Mods / Metal Cooking Pots
- Tags:
- Author:
- Yoldovahkriid
- Side:
- Both
- Created:
- Apr 22nd 2025 at 8:06 PM
- Last modified:
- May 6th at 2:17 PM
- Downloads:
- 58729
- Follow Unfollow 841
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.2):
metalpots_1.7.3.zip 1-click install
π² Metal Cooking Pots
Ever felt that the vanilla clay cooking pots were just too small or lacked variety? Metal Cooking Pots expands your culinary experience! By forging large metal cooking pots, you can drastically increase your cooking efficiency, feeding massive servers or comfortably stocking up your winter cellar in record time.
β¨ Key Features
- High Capacity Cooking: Metal pots can hold up to 24 servings (4x the capacity of vanilla pots).
- Improved Speed: Cooking pots made from metal cook twice as fast as their clay counterparts!
- Industrial Uses: Metal pots are tough and work perfectly for non-food recipes such as Sulfuric Acid, Pitch Glue, and more.
- Metal Cans: Cast cans from most metals to store up to 8 servings each. Seal them securely using a Soldering Iron to preserve your hard-earned meals!
- Realistic Maintenance: Metal gets grimy. Clean your dirty pots with steel wool, or integrate with soap mods for an easier wash.
π€ Known Compatibility
This mod is designed to play nicely with some of your favorite mods:
- β Expanded Foods by l33tmaan
- β XSkills by Xandu
- β Level Up by BoboDev
- β Food Shelves by SONZINA
- β Soap and Lye by Brun
β IMPORTANT – Level Up Users
Before starting or joining a world, delete the Level Up ModConfig folder:%appdata%\VintagestoryData\ModConfig (Windows)
If you do not do this, this mod’s patches will not be applied to the Level Up mod, which may cause compatibility issues.
π Supported Languages
π¬π§ English • π©πͺ German • π«π· French • π·πΊ Russian • πΊπ¦ Ukrainian
Found a bug or want to contribute? Check out the Source Code & Issue Tracker on GitHub.
Licensed under MIT • Created by Yoldovahkriid (ApolloxYT)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.7.3 | metalpots | 2399 | May 6th at 2:17 PM | metalpots_1.7.3.zip | 1-click install | ||
|
Fixed can transforms in cooling shelves (Food Shelves compat) | |||||||
| 1.7.2 | metalpots | 3603 | Apr 21st at 7:25 PM | metalpots_1.7.2.zip | 1-click install | ||
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Not a gameplay change. | |||||||
| 1.7.1 | metalpots | 271 | Apr 17th at 1:28 PM | metalpots_1.7.1.zip | 1-click install | ||
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Added onTongTransforms to avoid game crashes due to tong changes in 1.22 | |||||||
| 1.7.0 | metalpots | 125 | Apr 15th at 6:54 PM | metalpots_1.7.0.zip | 1-click install | ||
|
Update to .Net 10, | |||||||
| 1.6.3 | metalpots | 15077 | Dec 6th 2025 at 1:47 PM | metalpots_1.6.3.zip | 1-click install | ||
|
Fixed not being able to seal crocks in crafting grid. | |||||||
| 1.6.2 | metalpots | 495 | Dec 5th 2025 at 9:08 PM | metalpots_1.6.2.zip | 1-click install | ||
|
Adjusted crockmold (New recipe, make 4 at a time), adjusted crock smithing recipe | |||||||
| 1.6.1 | metalpots | 15046 | Aug 29th 2025 at 12:05 PM | metalpots_1.6.1.zip | 1-click install | ||
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Fixed not being able to take food out of metal crocks | |||||||
| 1.6.0 | metalpots | 630 | Aug 28th 2025 at 3:43 PM | metalpots_1.6.0.zip | 1-click install | ||
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Update to 1.21 | |||||||
| 1.5.4 | metalpots | 3990 | Aug 4th 2025 at 8:35 PM | metalpots_1.5.4.zip | 1-click install | ||
|
Added French translation | |||||||
| 1.5.3 | metalpots | 700 | Aug 1st 2025 at 1:18 PM | metalpots_1.5.3.zip | 1-click install | ||
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Updated compat recipe for Soap and Lye v1.2.1 | |||||||
| 1.5.2 | metalpots | 77 | Jul 31st 2025 at 8:41 PM | metalpots_1.5.2.zip | 1-click install | ||
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Added Compatibility with Soap and Lye | |||||||
| 1.5.1 | metalpots | 456 | Jul 28th 2025 at 9:06 PM | metalpots_1.5.1.zip | 1-click install | ||
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Fixed transforms for shelves | |||||||
| 1.5.0 | metalpots | 697 | Jul 25th 2025 at 8:50 PM | metalpots_1.5.0.zip | 1-click install | ||
|
Added:
Fixed:
| |||||||
| 1.4.3 | metalpots | 768 | Jul 20th 2025 at 12:12 PM | metalpots_1.4.3.zip | 1-click install | ||
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Added russian translation by Raul Moreau | |||||||
| 1.4.2 | metalpots | 308 | Jul 19th 2025 at 6:03 PM | metalpots_1.4.2.zip | 1-click install | ||
|
Finally added a clayforming recipe for crock molds | |||||||
| 1.4.1 | metalpots | 194 | Jul 19th 2025 at 12:01 PM | metalpots_1.4.1.zip | 1-click install | ||
|
Fixed mssing lang entries for the crock mold | |||||||
| 1.4.0 | metalpots | 304 | Jul 18th 2025 at 7:30 PM | metalpots_1.4.0.zip | 1-click install | ||
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Added:
Tweaked:
| |||||||
| 1.3.2 | metalpots | 1527 | Jul 2nd 2025 at 1:31 PM | metalpots_1.3.2.zip | 1-click install | ||
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Added Ukranian Translations made by justOmi | |||||||
| 1.3.1 | metalpots | 1771 | Jun 24th 2025 at 5:48 PM | metalpots_1.3.1.zip | 1-click install | ||
|
Added compat for Metal Crocks with Food Shelves | |||||||
| 1.3.0 | metalpots | 694 | Jun 21st 2025 at 10:48 PM | metalpots_1.3.0.zip | 1-click install | ||
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Added Metal Crocks. Fill them with up to 8 Portions and seal them with a Soldering Iron! | |||||||
| 1.2.3 | metalpots | 810 | Jun 14th 2025 at 7:38 PM | metalpots_1.2.3.zip | 1-click install | ||
|
Added a faint glow to Uranium Pots | |||||||
