Mods / Meteoric Steel
- Tags:
- Authors:
- Degen_Andi, LagMonster
- Side:
- Both
- Created:
- Sep 30th 2025 at 9:21 PM
- Last modified:
- May 30th at 1:23 AM
- Downloads:
- 36082
-
Latest release (for Vintage Story 1.22.0-rc.6 - 1.22.2, potentially outdated):
meteoricsteel-1.0.15-VS.1.22+.zip 1-click install
This mod adds in Meteoric Steel ingots, Falx, Tools, and Armors 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.
Steel Anvil Base, Top, and interactive craft are enabled for 1.21 versions of the game. 1.22 already has it enabled!!
Quenching and Tempering is also fully functional in Vintage Story 1.22.
This mod also adds in a Bulk Ingot Mold (Eight Ingots and requires breaking), a plate mold, and a Bulk Plate Mold (Four Plates and requires breaking). I intend to have a config for the mod to disable this if desired.
Quenchable Meteoric Steel Tools and Weapons?!?!
Mod is functional with the 1.21 - 1.21.6 releases up to mod version 1.0.8!!
Mod is functional on 1.22.0rc6 (and presumably through) to 1.22 stable with version 1.0.10!!!!
Added Russian Translation!!
Don't see your language? Consider reaching out and assisting with translations!
CURRENT Compatabilities (Note, "current" means for Meteoric Steel version 1.0.10+. Not for 1.21 versions of Vintage Story);
Ancient Armory 1.2.3: (No quenching available). Players claim it's still functional on 1.22.0 so I left the compatability alone.
Spyglass 0.6.0:
NDLChiselPick 4.1.0: (Quenching and Tempering is Functional)
Stone Quarry Standalone Repack 3.6.0: (mentioned by the Original Quarry Dev to be "forward and backward compatible")
Wulk's Smithing Addons: Compatability for MS Anvil Shape and Texture and compatability with Tools and Toolheads.
Cleaned the code so that the mod plays nicely with other mods resulting in expanded compatibility with Smithing Plus.
Known Issues:
Combat Overhaul. As much as I'd love to have finished compatability with CO, the original mods change so frequently that I cannot keep up.
Mods that change the vanilla stats, shapes, textures, or the layout of the files.
Video and Image credits go to Hardware_Despair.
Notes:
1. Since I can't add a third decimal to mod versions, when I fix an issue and re-upload an older version of my mod, I simply delete that version. Latest fix was 1.0.7 to reflect the fixes to armors that were applied in 1.0.8+.
2. To Disable the recipe for the Plate Mold, Bulk Ingot Mold, and Bulk Plate Mold that are provided by my mod, right click the downloaded mod, click Extract All, pick a destination (Know where you're placing it. You'll need to know later).
It should open the created files in a new File Explorer. Naviage into Assets > Meteoric Steel > Recipes.
Delete the clayforming folder. All recipes are handled on the Server Side so these changes do NOT need to be done by everybody connecting to the server. This will also NOT throw any errors. The items will just be considered as non-acquirable.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.15 | meteoricsteel | 7676 | May 27th at 6:01 AM | meteoricsteel-1.0.15-VS.1.22+.zip | 1-click install | ||
|
Fixed patches to allow Quenching and Buffing of Chisels and Shears. | |||||||
| 1.0.14 | meteoricsteel | 2058 | May 17th at 6:33 PM | meteoricsteel-1.0.14-VS.1.22+.zip | 1-click install | ||
|
Fixed a Typo that was causing the Steel Chiselpick to have a boosted durability and making the Meteoric Steel Chiselpick only have 1 use. | |||||||
| 1.0.13 | meteoricsteel | 2225 | May 8th at 2:09 AM | meteoricsteel-1.0.13-VS.1.22+.zip | 1-click install | ||
|
Adjusted some compats to expand Ancient Armor compatability | |||||||
| 1.0.12 | meteoricsteel | 606 | May 6th at 5:45 PM | meteoricsteel-1.0.12-VS.1.22+.zip | 1-click install | ||
|
Fixed multipel tool heads not being placeable in the forge despite their vanilla counterparts being placeable in the forge. | |||||||
| 1.0.11 | meteoricsteel | 456 | May 4th at 3:45 AM | meteoricsteel-1.0.11-VS.1.22+.zip | 1-click install | ||
|
Fixed an error so the Meteoric Steel Spear is now craftable. | |||||||
| 1.0.10 | meteoricsteel | 1487 | Apr 25th at 8:55 PM | meteoricsteel-1.0.10.zip | 1-click install | ||
|
Updated patches to function and not throw errors on Vintage Story 1.22.0 Stable.
