Mods / Meteoric Steel

Tags: #Crafting #Weapons
Authors: Degen_Andi, LagMonster
Side: Both
Created: Sep 30th at 9:21 PM
Last modified: Oct 21st at 4:36 AM
Downloads: 4251
Follow Unfollow 175

Recommended download (for Vintage Story 1.21.0 - 1.21.5):
meteoricsteel-1.0.6.zip  1-click install


This mod adds in Meteoric Steel ingots, Falx, and tools into the game without them being too easily acquired.
Most stats are scaled similarly to how Steel is scaled past Iron (2.5x for duability and slight adjustments for mining speeds and attack damage).
The metal is obtainable shortly after you can obtain steel as it requires a Steel Anvil to to be worked. (This mod also enables the Steel Anvil Base and Top and enables their crafting into a full anvil along with adding in its own tier of anvil).

Armors are not yet added, those will probably come in at a later date as I am relatively new to shape modding.

Mod is functional with the 1.21+ releases.


Cleaned the code so that the mod plays nicely with other mods resulting in expanded compatibility with Smithing Plus.
Included compatibility with Combat Overhaul to fix the Falx (Item, recipe, damage type, damage tier, and damage amount).

 

 

Known Issues:
Toolsmith
More (Probably, I'm not omniscient)
Mods that change the vanilla stats, shapes, textures, or the layout of the file.

 

Check out Meteoric Steel Compatibility for compatibility with CO, CO: Armory, Reforged Tools, and Spyglass.


Video and Image credits go to Hardware_Despair.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.6
1.21.0 - 1.21.5
2199 Oct 21st at 4:36 AM meteoricsteel-1.0.6.zip 1-click install

Added in Meteoric Steel Anvil, Base, and Top.
Added worldproperties.json for the Meteoric Steel Anvil.
Fixed Meteoric Steel Shovel ground storage.
Fixed broken Smithing Recipes.
Added name definitions for Meteoric Steel Block (Riveted)[craftable] and Meteoric Steel Sheet (still uncraftable).

1.0.5
1.21.2 - 1.21.5
166 Oct 20th at 8:54 PM meteoricsteel-1.0.5.zip 1-click install

Added compatibility with Combat Overhaul (For the singular broken item, the falx) and cleaned up some files.

1.0.4
1.21.2 - 1.21.5
991 Oct 15th at 10:05 PM meteoricsteel-1.0.4.zip 1-click install

Changed patch operations to be more friendly with mods loaded after my mod.

1.0.3
1.21.2 - 1.21.5
335 Oct 8th at 1:18 PM meteoricsteel-1.0.3.zip 1-click install

Additional Texture files to clean our the client-main.log warnings (Missing textures [metal][variant1-5].png).

1.0.2
1.21.2 - 1.21.5
418 Oct 1st at 1:20 PM meteoricsteel-1.0.2.zip 1-click install

Added custom Steel Anvil Base and Steel Anvil Top smithing recipes due to conflicts with vanilla smithing recipes not allowing steel variant to be enabled.

1.0.1
1.21.2 - 1.21.5
99 Oct 1st at 12:28 AM meteoricsteel-1.0.1.zip 1-click install

Fixed texture issue causing original vanilla textures for the forge to vanish.

1.0.0
1.21.2 - 1.21.5
35 Sep 30th at 9:22 PM meteoricsteel-1.0.0.zip 1-click install

Changelog: Mod's creation. All tools appear properly, can be smithed and crafted, and have their proper shapes and textures.


37 Comments (oldest first | newest first)

💬 Wulff, 6 days ago

Yeah okay i commented there as well and they said somethings changed that they will need to look over,

💬 Degen_Andi , Nov 3rd at 3:07 PM (modified Nov 3rd at 3:08 PM)

Wulff My mod doesn't touch anything related to Armory. The only thing related to CO that my mod DOES touch, is the falx. I specifically patch in a variant of my Meteoric Steel Falx that gets picked up by Combat Overhaul. This is being caused by another mod.

From the looks of it, the Meteoric Steel Compatibility mod.

💬 Wulff, Oct 31st at 4:00 AM

Im getting a wall of red errors relating to the compatibility patch. the errors seem to be for every weapon

https://imgur.com/a/aRjNam4

💬 Kosmu, Oct 24th at 4:23 PM

It's throwing console errors about grid recipes with chisel tools decorative anvil and  the mechanical schematic for better ruins atm

💬 aRTyficial, Oct 21st at 1:25 PM

The finished anvil parts don't have their texture when being placed in the forge (reheating for assembly).