| 1.2.2 | metalpots | 256 | Jun 14th 2025 at 2:18 PM | metalpots_1.2.2.zip | 1-click install | ||
|
Added a few missing recipes for some variants. Fixed a bug where the game crashed when placing residue-covered pots. Updated Lang files. Pots will now display the used material. | |||||||
| 1.2.1 | metalpots | 2731 | May 29th 2025 at 9:49 PM | metalpots_1.2.1.zip | 1-click install | ||
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Added: | |||||||
| 1.2.0 | metalpots | 4271 | Apr 29th 2025 at 9:57 PM | metalpots_1.2.0.zip | 1-click install | ||
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Compatible with Level Up, new Smithing Recipe, removed the requirement for a soldering iron | |||||||
| 1.1.0 | metalpots | 951 | Apr 23rd 2025 at 8:21 PM | metalpots_1.1.0.zip | 1-click install | ||
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Added Compat for XSkills | |||||||
| 1.0.1 | metalpots | 112 | Apr 23rd 2025 at 5:41 PM | metalpots_1.0.1.zip | 1-click install | ||
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Changed Cooking Pot Model (Added Trivet and made the pot physically smaller). Decreased Capacity from 30 ->24 (4x Vanilla). Should be consistent with the Vanilla Cooking Pot Voloume difference. | |||||||
| 1.0.0 | metalpots | 273 | Apr 22nd 2025 at 8:35 PM | metalpots_1.0.0.zip | 1-click install | ||
|
First Release | |||||||
I hope there will be an option for square metal cans / metal pots after they are all made round. I prefer if they are in line with the vanilla pots / crocks
Agreed, the only problem with the original square pots is that the model visibly floats above the fire pit.
Seems there is an incompatibility with cartwrightscaravan
6.5.2026 09:15:39 [Error] Patch 1 (target: metalpots:blocktypes/metalcrock.json) in cartwrightscaravan:patches/metalpots.json failed because supplied path /attributesByType/metalcrock-*/attachableToEntity/attachedShapeBySlotCode is invalid: The json path /attributesByType/metalcrock-*/attachableToEntity/attachedShapeBySlotCode was not found. No such element 'attributesByType' at the root path
Please report that issue on the cartwrights caravan mod page as I cannot modify their patch. But to make it easier for them: I have moved all attributesbytype values to regular attributes.
Hello, been using the mod for a few weeks now and I love it tremendously! Thank you so much for creating it!
I want to report a possible defect, or maybe it's intended?
When I put a metal pot on a firepit, the pot (at least the copper one, always used this one) floats in the air. It's less obvious if there is fuel such as firewoord in the firepit, but I wonder if it's intended or not. It kinda makes sense for it to be raised a bit since there's the firepit underneath it, but maybe making the pot legs a bit longer would make the floating less jarring I think. I'm including some screenshots below with what I mean.
And also, is it a bug that the pot only has 3 legs, and not 4, in each corner? 👀
Screenshots: https://imgur.com/a/E5WAAoj
Funny, I came here to report the same thing. I think other items put over a fire also float a little bit, but it's far more noticeable with the metal pots.
The lack of symmetry on them also causes some orientation issues cause apparently there's only one way all fire pits can face and that sometimes causes the pot to have its handles oriented illogically if you were to assume the player has to grab them.
Not much I can change about while I could patch the firepit to allow rotation it is very likely that it might break other mods in unforseen ways
The pot has 3 legs as its sitting on a trivet but Ill soon change the pot model anyways.Ill likely change it to a round version like the cans. (A sneak peek)
Oohh yus, looking forward to it!
im noticeing a really weird thing happening when you put a can in the food shelves cooling cabniet for some reason the cans become 50% larger for seemingly no reason and while i think its funny im pretty sure its not intended
Okay this should be fixed in v1.7.3 now
i see that thank you, was wanting to use them in the cooler:3
Metal barrels now too?
I'd like to see a 100L metal barrel that is square allowing for more items to be processed per use.
While I do appreciate the suggestion I do not think that it fits with the rest of the mods content, unless I miss something food/cooking related?
Barrels are a big part of late game cooking like curing meat and making mead. A lot of differnt high tier foods are made with a barrel
For some reason when I seal the crocks with the soldering iron it deletes the contents of the metal crock. It wasn't doing this on version 1.7.1 during the unstable releases of 1.22, but for whatever reason it is for me now with 1.7.2. Anyone experience this before? I'm using copper crocks. I've tried both smithing, and from the clay mold, and 2 different soldering irons and both result in losing the contents of the crock when trying to seal in the crafting grid.
Any other mods you are using that might be causing this? As I am unable to reproduce the issue.
Better Ruins
Bricklayers
CarryOn
QP's ChiselTools
expanded matter
ndlchiselpicks
panning maching
real smoke
status hud continued
stone bake oven
I'll disable them 1 by 1 and see which is causing it
Okay just ignore me I'm dumb. I thought you had to put both the crock and the soldering iron in your crafting grid in order to seal it. I forgot you just click the crock with your iron.
Sorry to waste your time thinking your mod had an issue, when it was my fault all along lol. Thanks again for updating it to 1.22 by the way
Oh no worries glad you figured it out but yeah the VS team removed the ability to seal crocks in the crafting grid in 1.22 so for consistency I removed mine too.