| |||||||
| 1.0.8 | meteoricsteel | 4282 | Feb 17th at 3:02 AM | meteoricsteel-1.0.8.zip | 1-click install | ||
|
Added multiple compatibilities. Contact me for any errors. | |||||||
| 1.0.7 | meteoricsteel | 44 | Jan 15th at 7:51 PM | meteoricsteel-1.0.7.zip | 1-click install | ||
|
Adjusted Melting Point of Meteoric Steel | |||||||
| 1.0.6 | meteoricsteel | 8057 | Oct 21st 2025 at 4:36 AM | meteoricsteel-1.0.6.zip | 1-click install | ||
|
Added in Meteoric Steel Anvil, Base, and Top. | |||||||
| 1.0.5 | meteoricsteel | 232 | Oct 20th 2025 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 | meteoricsteel | 1105 | Oct 15th 2025 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 | meteoricsteel | 412 | Oct 8th 2025 at 1:18 PM | meteoricsteel-1.0.3.zip | 1-click install | ||
|
Additional Texture files to clean out the client-main.log warnings (Missing textures [metal][variant1-5].png). | |||||||
| 1.0.2 | meteoricsteel | 489 | Oct 1st 2025 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 | meteoricsteel | 156 | Oct 1st 2025 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 | meteoricsteel | 103 | Sep 30th 2025 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. | |||||||


Hello. can you add support https://mods.vintagestory.at/vintageengineering mod. to make steel in vint furnace like steel. iron + cocke?
Do you plan on adding the earthy orange variation to the red clay molds fired in the pit kiln? All the mold mods i could find dont have it for some reason which is kinda annoying.
can you add a lantern for it please
Getting these errros basically every second -
[Warning] Failed resolving a blocks blockdrop or smeltedstack with code game:platemold-fire-fired in beehivekiln-burn -
I tried deleting the clayforming folder and that didnt appear to do anything
i'm having an odd bug, when this mod is installed at least vanilla more molds stops talking to its config file. 1.0.15 for this mod and 2.1.2 for the molds mod, granted i am still on 1.22.3 so i guess i do need to finally get around to that, but would that change things?
Hi. Does anyone have experience with this mod in combination with zippys sky steel on 1.21.x?
Heyo just letting you know me and a buddy made a compatch between this mod and Laboro's tools, as well as two others do you need me to put a link to here in the mods Desc?
I do not, but thank you for expanding compatabilities.
Do you have any plans to add compatibility with Weapon Pack Alpha - Rebalanced I would commit many great crimes to obtain a Meteoric Steel Halberd
Honestly, I hadn't even known about the mod. I'll tinker with it some but I can't guarantee a Compatability. There's a few more I want to work on, anyways.
Thank you for even considering it! I really enjoy the extra weapons from the mod and having a shiny meteoric steel weapon to match my tools would be amazing.
cesium changes color when carbonifed, just fyi.
not trying to critisize, i like the idea for this mod, and plan to test it out in my new playthrough,
but i might make a texture override mod for it.
I'll post them (or at least a link) here when im done, in case anyone likes...
but yea, cesium burns blue and turns black when carbonified, and the nickel is what stays brighter.
Considering Nickle is usually present in realistic Meteoric Iron, I felt like it could go either way.
Feel free to make a Texture Override though, I know there's already two out there.
Does the armour not have any flat damage reduction, or is it simply not showing in the stat screen? Cause if it doesn't, then that makes it strictly worse than normal steel.
This has been rectified. 1.0.7 was re-uploaded with the fixes.
This mod threw an exception. Is this a problem? If so, can you resolve it, please? We're a multiplayer server on 1.22.3. https://imgur.com/a/x48ihrW
BTW, I followed the instructions to remove the clay recipes. So, maybe this dorked the modinfo? I will try reinstalling the full mod.
Interesting. I've never had Meteoric Steel throw an error like this, regardless of the quantity of mods installed alongside it.
The error thrown here is pointing at line 344 inside the ModContainer.cs.