💬 Degen_Andi , Oct 21st at 1:30 AM

I'm not sure what exactly happened with the recipes because I remember going through the entire mod and changing everything from add to addmerge but it'll be fixed (again) in the next update.

💬 Cthugha, Oct 21st at 12:35 AM

Can confirm, smithing recipes are broken in 1.0.5. The smithing recipes patches should probably be using addmerge instead of add

💬 rhino1998, Oct 20th at 10:30 PM

With just the latest version of this mod on a fresh world I'm unable to craft regular steel tools/strips/etc (some items are still available). (Made a separate install just to isolate the issue)

💬 Degen_Andi , Oct 20th at 9:07 PM

Ezralyne Latest update re-enables the the Meteoric Steel Falx with Combat Overhaul. The version before enabled putting metal bits onto existing work items though there are some individuals who are stating that it's broken on their modded save files with 80+ mods so I suggest trying it out. I haven't found any issues with adding or removing my mod mid save yet.

💬 Kripteekz, Oct 18th at 6:35 AM

Degen_Andi Ah I see, thanks for the info. I'll get back to the mod author with your insights see if there's anything they can do with the extra info. Any advice for them your end? Couldn't imagine it would be as simple as adding a wildcard their end lmao

💬 Degen_Andi , Oct 17th at 2:37 PM

Kripteekz So, because my mod simply expands the base game's files for everything except for the Steel Anvil Base/Top smithing recipe and the Falx Shape, all of those shape and texture paths are in the base game's .json files. The main problem .json files are the Knife, Axe, Shovel, Hoe, and Spear since they also have a stone variant. The way the vanilla .json files have some of their variants listed makes it difficult to easily patch those in. Essentially, I'd have to almost replace the entire .json (or large segments of the file) to make it work more easily but that would then make it very difficult for other mods to accurately patch those files since mine would change the full layout.

💬 Cthugha, Oct 17th at 3:28 AM (modified Oct 17th at 3:29 AM)

Hey, I just made a patch that adds support for all the CO/Armory stuff and also adds some armor using vanilla/CO meshes: https://mods.vintagestory.at/show/mod/33210

💬 Kripteekz, Oct 16th at 3:38 AM

Degen_Andi Thanks for reply :) Interestingly the ones you edited apart from the hoe seem to work at least spawning one in in creative. Trying to forge is the no go haha. Where are the shape and texture paths located? Was having a look through the files of your mod to see if I could do what you said but unable to locate. Only thing in shapes is the falx

💬 Degen_Andi , Oct 15th at 9:21 PM

Kripteekz So, what I've done in almost every tool instance is I've simply added my metal to the vanilla variant list of tools. This makes the base game do most of the work (Shapes, animations, gui transforms, hand transforms, etc.) There are a few instances where I had to change the base files a little more agressively than that (Falx, Axe, Shovel, Hoe, Knife) because of how the vanilla .json files were written. As long as the shape and texture paths for my metal are properly replaced they should work innately though I may have to add in a few tweaks myself before it's possible. With the new version that just dropped, who knows what I'll need to change with the mod.

💬 Kripteekz, Oct 15th at 4:35 AM

Degen_Andi Hey man love the mod, plus amazing first go at modding :)

Was wondering if this can be made compatible with toolsmith? Is compatible in the way your mod can use the tool handles and bindings fine but isn't using the updated textures from reforged tools. Also Reforged Meteoric Steel doesn't seem to resolve that with toolsmith unfortunately. I reached out to the toolsmith mod author prior and they said might be difficult their end with how the part rendering is set up; if needs to be their end any advice would be appreciated too so I can get back to them on it, cheers in advance :3

💬 Degen_Andi , Oct 13th at 9:02 PM (modified Oct 13th at 9:25 PM)

Ezralyne So, the mod still functions with both of those mods, the only problems are with CO, the tools will do "neutral" damage since it isn't marked as a damage type, the Falx recipe breaks (Not sure why yet) and with smithing plus, the only incompatabilities is tool head aren't returned on tool break (Should be able to fix that easily before long) and you can't add metalbits to existing work items. I'll do my best to work on these features in the coming week.

💬 Ezralyne, Oct 13th at 10:56 AM

Keeping an eye on this one, my server currently runs both Smithing Plus and CO +armory though lol, if the compatibilty issues are fixed I will be adding this

💬 _Spy_, Oct 9th at 5:07 PM

Hi, I like the idea of this mod a lot and was wondering if there's any chance of ever making it compatible the combat overhaul family of mods

💬 Degen_Andi , Oct 8th at 1:17 PM

Mr_J_Soda Upon further digging, there are no matching error logs when loading into a new world in a new instillation of 1.21.4 with only my mod installed. This means that some other mod is enabling the Steel Anvil Top and Steel Anvil Bottom in your load order.