I'm so used to the old ways it seems. Also thank you for telling me they removed the crafting grid way to seal things up. I usually am good at reading what they wrote, but I apparently missed that line on the updates.
Have you consided adding metal bowls to your mod (if that is even possible)? I see some folks talk about balacing your mod (in regards to serving sizes), but I think adding larger metal bowls that hold 2 servings of a meal would be a bit more in the spirit of what you are going for; metals holding more servings than ceramic clay pots and crocks.
I can confirm that other comment, both the cooking pot base and lid both crash the game while holding tongs.
No worries, thanks for the quick patch! :D I like the new can model too, that's definetely a great improvement.
I wonder though, to help balance the cans a little more (since they're honestly way easier to make and seal compared to crocks, especially being worth 2 crocks), if they should have tin somehow? Real world cans used tin-coated steel to prevent wet food from rusting the metal inside. Maybe some tin sheet/component that has to be crafted with a can, like how the metal pot requires a pot and lid?
Just something to think about! I might make a personal edit to bring the cans down to 4 for the time being, as 8 seems like a lot to stuff into one can haha. But that's just personal preference.
Just added the mod and smithed an iron cooking pot without a lid, and when trying to hold it with tongs, it crashed the whole game and has now bricked my whole save. Running in repair mode doesn't work, and neither does turning off the mod. This is the crash report (Also, I'm running this on 1.22.0-rc.8). Is there any known way to fix this?
Running on 64 bit Windows 10.0.26200.0 with 31912 MB RAM
Game Version: v1.22.0-rc.8 (Unstable)
4/16/2026 5:17:28 PM: Critical error occurred
Loaded Mods: nowastebloomery@1.0.1, game@1.22.0-rc.8, blocksoverlay@4.9.0, metalpots@1.7.0, realsmoke@1.2.0-rc.8, creative@1.22.0-rc.8, survival@1.22.0-rc.8
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 351
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 277
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 104
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 88
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 856
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 951
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 780
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/16/2026 5:16:10 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: coreclr.dll, version: 10.0.25.52411, time stamp: 0x68fabec4
Exception code: 0xc0000005
Fault offset: 0x0000000000367bba
Faulting process id: 0x948
Faulting application start time: 0x1dccdee8b1a73e0
Faulting application path: C:\Users\Liam\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.0\coreclr.dll
Report Id: c56b4b80-9239-4d15-9f2b-cca2109bfd5e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/16/2026 5:08:37 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, 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: 0x59d4
Faulting application start time: 0x1dccded77f1b71c
Faulting application path: C:\Users\Liam\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Liam\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 19578a14-27cc-4c76-9056-00198671f274
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/16/2026 5:04:53 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, 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: 0x60d4
Faulting application start time: 0x1dccdecff22c149
Faulting application path: C:\Users\Liam\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Liam\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 1b54ca46-ee18-4a49-b05d-4d19a306d3c3
Faulting package full name:
Faulting package-relative application ID: }
Sorry for the inconvenience. Due to some tong changes in 1.22 hot items without attributes will crash the game when held with tongs. I fixed it in the newest 1.7.1 (I have also updated the tong transforms so the items are also held much better).
Hey! Does the mod have a config? I'd love to decrease the metal pot serving sizing to something smaller, like 6 or 8 sizes max, and the metal cans as well a bit.
Not as of now. You can always modify the files yourself
sillymilk just use a bowl on them like regular crocks
This might be a really dumb question, but how do i open the crocks after sealing them.... 😭
Cerre youll need to find a mod that adds the ability to make stainless steel otherwise its the same process as any other metal.
How do I make the stainless steel one?
@Yoldovahkriid Thank you! I saw already, and got the soap mod. I didn't realise you had a means, but the soap mod will do until we unlock steel :D
Valvoid no need to add anything! There is already steel wool to clean metal pots (I know steel...). If you have Soap and Lye you should be able to also clean them with any soap in a barrel.
Amazing mod, however it ends up soiled with grime which cannot be removed. Can you mod in a way to clean the pots, or another alternative to cleaning it please?
ThirtySix ah I see the issue. So the issue is that the game thinks that you want to fill your crock in your hand (as it only has 1 portion) with the contents of the stored crock causing it to get unsealed. Weirdly enough your crock in your hand does not get unsealed. Sadly this is Vanilla behavior and any attempts to patch may or may not break that function entirely of all (similar) storage types as I believe the shelf slots are just modified groundStorable code.
I GOT THE BUG TO WORK FINALLY!!!
specifically the metal crocks when placed in the same shelf of the cooling cabinete the 1st one will go in then the 2nd one will unseal the crock
Please make the cooking pot functional with the stoves from the new mod Stove, as well as the Electric Stove from the mod Electrical Progressive: QOL when you have the time! Wonderful mod, love it!!!
@Yoldovahkriid whhen i noticed the issue i think i had a cullinary artillery and food expanxed but have had worlds with those 2 mods not installed and the metal crocks had the same issue if you want i can post a vid of the issue if i can get it to work, sometiumes it will unseal other times it will not
Yoldovahkriid
Okay thanks for the reply
JavaBeans that's sadly a vanilla bug uranium will never harden neither ingots nor anything else poured. I recommend using a mod that fixes uranium such as Uranium Expanded or Let's Fix U Up.
I poured uranium into the crock mold and its saying its soft even though a day passed, how long does it take to harden?
Promercules
I have not had issues with smithing things like the pot. And frankly to turn it into a casting recipe would make it just... totally unlike what a pot actually was, you'd get something more like a cauldron, which would need far more metal than a pot, be heavier ETC.
Whether intentional or not, voxels can get upset through a one-voxel wall. And frankly? It is something you can adapt to. Frustration is part of the game and is meant to motivate you to learn the quirks of the game and adapt. And no one is going to get mad if you choose to do a little /gm 2 and trade yourself a cooking pot for metal.