Meaning, the API is throwing an error because there's multiple mods with the same ModId. Is it possible you accidentally installed the mod twice?
This info was obtained after a quick google search.
As for the modinfo, that's more of a nametag for the mod. It exchanges information with the API and, in return, the API assigns the proper domains to items/blocks/entities and restricts version use (The restriction is Minimum Version, not only version).
What I did was delete the folder that had the molds in it and then re-zip it. I think the re-zipping failed. So, it was my error. I used the mod as you'd originally packed it and then it worked fine. Thank you for the kind response.
If I make a translation of this mod, will you be able to integrate it into the mod?
That will be as simple as adding in the .lang file right next to the existing one.
Sadly, I'm no good with translations. Feel free to DM me the lang file on Discord.
Where can I write to you on Discord?
I put the translation file in the lang folder in the mod archive, but for some reason the translation didn't appear in the game. I tried this with other mods when translating, and it worked... very strange.
I'm in the Official Vintage Story Discord. My mod's even posted under the mods tab, just look up Meteoric Steel. From there you should be able to click my name and send me a message through Discord.
Are we able to disable the non metoeric steel features this mod added in yet? I run a server and am concerned about how they alter progression unrelated to the mod's addition of meteoric steel, especially for the plates circumventing the usefulness of mechanical powered helve hammers. But I'd love to give the players another tier of material to work towards.
I'm still working on the config files but, in the meantime, you can uncompress the mod, navigate to the Recipes file, and simply delete the clayforming folder. All recipes are managed Server Side so you don't have to worry about other players getting around it.
I appreciate your response and explaining that, thank you!
I'm not getting the tool tip on my stone coffin in my cementation furnace is that normal and is the meteoric steel still being made? or is there something wrong and im just not getting any errors for it
Tested turning off all other mods i used and replicated my setup from my other world in a creative world and still no tooltip or anything
Ended up feeding it for a total of 9 days and it didnt turn into steel, not sure what went wrong at this point. Could be game version or mod version, unsure though.
I'm unsure what's going on here as well. I've had no problems with creating Meteoric Steel even once.
I've never touched the functions of the Stone Coffin, the tooltip has always worked. I've played with the mod on 1.21 and 1.22 and it's always just worked. Feel free to send me some Screenshots on Discord regarding the issues.
Yeah i have some screenshots i can send them to you on discord
Hah, I was quite suprised when I saw that this mod is where the bulk ingot molds came from!
I like the balance for bulk (requiring breaking for the big ones), and I like to have plate molds. But yeah, that seems like something better suited for a seperate mod! Or at least, once the config is up, it's opt-in rather than opt-out, as most people will not expect a metal mod to add in molds.
Hello, good sir! Thank you for the mod! I love the concept; I always wanted to do more with Meteoric Iron and making it into Meteoric Steel is perfect.
That said, I was wondering if you could help me out since I'm having an odd issue that I don't know how to trace back. I have three mods going on here: your mod, Ancient Armory, and the notorious Combat Overhaul. The issue is pretty simple but generates no logs: when I have Combat Overhaul running, meteoric steel swords and certain spears (all but the 'Meteoric Steel Spear') do not register hits or damage. I imagine this must have something to do with the animations added by CO, but axes and mace-type weapons have no issue.
Now, I know you said you can't keep up with CO, and that's fair. I like you mod, but CO is essential for me. But I was hoping you might be able to point me in the right direction of how to fix it. I'm no modder, but I'll see what I can do. Any ideas as to why this might be occuring?
Hope you're having a good day!
Yeah, it's quite simple; Combat Overhaul disables the vanilla tools and armor items and system and then re-creates them elsewhere in a completely new format. Another issue is, with every update the file structure changes just enough to break most mods that rely on simple json patch pathing. In order to fix it, you'd have to create a mod and impliment changes to Combat Overhaul's mod via Patches and keep it updated to Combat Overhaul which could update once a month or, in the case I experienced, seven times in four days. These changes will, most likely, be adding in the Meteoric Steel Variants, their attributes, behaviors, stats, animations, shape definitions, texture files/locations, and probably even how they're placed in the world (Groundstorable, shelfable). Can't forget how they show when holding the items in first and third person either.
