long temporal storms where dying to instability is guaranteed without restoring stability or healing, I have to change the values for stability restoration in the json for the tea to make a difference but it's fun hiding in my house anxiously sipping tea to help myself forget that the world's being ripped apart outside
what values did you use? i'm on release 1.22.2 and i've increased all the values by 10,000 and it still hasnt increased my rapidly lowering stability. not sure what to do besides increase it more or just restart my world since i like the spot i'm in.
Joker_666 It should be stable, I haven't tested 1.22-pre1 though, feel free to try both mods out and see what you like
I know the test version is for the 1.21.6 version but is it stable at all currantly debating between this and simple tea but idk
if anyone uses this and it is stable just lmk
crumps the original mod had compatibility with hydrate or diedrate, and the fork seems to as well based on the patch notes.
I haven't played with the fork, but assuming nothing notable changed based on the patchnotes, the difference between this and simple tea is that this mod is much more punishing as you have to micromanage the brewing temperature or else the tea will be less 'good' and the teas are hilariously underpowered for your effort. You're getting 40 saturation, 0.5 hp, or a small boost to temporal stability maximum from drinking while fresh, IF you didn't flub the brewing by letting it go over/under optimal temperature for any amount of time.
In exchange you get delightful teapots and cups, a pleasant whistle when it brews, and more diversity in teas as each flower makes a unique tea instead of being in a category. This mod is more for roleplay and fun than useful stats.
Hello! Does anyone by any chance know the difference between this mod and Simple Tea? I'm interested in swapping to this one but uncertain if there is Hydrate or Diedrate integration in this as well as satiation benefits for the tea.
Another good cross mod just to mention for anyone interested is NDL Expanded Growth Flowers which integrated bees into the flower propagation system. Basically, you make an empty propagation skep, "sacrifice" a populated skep into it, then feed one flower type in and it will have a 25% chance per hour to spawn a flower in a 7x7 radius. Good alternative to wild farming depending on your desires!
Could you consider adding compatibility with the teapots from Bricklayers? They are so cute.
sargentsteveEr got this on server startup
3.1.2026 06:34:09 [Server Warning] Failed resolving crafting recipe ingredient with code game:flower-lupine-free in teapot recipe maketea:recipes/teapot/flowertea.json
3.1.2026 06:34:09 [Server Warning] Failed resolving crafting recipe ingredient with code game:flower-rafflesia-free in teapot recipe maketea:recipes/teapot/flowertea.json
3.1.2026 06:34:09 [Server Warning] Failed resolving crafting recipe ingredient with code game:flower-croton-free in teapot recipe maketea:recipes/teapot/flowertea.json
3.1.2026 06:34:09 [Server Event] 51 teapot recipes loaded (3 could not be resolved)
Updated to a test version, please let me know if any bugs are encountered!
Currently looking into it, sorry about the long delay, life kind of just be like that.
Also just experienced the teapot duplicating when trying to put water (by clicking on a water source) in or pouring it out
I have experienced the same bug as Stason below, I poured out a teapot into a larger container and ended up with about 20 duplicates of the teapot.
They just poured water into the kettle and poured it out. Result
Beedy
with my limited content modding abilitys i dont know how to get it to work, since the function of the pot is hardcoded in the dll file i think.
i managed to change the amount of liters of water that you can put in the pot, but then it won't make tea, since the tea recipes are hardcoded (for a lag of a better work <-<)
i learned that the hard way when i tried to change the recipes to include the dried flower cuttings from the alchemy mod, and i could not for the life of me to get it to work. >.<
sargentsteveEr
i have a request ... you think you can add the dried flower cuttings from the alchemy mod as a alternative ingridient to make tea ?
as i wrote a little bit further up. i tried it myself but could no get it to work with my limited knowledge.
Beedy tbh I use this mod completely independent of HoD as a ambience/character mod rather than something that gives any true benefit for its use. Some teas will help recover hp and tempora stabillity though, so there is that. I can look into adding the ability to change some values with ConfigLib, but the teapot itself currently only holds so much right now.
Jhoulana Thanks for the help. I suspected that the portion is the cause. Do you know if I can edit the recipe to make the teapot hold more water?