ThirtySix do you have any other mods besides this one and food shelves installed? I am unable to reproduce that issue
bug with food shelves
https://mods.vintagestory.at/foodshelves
when placing a sealed metal crock in the cooling cabinet with another metal sealed crock holding the same meal it will unseal the crock already placed in the cabinet
Yoldovahkriid My suggestion is that you ditch the metallic idea and just make a clay cauldron instead. If the smithing problems are inherent to smithing itself, and the teleportations are caused because the cooking pot is empty in the middle with four walls around it in its final form, then the only answer I can think of is making it a clay-form instead, a large cauldron requiring far more clay than the standard cooking pot, perhaps even fire clay, and then you need to smith a lid for that cauldron out of any metal. I'm sorry for getting so frustrated, I unironically hate it when people say "skill issue" and "get good". It seems reductive and insulting
Promercules okay so what do you want me to do? Until your comment not a single person ever had an issue with the recipe. Some even complemented the challenge this recipe offered. And I can't (and won't) change something that is not inherently broken. If you want to persuade me pls offer a solution that is more "fix this". I gladly implement a better recipe if you can show me a shape that is easier and/or better to make and stil somehwat resembles a pot (That's also why I cant just lower the walls as you otherwise end up with a bowl). Similar to what SpookyJ did when he conviced me to change the the top part of the pot to a lid instead of a wider chute
@Yoldovahkriid I understand it doesn't feel good to hear that your mod needs work. "Sorry this will sound mean", but justifying voxels which teleport through walls as an alleged "skill issue", is a cope. This singular item completely breaks the mold of regular smithing mechanics and built-in rules. It does so because of how you designed it. Voxels are not supposed to teleport through walls. This is very standard logic. Just because you can finish the pot (I'm sure I could finish it too with enough practice) doesn't mean it isn't inherently broken as a mechanic. A broken clock is right, twice a day. Just do the simple thing, and fix the pot. There shouldn't be any voxels teleporting through walls and you know it, and we don't need some faux public humiliation ritual just for you to recognize that. I will definitely continue to use creative mode to get a cooking pot and throw away the requisite materials for crafting it, because I don't want to build a wall, then have to deconstruct it, over and over and over again, just because voxels keep teleporting through it repeatedly.
Promercules sorry this will sound mean but that sounds like a skill issue. (Git Gud :) )
Smithing has some intriguing quirks which may or may not be intentional by Tyron. F.e. Hitting the middle voxel in a chain of 3 voxels will teleport it through the voxel of smithing/moving direction. What you are describing is not caused by the high walls. even lower ones would have the same issue but would just be less punishing. Not to be petty but I just made a qucik video showcasing how to smith a pot. I didnt have to reheat a single ingot.
On another note before someone is mentioning it: The difficulty is/was semi-intentional in the mod. Metal cookware was expensive and labor-intensive to produce before the industrialization. Smelting, refining, and shaping metal (iron, bronze, copper) took significant skill, fuel, and time. Good pots were durable assets and were commonly repaired, reused, and passed down through generations, especially in medieval and early-modern Europe. For many households, owning multiple metal pots was a sign of wealth or stability, similar (though not equal) to armor in terms of production complexity.
You should reduce the height of the smithing voxels by one block. When trying to smith this, voxels always teleport over the side wall instead of scaling over to the top of them. Just thought I'd provide this input, because while I was smithing this during my livestream it was visibly not a cohesive smithing task. The voxels would move in very strange and irregular ways because the height of the pot on the anvil is too high. It needs to be reduced in height in order for the voxel mobility irregularities to cease. In the end I just used creative mode to get a cooking pot, because the metal cooled before I could even finish it. That shouldn't be the case.
a config to toggle which ones can be made would be nice, actually
This is a really cool mod/concept! Metal cooking ware was and is so important in our human history. I read a few comments here regarding toxic metals and also some metals seeming overpowered when the pots made out of them are "too good" and available too early. My thoughts on this, also because it is realistic:
Early metals and alloys, especially the ones involving copper should be treated as toxic and requiring a tin coating. Otherwise they could add a mild toxicity to the foods prepared (like - 0,5 or such) This coating is degrading with use and could be quickly damaged when a pot is overheatet while empty. (Tin has a meltingpoint of only ~230°C when outside of alloys) Historically, copper and bronze pots and pans were immensely expensive and treated as family heirlooms. Repairing pieces like this was the norm and an even bigger economy branch then their production. In that sense, (re-) tinning copper and bronze cookware could be introduced. Ingame I imagine it beeing a "cooking" recipe with the pot and a tin bit.
Hello! Any plan to make the crocks mold into different clay color variants like the other clayforming stuff?
Azraile Zinc and, by extension, brass and bismuth bronze, are also not good for cooking, though the alloys are much less prone to leaching into the cooked product.
might want to look into what metals have toxic impurities in them like silver and lead would be bad for cooking I know likely more
I mean you can have silverware but silverware isn't heated to the point of releasing impurities it's used for eating not cooking.
sealing with ..... thats not a crock thats a tin can lol
I feel like this mod outclasses ceremic pots rather than offering an alternative option for cooking. I personally think it would be better if the pots were only made out of iron and steel rather than any metal, as you can obtain them as early as your first anvil.
Just a personal opinion
Yoldovahkriid Not sure, had to place them to seal them. Sealing on the ground works fine. Though it would be nice having a different model to show that it's sealed.
TideTurner strange Ill check what is causing the issue does atleast in inventory sealing work? You should be able to left click the slot the with crock with a soldering iron on your cursor to seal it.
The crocks can't be sealed at all? I'm using a soldering iron, and it's not sealing in the crafting menu.
Tankgreen thank you for your feedback. In the new version I adjusted the smithing recipe for the crocks. Changed the Crockmold to now hold metal for 4 crocks at a time. About the size: The size is based on the vanilla crocks might change that later.