As for a more specific WHY the damages aren't registering; Vintage Story uses a simple attribute that's usually marked as "attackpower". Combat Overhaul seperates attack power further into Damage Types. Without those specifications, damages aren't going to be registered.
now compatible
https://mods.vintagestory.at/combatoverhaulforked
Hello. I would first like to thank you for your work, I'm enjoying the mod, a lot. I'm having a problem with the crafting of the Meteoric Steel Knife. I can craft the head, but can't craft it with the stick to make the tool. Even when I search throught the handbook, there is no recipe for the Knife. I'm using a bunch of other mods, so I don't know if any of them is messing with your mod, however, all other tools and armor are craftable, and I'm using them normally. Could you take a look and see if the recipe is missing or something, please?
So, all of the crafting is handled by the vanilla recipes so if the crafting is messed up then you've got a mod that's adjusting or changing the Knife Recipe and my mod is failing to properly patch in the additional variant. In order to get a SURE fix, I'll need to know exactly what mod is causing the issue.
Mongster, Teotale, and GotoFinal
I will admit, I did not have the proper documentation in the mod's discription for the metal molds and that has been corrected.
As Goto has stated, the clayforming recipes can simply be removed without fear of needing to re-disperse the mod as all recipes are handled Server Side. Hopefully, this will be remidied in the near future by adding in a config/command to enable/disable the molds, that is, unless, more people simply want them removed.
As for the Quenching and Tempering Mechanics, I'm unsure of how that's a complaint. I simply made my tools compatible with the latest features of Vintage Story.
It was cool to have a tier of metal slightly above steel, but this mod adds a bunch of stuff it doesn't mention in the description. Considering that and the new quenching/tempering mechanics, I'll be uninstalling.
I like the idea of meteorite steel, but plate molds don't fit in here. That should be a feature of a separate mod. As a server owner, I'd like to have meteorite steel, but I don't want to have unbalanced plate molds
i like extra tools, but why does the mod add also plate molds? thats imho very balance breaking, super cheap, removes the need for the auto hammer until end game and totally unrekated to mod contents
I feel it's balanced because it still takes time to cool the metal down before you can pick it back up. If you don't like the Plate Molds, don't use them, but considering there's molds for more intricate parts (Pickaxe, Hoe, Falx, etc.) I felt like a plain sheet of metal would be acceptable.
Hosting a server so needed to edit the mod to remove the molds and make them breakable so existing ones will get used up, as cant control all the people to not use them - happily this does not seems to require clients to have these changes too, so just editing the jsons server side is enough. Should be just separate mod. Waiting is not really balance, where vanilla idea is that plates are kinda hard to make so that you have big motivation to build the helve hammer. Now its only useful for iron+ age, where most people seems to build it quicker so they can craft all the lanterns, holders and so many other recipes where copper/bronze is enough.
The molds are not even mentioned anywhere, so didn't even notice its from this mod at first.
Waiting a couple of minutes for the metal to cool down is not the same as assembling the windmill, crafting the mechanical parts and components for the helve hammer, and setting up the helve hammers setup for processing plates.
So bulk molds = are imbalance.
For ingots we have bloomeries, for plates - helve hammer setup.
Mechanics that do the same things without adding variety to the gameplay or requiring additional time or resources disrupt the balance
Hi, my game crashes when I open the meteoric steel tools in the handbook.