Beedy
you can change the hydration of the teaportion and others in the ModConfig for HoD
"HoD.AddItemHydration.json"
the problem i think is that the teaportion is 1L, wich gives you hydration of 600 (same as a waterportion actually)
and if you drink with a mug from maketea it is just 0.2L, so less and therefore less hydration.
I love the idea of this mod. I love the sounds so much, and the new use for flowers. But so far, I can't really get the practical benifit of it. I'm using Hydrate or Diedrate, which should synergize well this mod. But this mod doesn't provide a reason to drink tea instead of water, juice, or wine. Tea provide very little hydration, thus drinking tea isn't rewarding enough to go through making the teapot and brewing tea.
In my humble opinion, the solution would be to buff the tea stats to incentivise making it. To make the the process worth it. To make drinking tea more rewarding than drinking water. Or if we can do this ourselves using .json configs I would love to know how. Thank you. I appreciate the work you did with this mod's improvements.
Haisalmon@ rosysyn I'll take a look into the issue, it would be awesome if an issue can be opened on the github page here because my memory is atrocious
Xordaii I could try but modelling is completely out of my scope, I'll see though.
I have same problem with rosysyn and i also have Hydrate or Diedrate.
sargentsteveEr any chance of getting the ability to save cold teas? Like put in bottles for trips?
Found a bug! On VS latest/mod latest. When rapidly refilling a teapot directly from a barrel (was in a barrel holder, not sure if relevant), it will duplicate the teapot. I ended up with 15 teapots in my inventory before I realized what was happening. Not sure if this happens with all barrels or other specific water sources. I do have the Hydrate or Diedrate mod, which adds different types of water sources (rain water, boiled water, etc), but the water in the barrel was just plain water.
Also, a comment - it sure would be nice to be able to mass produce tea in a cauldron/other large vessel. There's another mod for making horsetail tea in a barrel that works nicely and has a healing effectc- was hoping to see more options along those lines.
Herbal teas hardly ever have caffeine, only when they have actual leaves from the tea tree added to they have caffeine (at least from my 35+ years of drinking it, and I get migraines from caffeine, so I am careful.) It's sort of like how skim milk is actually 1% and whole milk is 3%. Decaf tea still has caffeine if it contains White, Black, or Green Tea in it. (There are some odd things out there that also add it, but they are not in the game: yerba mate from another tree, diff types of Holly, guarana.)
Even coffee substitutes like chickory or dandelion brews have no caffiene. Just bitter to wake you up. Please don't add caffeine.
sargentsteveEr Warnings on the server, thought you should know:
27.10.2025 00:46:12 [Warning] Failed resolving crafting recipe ingredient with code game:flower-rafflesia-free in teapot recipe maketea:recipes/teapot/flowertea.json
27.10.2025 00:46:12 [Warning] Failed resolving crafting recipe ingredient with code game:flower-croton-free in teapot recipe maketea:recipes/teapot/flowertea.json
Edit: Please don't add caffeine to the herbal teas. Tea trees would be fun :D At least you could control if you wanted a relaxing cuppa or something to keep you jittery for days.
So I also can't place the full teapot down. I am unsure if according to the discription or the comments below this is supposed to be fixed, or what the exact fix for this is. I can't seem to find any control scheme for HoD shift+RB.
Edit; nvm, I was on an older version, newer one has fixed this already!
So what you gotta do to make tea is you boil the water first, take it out of the fire when its between like 50-80 degrees C, and then put the plants in, if you're brewing it good the "Brewing" text will be green Niniisan
Everytime I make tea it's 75% spoiled. I have no idea why. Immediately after it's done brewing it immediately spoils.
Very excited to try this. I would love to see a mod that added in wild tea trees that you could cultivate differently for black, green, or other tea types... it would be a nice way to incorporate tea into farming
Where can we see a list of tea effects?
MystiVaid Many herbal teas don't contain caffeine so it should probably be some that do and some that don't. I want to add it is a great idea for the mod.
sargentsteveEr I am not sure I am getting this to work properly. So I brew the tea, get some in a cup, I drink it but I don't really find anything happens. I sometimes find it awkward to fill up the tea cup too. What might I be doing wrong? I have a feeling the issues is between the operator and the keyboard/mouse and not the mod.
LivCi Tea contains caffeine, so it should actually make you more alert and delay your ability to fall asleep.