About the glass jar neat idea but I want to focus on metal based cookware (that doesnt mean I wont do it but im also a bit lazy and dont feel like writing a custom renderer for the glass jars.)
While larger cooking pots is something I've wanted for a long time, much of the necessary production to use the items in this mod seem to have been intentionally made to be as cumbersome as possible. The pot itself is mostly fine, creating a pot that large isn't something you half-ass, but the crocks are downright wild in terms of complexity and cost.
They look like tin cans, even though you can't actually make them from tin, and they're absurdly thick. Way, WAY thicker than they need to be. Based on the fact that you need only a single ingot to forge a tool, 3 ingots, or 600 units of metal, should be more than enough to make twelve crocks, not just the one!
If there's no way around the fact that crocks need to be a certain size, glass jars would have made more sense from just about every standpoint. Preferably made using the crafting table.
Kamulton is an update necessary?
The mod works totally fine on 1.21.5 and my server. The latter being the reason why I haven't updated anything really.
Yoldovahkriid
will there ever be an update to this mod?
Hi! I've installed your mod a few days ago and I'm having trouble with 1.21.4 singleplayer/host multiplayer worlds that I'm playing in. This is persistent through worlds and I'm wondering if it's on my end as the people who join the worlds see the crockpots just fine, but that's putting the cart before the horse. Among your known compatibility mods, I only have Food Shelves, so I don't have the problem with Level Up. I'll provide a modlist at the end (it's quite hefty, apologies in advance).
The metal crocks appear to have no texture for me, but they function just fine despite that. Here's a screencap of how they look for me (in creative, as I don't have it in this current world yet). Other players can see the textures just fine, so this may just be on my end.
But the metal crock mold does not work at all. I can mold it and fire it, though it has no form, but the moment I put down the fired mold (which doesn't have a texture), it fully crashes not just my world, but my whole game. I've only tested this in one world, but Exit to Screen is rough, as I have to spend another 5 minutes loading in just to test it. Manually smithing the crocks is perfectly fine and functional (though, as shown above, they have no texture for me after smithing).
There's one more bug that I haven't had proper experience with yet as we haven't cooked any candles or the like in the metal pot, but the residue pots do not have a texture for me either.
Again, I'm not sure what is the problem, as the other players can see the metal crocks I manually smithed just fine, but the Exit To Screen crash from the mold is quite a big bug. I'll test that one in another world soon as I'm unsure if that's persistent throughout worlds, but I would appreciate help in trying to find out what is causing it. I'll also try reloading and cleaning up my mods files to see if that will fix the problems any.
Crash Report with Mod List below.
I would love a Tin metal variant of the metal crock for proper "tin can" RP
Can't seal metal crocks in version 1.21.4. I am using XSkills, Expanded Foods, and Food Shelves.
Edit: realized I had to put it on the ground and use the soldering iron on it.
MailMan1001 sorry for my late response. Im currently working on/setting up a VS server atm. But to get to your questiion: No you cannot rotate the pot in the firepit. The rotation / the way the pot is facing is dependent on the firepit and firepits dont have any rotation. So its a technical limitation.
is there anyway to rotate the direction the pot is facing when in a firepit?
Flameguy4500 okay I was just trying to pin point the issue
Yoldovahkriid Yes, I am, is there an incompatability?
Flameguy4500 are you using XSkills?
Bug on 1.21.1? I can't seal the metal crocks with a soldering iron?
upon further testing it seems the metal pots no longer hold 48 servings, only 24?
A fatal crash occurs when trying to put a metal cooking pot on a craftable companion (from this mod: https://mods.vintagestory.at/craftablecompanion). Is there any way you could create a compatibility patch for it? Thank you!
Running on 64 bit Windows 10.0.19045.0 with 32679 MB RAM
Game Version: v1.21.0 (Stable)
2025-09-24 11:05:47 PM: Critical error occurred
Loaded Mods: alefix@1.1.0, buzzybees@1.1.7, catchledge@0.5.8, cbr@1.0.0, chiseltools@1.15.1, ClaimsRadar@1.1.0, craftablecompanion@1.3.0, crawlanddive@0.2.1, darcesdriftersredone@1.2.3, dodgemaster@1.2.3, freelook@1.0.3, hangingoillamps@1.0.5, longtermfood@0.2.7, millwright@1.2.8, overhaullib@1.10.0, plainsandvalleys@1.0.12, primitivesurvival@3.9.7, scrollrackable@1.4.0, tankardsandgoblets@1.3.0, game@1.21.0, vsimgui@1.1.12, wildfarmingrevival@1.4.0, abcsredux@2.0.5, alchemy@1.7.16, animalcages@4.0.1, apebeams@1.1.1, apeflowerpots@1.3.1, apegrapes@1.3.1, apewindows@1.4.0, attributerenderinglibrary@2.3.0, bedspawnv2@1.6.2, betterfirepit@1.1.6, betterruins@0.5.0, butchering@1.10.3, butterflycases@1.0.2, carryon@1.10.9, coinage@1.17.3, combatoverhaul@0.9.4, commonlib@2.8.0, composter@1.2.1, configlib@1.10.2, craftablewattleanddaub@1.1.21, foodshelves@2.3.0, fromgoldencombs@1.9.4, genelib@2.0.0-rc.1, hazmonitors@1.0.0, hideplayername@2.2.0, jaunt@2.1.0-rc.1, lathemod@1.0.3, maketeaforked@0.7.1, maltiezcrossbows@1.5.3, maltiezfirearms@1.2.3, metalpots@1.6.1, ndlvillagers@2.1.2, ndlwoodentorchholder@2.0.2, oneroof@1.11.0, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, realsmoke@1.0.1, reedbuff@1.1.1, rpvoicechat@2.3.22, saltandsands@1.1.3, scaffolding@1.1.4, smithingplus@1.8.0-rc.3, statushudcont@3.3.1, stonebakeoven@1.2.0, tanningredux@1.0.2, thecritterpack@1.3.3, toolsmith@1.2.8, viescraftmachines@2.4.1, vinconomy@5.0.3, vintagescarecrow@0.0.7, visorhelmets@1.1.1, creative@1.21.0, vsinstrumentsbase@2.0.4, survival@1.21.0, woodenshuttersandmore@1.2.31, armory@1.2.1, autoconfiglib@2.0.9, cats@4.0.0, equus@1.2.0-rc.6, em@3.3.1, fueledwearablelights@1.0.2, playercorpse@1.12.0, quiversandsheaths@0.4.0, shearlib@1.2.0, snowshoes@2.1.2, stonequarry@3.5.1, tabards@0.2.1, wolftaming@4.0.1, tabatdsemblems@0.0.1, tailorsdelight@2.0.0, wool@1.7.1, dressmakers@1.7.1