Running on 64 bit Windows 10.0.26200.0 with 31895 MB RAM
Game Version: v1.22.2 (Stable)
10.05.2026 15:44:16: Critical error occurred
Loaded Mods: walkingstick@3.0.3, ancientarmory@1.2.3, blackguardadditions@1.1.9, brickmold@1.3.1, chiblocksel@1.8.3, chiseltools@1.17.1, dyedhardenedclay@1.0.2, vichnybackpack@3.0.1, eternalschests@0.0.2, esp@3.6.5, expandedmolds@1.2.0, fagreenwich@1.4.5, faviking@1.1.6, forlornadditions@1.0.4, millwright@1.3.3, pipeleaf@2.5.1, ruggedrugs@0.0.4, scrollrackable@1.5.0, servantattire@1.0.0, shelfobsessed@2.1.2, spinningwheel@1.2.1, spyglass@0.6.0, tankardsandgoblets@1.4.2, translocatorengineeringredux@1.6.6, trashbinned@0.4.2, vanillavarnished@1.0.4, game@1.22.2, arthursjournal@2.0.0, apelanterns@1.4.0-pre.1, betterjonasdevicesfixedagain@2.1.6, billposting@2.0.0, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, crbutterfly@1.1.1, displaycasewall@1.0.3, elkvariants@3.6.2, envelopes@3.8.3, foodshelves@3.0.2, footprints@1.2.1, gourmand@1.8.8, madcrowglider@1.22.0-rc.6, metalpots@1.7.3, meteoricsteel@1.0.13, moreanimals@1.6.6, ndlchiselpick@4.1.0, novelty@1.2.4, onebedsleeping@3.0.1, openbookanimation@1.0.0, panningmachine@1.0.9, regalia@1.5.0, rivers@5.0.0, rpvoicechat@2.5.3, slowtox@5.0.0, soundofconfession@1.1.0, steadygreenhouses@1.1.1, substratereflush@1.0.1, tradie@1.7.0, treeshaker@1.1.0-rc.1, ufm@1.19.6, vinconomy@5.3.0, vsairshipmod@1.1.2, creative@1.22.2, vsroofing@1.5.3, survival@1.22.2, windchimes@1.5.0, bookbinders@1.4.0, shearlib@1.3.0, tailorsdelight@2.2.0, wool@1.9.1
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item gloomeclasses:toolkit-* 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(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) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2305
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 127
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.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 448
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.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 403
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2061
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 365
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 944
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 217
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
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 1
==================================
{ TimeGenerated = 10.05.2026 15:11:59, Site = , Source = Application Error, Message = Ім’я несправної програми: Vintagestory.exe, версія: 1.22.2.0, позначка часу: 0x693c0000
Ім’я несправного модуля: openal32.dll, версія: 1.23.0.0, позначка часу: 0x63dd31ad
Код винятку: 0x40000015
Зміщення помилки: 0x00000000000df046
Ідентифікатор несправного процесу: 0x282c
Час запуску несправної програми: 0x1dce07531f3a928
Шлях до несправної програми: E:\Vintagestory\Vintagestory.exe
Шлях до несправного модуля: E:\Vintagestory\Lib\openal32.dll
Ідентифікатор звіту: ce8f781d-b2e1-4a24-ac19-06d6d98f451a
Повне ім’я несправного пакета:
Ідентифікатор несправної програми, пов’язаної з пакетом: }
This crash is being caused by a GlooMeClasses recipe.
The crashlog even says, "System.ArgumentException: Attempted to resolve the recipe ingredient wildcard item gloomeclasses:toolkit-* but there are no such items/blocks!"
This is suggesting that one or more mods have compatability with Gloomeclasses but hasn't set the right dependancy (Only load the recipe when the mod is present).
If you'd like to know where it says this, it says it right after the loaded mods list.
My mod does not have any compatability adjustments for GlooMeClasses
Thanks for the detailed response, I fixed this issue.
okay, so there are now some bugs with ancient armory, some weapons are outright not craftable into weapons, list below:
Voulge
Claymore
Falchion
long sword
warhammer
fork spear
boar spear
spiked club
morning star
flanged club
arming sword
ranseur spear
Is this for 1.21 or 1.22? Which version of MS are you using? What version of VS are you playing on? What other mods are in the modlist?
1.22, and 1.0.12, btw it has gotten worse it seems with the newest update of your mod, it now completly breaks the Ancient amory mod when installed.
as for other mods I have tested,
ancient armory
Quenching and Sharpening for Ancient Armory
Metoric Steel (removed this and it works fine)
possibly the ancient armory mod is now too old, if you swapped to the new json code, the original mod has not updated at all as of this post
Interesting. I'll have to remove the compatability and work on it. Just another thing to add to the list. I know that it, theorhetically, worked for 1.21 but that was never released.
Just adjusted the compat, it should be 100% functional with plain old Ancient Armory. I'm unsure of Quenching and Sharpening for Ancient Armory though.
well, the good news is that it now works correctly(all weapons can now be crafted), the quenching and sharpening thing is currently only adding compablity for base Ferrous material types, it seems that you have to add the quenching, sharping and fire clay quenching to any mod compablity yourself.
Theoretically, couldn't you ask Maltiez to make a patch for Meteoric Steel on his end?
I have. Maltiez isn't exactly the friendliest towards other modders.
Fair enough, yeah.
Any possibility of at least fixing compatibility for the 1.21.6 version of Combat Overhaul?