Best mod
Please add Czech translation on Crowdin from Original autor
It would be cool if drinking tea increased your "sleepy counter" by a bit. By that I mean that usually, when you wake up, you can't sleep again until several hours later. Tea should make you sleepier and allow you to sleep earlier
So I was able to write a custom recipe generator that reads all the recipes registered in the game and generates variants of them that use HoD's custom fresh water types if they have game:waterportion, I was succesfully able to get 0.5.0 to use these new recipes and they work in the tea kettle (0.6.0 automatically works with all water types cause of the wildcard but like I said before its also working with salt water now). The only issue is the kettle has some issues recognizing these outside recipes, mind if I make a pr on the repo with a potential fix?
Chronolegionaire I do want to wildcard it, but also have it inheret the attributes of the liquid it uses so other mods can work "out of the box" (Working on this), I'm not exactly sure if this is a great idea in terms of modding though. If your compatability works better then I'll definetly revert it.
Just a heads up, adding the wild cards to the recipe like that will likely make it work with salt water as well unless that is intended. I'm working on compatibility on my end using code rather than a json patch, so it might be best to just revert it to use game:waterportion
Chronolegionaire That makes sense, I saw the "out-of-the-box compatability" list and was confused on why this mod accepts only 'water', thought it was both a hydration and crafting compatability patch. And good to know exactly how HoD works though, appreciate it. I'd have to take a deep dive into mod compatability since I'm not exactly knowledgable in that.
As for the drinking itself, I'm honestly not sure what happened but regardless I managed to make something that works with/without HoD, so that's neat...
I believe the mod likely treats water as exactly game:waterportion due to the tea JSON recipie, I'll see what I can do.
The reason the HoD added waters don't work is because they are considered completely different items so if the recipe calls for game:water they won't accept any of HoDs waters as an inpute (for example hydrateordiedrate:wellwaterportion-fresh. I attempted to make compatibility recipes using the new HoD water items but the tea pot still doesn't seem to accept anything but regular water. Does it do any hard coded checks for game:water?
Also regarding the drinking thing, HoD doesn't touch block interaction drinking behavior at all, it just patches some stuff onto the end of the vanilla interaction to detect the hydration attribute, so if there is an interaction going on there that would be very weird. The water interaction that HoD adds is only for water blocks placed in the world, the block interaction stuff shouldn't have anything to do with HoD (and it wouldn't even fire off as I gate it to empty hands only anyway).
Blaiyze Just tested and seems to brew perfectly fine, try to add the herb and water before brewing if you have HoD, then let me know if it's still not functioning.
LastXsile Blaiyze Definetly looks like there's some jank going on with drinking, especially directly from the teapot. I'll have to look into it, current thought is it's caused by some incompatability between my method of "patching" shift+click functionality on a firepit and HoD. (It's possible to share by using a liquid container such as a mug or bowl)
Okay so after a quick look, it seems that HoD's behaviour of drinking via shift + clicking runs before the placing-of-the-teapot, but is a bit weird since other things like the mug can be placed perfectly fine. I'll try to do some fixes but no guarantees.
hare I'll need to do a look into the files later to help you out, I've barely touched anything outside of teapot.cs to be fully honest...
Seems to be a conflict between this and Hydrate or Diedrate. Heated the water in the kettle to the proper temp, added Heather herbs, but the tea doesn't brew. Otherwise it seems to function as intended
i'd like to make tea from mushrooms using my own little mod, but adding a teapot recipe is something i can't figure out how to get working. any help is appreciated :p

sargentsteveEr New world new pot made tea can't place the pot or empty its content into any containers so i jsut have to drink it. Yeah shift right clicking doesn't nothing. Could be a mod conflict but i woudln't know with what. Probably an issue with hydrate or diedrate as it just triesa to drink it when you hold shift right click.
LastXsile Are you shift + right clicking to place? It's also possible that there's version incompatability, as teapots from older versions seemed to not work consistently at times while I was fixing the mod.
Can't seem to get place the tea kettle down after brewing tea in it or empty its contents into anything.
Cynag Yeah sure, feel free to get it over to me any way you want (discord, github, etc)
Hi! Great mod 😃
I’ve made a PT-BR translation for it. If you’d like, I can share it!