Involved Harmony IDs: IgnoreThisPatchItHasNothingToDoWithYourCrash
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.TryGetLast[TSource](IEnumerable`1 source, Boolean& found)
at System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
at Vintagestory.GameContent.BlockCookingContainer.Vintagestory.GameContent.IAttachableToEntity.CollectTextures(ItemStack itemstack, Shape intoShape, String texturePrefixCode, Dictionary`2 intoDict) in VSSurvivalMod\Systems\Cooking\BlockCookingContainer.cs:line 34
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape entityShape, ItemStack stack, IAttachableToEntity iatta, String slotCode, String shapePathForLogging, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 328
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape entityShape, ItemSlot gearslot, String slotCode, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 265
at Vintagestory.GameContent.EntityBehaviorAttachable.addGearToShape(Shape entityShape, ItemSlot gearslot, String slotCode, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 449
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 226
at Vintagestory.GameContent.EntityBehaviorContainer.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 195
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned) in VintagestoryApi\Common\Entity\Entity.cs:line 1298
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\Entity.cs:line 1230
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 231
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 195
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender_Patch1(EntityShapeRenderer this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 71
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 87
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 820
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 744
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
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 = 2025-09-24 10:58:12 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x54b0
Faulting application start time: 0x01dc2dc80e8f7d3a
Faulting application path: C:\Users\Rache\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Rache\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3ab78c76-e9de-470c-acbb-a0d379f666a8
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2025-09-16 8:28:33 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x34a0
Faulting application start time: 0x01dc2769e9d48f85
Faulting application path: C:\Users\Rache\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Rache\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: c78fa7e4-7712-484e-932a-113877c220c0
Faulting package full name:
Faulting package-relative application ID: }
Willownezz I am not certain I can do something against that. The crocks and residue-covered pots have their own texture and would therefore have to be replaced by that mod.
there is a re-texture for all the meteoric metals, and it works with this mod partially; the Residue-covered pot and the metal Crock do not get re-textured. Would it be possible to make it compatible? https://mods.vintagestory.at/crystalmeteoriciron
Nebux sorry for the inconvenience, it is fixed now
bug 1.6.0 can't remove food from metal crocks
Blacklands yeah that was a known issue caused by a few changes in the base game. But its now fixed with the new version
It seems that right now there is either a bug with the mod on v1.21 (which wouldn't be surprising per se since it isn't explicitly updated yet), or specifically with cooking jam. Was trying to cook the max amount of jam (24 berries twice and 4.8L of honey twice) and the cooking process never finishes. It just gets stuck at the end (filled progress arrow), no output, no more fuel consumption, pot still "boiling", nothing happens anymore.
Great mod! Cullinery Artilliary is too heavy for my game. This is awesome. Could you add compatibility for Balanced Thirst ?
I was under the impression that it required lead solders too, my bad. Then the only issue I can find with the mod is the crock mold itself. 300 metals looks like way too much - 100 is more than enough - and it looks small enough to have a x4 clayforming recipe? Also 4 would fit in a single pit.
Outside of that, fantastic mod! The cooking pot itself is such a huge QoL for my jam sessions!
Crowflake I dont see the issue? The soldering iron is not consumed so you should be able to seal 125 crocks with one soldering iron (default world settings)
Oh okay. I really don't like that idea, to be fair. They cost 300 units of metal to make and THEN smoldering irons? This is way too much for an improved crock, I think. Just my two cents, of course!
Crowflake yes that is intentional as the metal crocks are technically cans and therefore it doesnt make sense to seal them with wax or fat.
Can you only seal the crocks with soldering irons? Not the usual fat and wax?
Can you add compatibility with Hydrate or Diedrate? currently boiling water fouls the pots, I know thats not how its supposed to work because the clay pot doesn't get fouled doing the same thing.
Yoldovahkriid
I had no idea! Brilliant! I'll let our servers cook know
Exmortis my mod adds its own way to clean pots: Steel Wool but Ill add compat for Soap and Lye
Our cooks love this Mod.
Whats the chances we can get compatibility with Soap and Lye https://mods.vintagestory.at/show/mod/25902 ?
We use a bunch of mods and some of them add new cooking recepies that dirty the pot and need to be cleaned, but we currently can only clean vanilla pots.
Thanks for the great mod!
Thanks BoomerBill for bringing the issue to my attention. Just fixed it in the new update.
Shardas the new 1.5.0 update brings the ability to attach pots to elks!
I believe I've found the problem. In the crockmold.json file, there's this line of code:
"drop": {
"type": "Block",
"code": "metalpots:metalcrock-{metal}-north"
And the sealing-crocks.json file only permits "metalpots:metalcrock-*-east" as a valid recipe entry.
Changing the direction to a wildcard just broke the sealing recipe for all crocks (it's entirely possible that I've used an incorrect wildcard, I'm not much of a coder), but changing the mold drop code to 'east' has made newly molded crocks sealable for me.