Since the current stable version of VS is in 1.22, that version of CO shouldn't be getting any further updates, unless Maltiez finds out that something's broken (unintentionally breaking compatibility by updating the mod to fix something) or he's feeling particularly petty and decides to intentionally break compatibility by updating the mod even when it wouldn't need one.
I'll look into it, but I can't make any promises. I've got an estate to clean out right now so most of my extra time's been going towards that.
Completely understandable, yeah, just feel free to throw me a response thing whenever you end up doing that, no pressure.
I did not see that you're also using the Meteoric Steel Compatability mod. I believe the compatability I had introduced conflicts with that mod when Combat Overhaul is included.
Oh? Is there no need to have Meteoric Steel Compatibility, then, since you've already added compatibility on your end?
So an odd thing that we've noticed on the (1.21.6) server I'm in, is that apparently Meteoric Steel Chain Leggings cannot be crafted, despite the fact that they both exist in the Creative mode menu and have a handbook recipe for repairing broken/damaged versions with the Repair Kits/Advanced Repair Kits (from Aldi's Classes).
This is despite the fact that both the Meteoric Steel Chain Helmet (Coif, or whatever it's called) and the Meteoric Steel Chain (chest) Armor can be crafted with issue, it is only the Leggings that are suffering from this inability to be crafted.
Additional note: We're also playing with both Combat Overhaul (version 0.10.12) and Meteoric Steel Compatibility (v1.5.2), just in case that potentially helps you diagnose the issue.
Combat Overhaul breaks a vast majority of weapon, and armor mods simply because it completely disables the vanilla recipes and re-adds them in different locations.
My mod is no exception because it relies on the pre-existing recipes and .jsons for items.
I have tried having compatability patches for Combat Overhaul in the past but Maltiez updates his own mods too frequently for me to even consider being able to keep up.
GlytchMeister So, the issue with Combat Overhaul is the mod has changed so much that I can't keep up with compatability while also updating my mod so I've decided to forego the compatability with Combat Overhaul. It's simply too much work, especially right now.
As for QP's ChiselTools, their mod is auto-filling the Meteoric Steel Anvil (That my mod adds in) with a wildcard. Better Ruins did this too but the fix has to be on their end.
I spotted an error in my logs, here's the generic version:
[Error] Patch # (target: game:itemtypes/combatoverhaul/spear.json) in meteoricsteelcompat:patches/armory/itemtypes/weapons/spear.json failed because supplied path /attributes/XXXXXXXXX/DamageStrengthByType is invalid: The json path /attributes/XXXXXXXXXX/ThrowAttack/DamageStrengthByType was not found. Could traverse until /attributes, but then 'XXXXXXX' does not exist.
I beleive it should be /attributes/Modes/XXXXXXX
I also see there's an issue with QP's ChiselTools:
[Warning] Failed resolving crafting recipe ingredient with code chiseltools:chiseledanvil-meteoricsteel in Grid recipe
[Error] Grid Recipe 'chiseltools:decorative anvil': Output Block code chiseltools:chiseledanvil-meteoricsteel cannot be resolved
that seems to be a grid recipe that is lookig for meteoric steel as a type of metal that an anvil can be?
it happened regardless of my other mods, but I just reinstalled and it seems to be fixed now
BuilderBoy02 I've only seen this error appear when the mod is loaded with certain other mods that change the base files as opposed to adding to base files like I do.
Sadly, as much as I'd like it to be, Combat Overhaul compatability isn't going to be innately available within Meteoric Steel.
There are too many changes that happen to the base files and far too many changes between versions
Hello, meteoric steel armor doesn't have durribility or a flat damage reduction for me. Is anyone else having this bug or is there anyway for me to fix it?
Incredible mod, i always felt like vanilla meteoric iron was underutilized since I jump straight to steel as soon as I get iron and don't think about meteoric iron at all.
Degen_Andi
There's no need to rush. The mod is already great. I have just suggested an idea.Kaynereer I'd love to get an update out for 1.22 as soon as possible, but I've got something else in the works that I want done first so it'll have to wait.
This is just a suggestion. Meteorite steel should be oil-quenched.I don't know how difficult it is to implement this. I wish not.would you be fine with a quick merge if i fix some of the new errors for the newer versions?
Grumman Combat Overhaul has had seven updates in the last five days. I'm doing what I can.