💬 Degen_Andi , Oct 8th at 12:51 PM

Unnamed_Hero I'll be able to work on the mod in the next couple days. I've had a lot of things come up this week and I've been a little too busy to really sit down and see what needs changed lately.

💬 Unnamed_Hero, Oct 7th at 4:50 PM

Hi
I'm sorry, is it already possible to bet on 1.21.4 or have you not finished yet?

💬 Migo, Oct 7th at 10:28 AM

Degen_Andi Ah okay, thank you :)

💬 Degen_Andi , Oct 6th at 11:34 PM

Migo Yes, this server error is also thrown in 1.21.0, 1.21.1, and 1.21.2. This exception is happening because I have the metalblocks for Meteoric Steel disabled. They will be enabled later, once I finalize more textures. The reason this happens is because my mod patches base game files and adds all varaints through the base game's process. Because BetterRuins just pulls those assets, the hidden assets will cause flags but won't cause issues in-game. When a recipe cannot be resolved it simply doesn't generate THAT specific input/output.

💬 Degen_Andi , Oct 6th at 11:31 PM

Mr_J_Soda Since the 1.21.4 update is brand new, I'm unfamiliar with how the code changes and thus, how my mod reacts. All I can promise is to look into it but it sounds like they enabled the Steel Anvil parts according to this log.

💬 Migo, Oct 6th at 8:57 PM

When loading with 1.21.4 it has a json error for one of the recipes.

 

6.10.2025 20:55:21 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-plain-meteoricsteel cannot be resolved

 

Looks like an issue with Better Ruins and this mod.

💬 Mr_J_Soda, Oct 6th at 1:58 AM

So I just booted up my game with this mod, and I got the following errors in the server-main/log.

 

Crash Report
5.10.2025 21:53:05 [Error] Failed registering block game:anvilpart-base-steel
5.10.2025 21:53:05 [Error] Exception: Block must have a unique code ('game:anvilpart-base-steel' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
   at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1854
   at Vintagestory.Server.ServerCoreAPI.RegisterBlock(Block block) in VintagestoryLib\Server\API\ServerCoreAPI.cs:line 135
   at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 279
5.10.2025 21:53:05 [Error] Failed registering block game:anvilpart-top-steel
5.10.2025 21:53:05 [Error] Exception: Block must have a unique code ('game:anvilpart-top-steel' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
   at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1854
   at Vintagestory.Server.ServerCoreAPI.RegisterBlock(Block block) in VintagestoryLib\Server\API\ServerCoreAPI.cs:line 135
   at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 279
💬 VidRyan, Oct 4th at 6:19 PM

This is exactly the sort of thing I've been looking for! Thank you so much :)

💬 Degen_Andi , Oct 3rd at 4:15 AM (modified Oct 5th at 2:04 AM)

Meteoric Iron can be processed into Meteoric Steel via the cementation furnace. Same restrictions but 1. It requires a Steel Anvil which my mod enables the crafting recipe for the Steel Anvil Top and Steel Anvil Base ICountFrom0.

💬 ICountFrom0, Oct 2nd at 7:04 PM

I think it's combat overhalls turn to figure out what to do with it, and possibly maintain a compatability patch.

I know that if this was designed to only be a combat overhall version, I wouldn't want it.  This is basically "vanilla".

So, how DO you steel the metroirite iron?  Same process as iron to steel?  Or some modifications?

💬 Sameal, Oct 1st at 8:49 PM

compatible with combat overhaul?

💬 TheDude, Oct 1st at 6:33 PM

Hello, could you make it compatible with the weapon mod ancien armory please ?

💬 Cthugha, Oct 1st at 5:31 PM

Just the other day I was talking about how this should be a thing. Very cool.

💬 CaptainGlenn, Oct 1st at 3:29 AM

Roscati Yeah! That would be great!

💬 Roscati, Oct 1st at 2:38 AM

Nice Mod, would love to get this over to Maltiez for CO compat

💬 CheeseMuncher, Oct 1st at 1:23 AM

Neat idea

💬 NorseTheNomad, Oct 1st at 12:02 AM

As a meteoric iron fan, steel would be fire. Keep up the good work, hope for a compatability patch for combat overhaul and armory!

💬 BrotherActivus, Sep 30th at 11:41 PM

FLINT AND meteoric STEEL!!!

 (edit comment delete)