Hey. I have a problem with crock's sealing after last update.
I'm having a bizarre problem in that I can't seal crocks in my survival world dispite being able to in a creative test world. I haven't the foggiest idea what could be causing that. Also, the smithing recipe looks like it should yield two metal crocks, but you only get one, I'm assuming this is by design?
Edit: After more experimenting, I've found that forged crocks can be sealed, while cast crocks can't.
ICruzerI Imma look into it
Shardas I had removed the ability as I was when I made the mod originally to lazy to create a model for it Ill add one in the next update.
Love the mod! can I suggest you make it compatible with Hydrate or Diedrate?? when boiling water to make fresh water the pot gets covered in grime.
But other than that it's a great mod!
Can you make the pot hangleable from an elk? I don't know if something is blocking me but I can't strap the iron pot onto the front shoulder.
wael6 aorry I had forgottne to add the changelog for latest nupdate but it shouldve been fixed by now
could you add changelogs for the updates please, idk what the updates do
you can clean pots
Chrystaniel Merg3 just updated my mod. Now you can craft steel wool for cleaning metal pots.
you cant clean pots
How do we clean the Residue-covered metal pots?
A friend told me that this mod doesn't use canning... it uses tinning,which is apparently a different process entirely. Called so because the cans were made of tin,and the solder was tin,all because it was better for shelf life of the food,and food-safe. Which makes me wonder; may we have tin crocks?
you should add a mechanic that makes copper go into the cooked meal if you use any acidic food in it, which makes you take a bit of damage (like pineapples) and make it heat up faster, also gotta give the ability to line the interior of copper pots with tin plates (i do believe tin bronze doesn't stop the copper from seaping) to stop acidic food from making the copper seap into the meal and deal damage to the player, that'd be a nice bit of realism that'd add more to the game (please make molybdochalkos pots and crocks/cans especially toxic, would be funny)
Riddle78 yeah I know that technically the radiation of common U-238 is fairly low. But ingesting it is nethertheless a health risk. And the decision to name the metal cans, crocks was made randomly. But I think it makes it easier t comare the cans with vanilla crocks.
Well,the thing is,over 99% of naturally occuring uranium can't reach a critical mass. Sure,it's radioactive,but not dangerously so. Our monitors and phones likely peddle more radiation. You'd sooner die from eating an acidic meal that came from a brass,lead,or pewter (With the Pewter mod) pot or crock/can,courtesy of zinc or lead poisoning.
Also,looking at the screenshots for the "crocks,"and how to seal them... isn't that just canning?
RuinousLibrarian you heard right Uranium Pots! Why not cook your food in a radioactive pot xD. When I have some time I might change that all food in Uranium pots deal damage to the player... might then also introduce lead pots!
Uranium pots? Looking to eat some Fallout food, huh.
wojtek16 Im not sure how that would fit into this mod without rebranding it, but Ill try to keep that in mind. For now I can recommend for the mugs this mod by Emblazing
Do you think you could add some type of variety to bowl? Like wood bowls or a mug? There was a content mod in 1.19.8 that did something like this, but I think it fell off and heard nothing about it, it was called tavern something
Demonocolips yeah found that out while asking on the VS Discord channel. And sorry that I never came around fixing this I had read it but forgot to look into it. But with v1.2.1 this should now work correctly.
yes when the vanilla pot is finished cooking you can leave it on the firepit and remove portions from it with a bowl in your hand. just have it finish cooking and when the cover disappears you can remove a portion with a bowl. same as removing multiple portions with a crock.
you can't do this with the metal pot. you need to remove it from the firepit and place it on the ground seperately in order to do this or open the interface and click a bowl on its icon.
i reported the same issue a couple weeks ago.
LillyLeaf nvm I fixed it with the latest update
LillyLeaf what do you mean? Like when the pot finished cooking and inside the output slot? I wasnt even aware before I published the mod that you could take out portions while the pot is in your inventory. But I have not been able to take out portions from vanilla cooking pots while they are in the output slot either. Do you have any other mods that couldve added that functionality? Or could you send me a screenshot of the situation you are talking about (in case I am misunderstanding something here)?
The one complaint I have is that you can't take portions when it's in a firepit. I'm really hoping this get's changed sometime.
Other than that, an absolutely lovely addition!
Yukari_75 Okay just looked into the publicaly available source code of the game and found that there has indeed been a change/Update to the CookingRecipe class which during the update to 1.20 which introduced the missing function. So I will have to sadly inform you that I wont be able to fix the issue.
Nope Ap0ll0x, that was using only this mod and Pewter(including it's addons, I suspect the cause is a change(from 1.19.8 to 1.20+) in where the relavent code is or perhaps how cooking is handled since the vanilla cooking pot worked just fine in my testing
Addition: To be certain of my assumption that Pewter wasn't the problem, I've tested this mod alone with only the base game of 1.19.8 and got the same error.
Addition 2: made a slight edit as a second possible cause of the issue occurred to me
Yukari_75 huh, thats strange that error shoudnt happen as that would mean that a vanilla function is missing. Do you have any other mods installed that might have overridden or replaced vanilla methods?
So I decided to test if this mod works in 1.19.8 and as far as I can tell the only issue seems to be that you can't actually cook anything using the pots once you make them, error bellow
at MetalPots.System.Cooking.MPBlockCookingContainers.DoSmelt(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot, ItemSlot outputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.smeltItems() in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 569
at Vintagestory.GameContent.BlockEntityFirepit.OnBurnTick(Single dt) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 293
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
TheCrazyKid with xSkills it starts at the regular 24 and goes up till 48 Servings with max level
how dose this work with xkill for cooking serveing will it start at a small servering them level up or dose it be 24 and go even higher with a perk for xskills
I found the challenge of smithing the pot interesting; it's more of a puzzle than anything else I've smithed thus far. But I do agree that the number of ingots needed was a tad excessive. Perhaps my real complaint is that the vanilla smithing is too easy.