My mod is most compatible with Combat Overhaul 1.15.5. CO is currently up to 1.16.16
I apologize for not being able to keep up with Maltiez's update schedule but there's a lot to comb through and attempt to fix.
any work bein done to update with the latest release of co?
GarnetAnimations with Reforged Tools not being, officially, compatible with 1.21.1-6 and with 1.22's release candidate coming out soon I will probably not be adding in compatibility unless they update to 1.22.
Would you be willing to add compatibility with Reforged Tools?
EnderMelody Many of the compats will conflict. My mod is not perfect and there will be people who prefer the compat mod over just my mod. In the 1.1 version, I plan to have fully functional CO Compatability. As of right now, it's just some things I was able to throw together and adjust until there were no errors remaining.
are the 1.0.8 added compats conflicting with meteoric steal compat mod? will that mod be needed anymore?
Exile0fErini Thank you for bringing this to my attention. I'll see what I can put together in the next update.
I found a slight interaction between this and gloomeclasses where both are trying to input a steelanvil as far as i can tell, I've done a dirty personal fix by deleting the steelanvil.json file from gloome but was hoping that some compatability between the two can be made in the future?

and here's a screen capture of half of the issue i found, the other half being the exact same thing but for anvilpart-top-steel, I've looked at it several times and the cs:line 1854 and 279 are the same on both error sections.
Interesting. I experienced no issues in my playtest but I'll see what I can do to fix this issue in the upcoming update Turt
As of this comment the meteoric steel armors all have a spelling error inside the json, it should be "flatDamageReduction" not "flatProtection". All the meteoric steel armors also have no durabilty, and therefore do not work when equipped. I believe it is due to the value not being set correctly in the json as well. I'm also not sure if the armor is intended to have the protection reduction modifier that normal steel plate does but it is not on the meteoric steel plate.
Degen_Andi The author of Beter Ruins already answered that he will try to fix it in next patch, Im glad that its just warning and actually causes no issues.
Degen_Andi
I have added compatibility with this mod and betterruins inside betterruins for the next upcoming update of it. Until then it can be ignored.
https://github.com/NicIAss/betterruins/commit/54908f5f49994c7690216802c10dc10219202418
Sounds like a mod conflict to me, the armor is working perfectly fine on my end DariaOxo
GLaDOS_cz As for the Better Ruins issue, they generate a recipe for any block that would use the code "game:metalblock-new-plain-*" and, because my metal falls into this wide grouping, it's picked up. I haven't figured out how to fix it, other than to include this block variant that only has a creative decoration use.
There seems to be compability issue with better ruins mod: "(Server Warning) Failed resolving crafting recipe ingredient with code game:metalblock-new-plain-meteoricsteel in Grid recipe
(Server Error) Grid Recipe "betterruins:recipes/grid/schematic-mechanical/mechanical.json": Output Block code game:metalblock-new-plain-meteoricsteel cannot be resolved
Is anyone else on mod v1.0.7 noticing issues with meteoric steel plate armor? We've just made it, and it seems to have no durability counter, and doesn't protect against attack.
Yeah okay i commented there as well and they said somethings changed that they will need to look over,
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.
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
It's throwing console errors about grid recipes with chisel tools decorative anvil and the mechanical schematic for better ruins atm
The finished anvil parts don't have their texture when being placed in the forge (reheating for assembly).
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.
Can confirm, smithing recipes are broken in 1.0.5. The smithing recipes patches should probably be using addmerge instead of add
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)
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.
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
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.
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
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
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.
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
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.
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
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
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.
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.
Hi
I'm sorry, is it already possible to bet on 1.21.4 or have you not finished yet?
Degen_Andi Ah okay, thank you :)
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.
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.
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.
So I just booted up my game with this mod, and I got the following errors in the server-main/log.
This is exactly the sort of thing I've been looking for! Thank you so much :)
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.
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?
compatible with combat overhaul?
Hello, could you make it compatible with the weapon mod ancien armory please ?
Just the other day I was talking about how this should be a thing. Very cool.
Roscati Yeah! That would be great!
Nice Mod, would love to get this over to Maltiez for CO compat
Neat idea
As a meteoric iron fan, steel would be fire. Keep up the good work, hope for a compatability patch for combat overhaul and armory!
FLINT AND meteoric STEEL!!!