Mollycoddle Okay just made an update the mod should now work with the Level Up mod. Please Mind the above Disclaimer/Notice.
Ok so I don't agree with the smithing comments at all. Making the pot was fun and the cost was reasonable imho.
That said, I may have found an unintended behavior in this mod.
Whenever something I cook with the metal pot rots in a bowl, it says in the inventory that it is full of as many rot as there were servings in the pot, and then when I clean the bowl it returns more than that amount, so if it said it was 29 rot in the inventory it will return somewhere between 32 and over 100 when thrown in water.
I checked this with a second recipe and got the same result. (Edit) I also checked with the regular pot and it's acting normal.
Great mod otherwise though I love it!
Ap0ll0x
I think smithing the pots is fine, the issue is just amount of material needed being a bit much along with the top section being hollow making things difficult. If you reduced the bottom part to 7x7 at the base rather than 8x8 it would be a bit more managable and only require 3 ingots at most. then, for the top part, instead of making it a hallow ring, make it a lid!
5x5, flat, with a knob on top like the model. That would only take one ingot to do.
like this.
join the two together and you have a pot. one that costs 4 ingots instead of 6-7 and is much easier to smith.
SpookyJ Thank you for your Feedback. I see that the Metalpot smithing recipe is quite tedious/difficult. Thats why I am currently working on a clay mold for all the castable metals. However I am honestly not sure what to do with iron, steel,titanium (unobtainable in survival unless a mod adds a way to melt titanium), etc. Currently thinking of just requiring 1-2 Plates + Metal Rod + Hammer. And about the Cooking Time it is actually just vanilla scaling. I am kinda used to Expanded Foods Syrup Recipe taking so long so I wasnt aware that people would be bothered by it.
Caliess most Lantern materials are there however I had removed some like Bismuth due to their low melting point. I could've included them however I felt that these were too unrealistic.Molybdchalkos is actually included as the toxicity of lead was not known for a long time.
Aspendosia No it does not. Cooking Lime into Quicklime is technically a baking/firepit recipe and not a cooking/meal recipe (unlike Sulfuric Acid or Pot Ash)
Mollycoddle could you please create an issue over at the issue tracker and send me all the logs?
This is causing errors with LevelUP; it wants to modify the output of the pot, but has no value for it.
28.4.2025 18:12:57 [Notification] [LevelUP] Cooking overflowed, too many players? or there is a missing recipe causing reheating bug? recipe: metalpots:metalpot-molybdochalkos-cooked, stats and experience ignored, X: 4098606, Y: 167, Z: 4097666, if recipe is missing please add in configs/levelstats/cookingpots.json or configs/levelstats/cookingsingles.json
Does this also work for cooking lime into quicklime? Be useful if it did, speaking as a plaster walls addict...
any chance we could get all the lantern metals for the pots? except maybe molybdchalkos, thats got lead. but I'd like a green bismuth pot just because it looks cool
After using this mod I have some thoughts and suggestions:
First, maybe lower the overall ingot cost of pots. It seems that you need like 6 or 7 for a full pot which is a bit much for just being able to cook more portions on one firepit. I figured it would be like 2 or 3. Second, splitting the pot into two parts seems uneccesary and makes smithing harder and more time consuming than it really ought to be. The pot top is incredibly tricky to smith given the hole in the center and tall walls on the sides. Third, the cooking time seems fairly long, it could be shorter.
If it was just one smithing recipe and only cost 2-3 ingots per pot, then it would be worth the material cost for bulk cooking for sure, but the material cost seems overly harsh at the moment considering the payoff. After making one in survival, it doesn't really seem worth it to make more if it means spending another ~7 ingots of material.
Things I liked:
The models are very nice. I think they match the feel of the game perfectly and would fit well in the vanilla game.
Bulk cooking is very convenient and worth doing if you have a lot of cooking to do. Especially good for things you make a lot of like Jam or candles which are very repetitive otherwise
lowering the max amount from 30 to 24 was the right call. I feel like 18-24 is the perfect amount for pots like this. enough that it's convenient to use but not too much that you feel like you are waiting on getting just enough ingredients to justify using it.
Variety of materials adds plenty of flexibility in terms of choice.
Cool!
the smithing recipe is brutal😓
well thats too bad. keeping the old pot on the heat meant it never started rotting and you could just keep it warm.
Demonocolips Found that you have to place down the pot before you can pick up portions with crockpots/bowls, cant do it in campfire.
definitely needed, though i cant seem to just pick up food by interacting with a bowl like i can with the standard cooking pot, i can get it from the menu just not directly from the pot. is this intended or is there something on my end?
Ap0ll0x Thx for the fix but my god the time it takes to cook a pot each with 60 in the slots
New favorite mod, gonna install once I get back home!
MystXeno This mod should now work with XSkills. Have Fun !
oh wow! 30 servings/Liters is a lot but after making sturdy leather out of a 6 portion slot makes me glad this is here!
tofiktofik thank you for the suggestion. Just updated the model. However I personally feel like that different metals should not have different serving sizes. I based the current serving size on the voloume difference between the Vanilla cooking pot and these new metal cooking pots.
Damn that sucks :/
MystXeno just cooked a meal, and nope not compatible with Xskill.
Oh my god I've been wanting this for so long. THANK YOU! I can finally cook for a group without having a dozen campfires and cooking pots!
question does it work with xskills?
YO!
I've always wanted to do this. But realized it wasn't inherently supported, and only just learned the C# modding.
Nice!
a steel hunting cauldron could have a capacity of 28 liters, a copper one 10 liters, etc. 3 legs for the cauldron would be useful, it would look more like a hunting cauldronThese look great! Would raising them above the campfire on a small trivet or stones be possible?
this is cool but 30 servings in one pot seems a bit much imo.