Mods / NDL Wooden Torch Holders

Tags:
Utility Crafting QoL Simplification
Author:
NateDoesLife
Side:
Both
Created:
Jan 14th 2025 at 8:24 AM
Last modified:
Jun 24th at 4:41 PM
Downloads:
46257
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
ndlwoodentorchholder_3.0.2.zip  1-click install

Announcment: When using the latest 3.0.2 version to fix the recipe not displaying in the handbook you WILL need to delete and regenerate the config file (%appdata%>vintagestorydata>modconfig>NDLtorchholders>ndlwoodentorchholder.json) to get them to start appearing as well

About Mod:
This mods adds three torch holders, wooden wall torch holders, wooden ground torch holders and wooden hanging torch holders. I added these as a buffer/cheap alternative to the Brass/Aged torch holders. 

Current Holders:
     - Ground
     - Wall
     - Ceiling

How To Guides:

Crafting Recipes
- Recipes can be set for different balancing based on choice in the config file

    - default: plank+knife = 3 holders (this is enabled by default.....obviously)
    - clay: clay+plank+knife = 6 holders
    - resin: resin+plank+knife = 8 holders
    - nails: nail+plank+knife = 12 holders (1 ingot = 48 holders due to crafting 4 nails per ingot)
Basic Use Guide

How To
- Start by crafting the Base Wooden Holder
     - Then place it on the surface (ceiling, ground, wall) that you wish
     - It will then place the version of the torch holder that you need for that placement
     - Place torch inside the holder!

 

Future Information:

Planned Features
None at the moment

 

Concept Features (May or May Not Happen)
Optimization Pass (utilize variant system for torch holders instead of how it currently is setup)
- This is pretty unlikely at this point as it would be a pretty large adjustment to the mod and all legacy holders probably would disappear from worlds. If I can find a way around this I will do it but currently....not
- Also I list this as an Optimization pass but its not really that, the mod is already optimized very well, this would just be a backend cleanup so its more organized file wise
     - For example I have like 6 different torchholder blocks....I could probably get that down to 3 or even 2.....

FAQ:

FAQ
Can you add compatability for XYZ mod?
- No, I will not work on compatability on other mods myself. If that mod developer or individual wants to work on it and provide me the patch or whats needed then that is fine and I will add it to the mod. However I can't justify the time/effort to make my mod compatabile with another mod that might not continue to exist in the future. The same I wouldn't expect other developers to do it for my mod.

Can you provide the source code?
- No, I choose not to provide the source code to prevent tweaks/patched versions of my mod from appearing on the site. I want to avoid getting questions on issues related to them and also I don't like the idea of someone taking my mod for themselves and publishing it

Can I fork your mod?
- No

Can you add xyz config option?
- You can request and I can consider it but no gurantees

Can you make the torch holders burn out?
- No, the mod is specifically designed to make the torches last forever, similar to the metal ones. The vanilla torches already burn out after 24hrs, just use a mod that extends that time if you desire them to burn out....

Can you add XYZ recipe for the torch holders?
- Sure (if it makes sense), just shoot me what your desired recipe is and I will see if it fits into the design and set it up


The crafting recipe is not showing up in the handbook?
- Make sure you are crafting the BASE wooden torch holder, that is the only one with a recipe and then the others will place depending on how you place the base wooden holder (place on ceiling you get the ceiling one, floor = floor and wall = wall!)
- You might also need to regenerate the mod config file (even on servers). 

 

Permissions and Credits:

Permissions
Upload Permissions:
You cannot re-upload this to the moddb or other mod sites under any circumstances


Modification Permissions (Forks):
You cannot upload forks

Modification Permission (Tweaks/Patches):
You must ask for permission to do this (via DM on discord not in the comments) and said patch/tweak must require this mod to be installed in order to run, it cannot be a standalone patch/tweak as that is just a fork...

Asset Permissions:
Assets specific to this mod cannot be used in other mods

 

Mod Compatibilities:

Compatabilities
Real Smoke as of 1/6/2027 (v2.1.2) (Real Smoke - Vintage Story Mod DB)
     - This compatability is not maintained by myself but provided by Mustache Man (discord name), if it stops working then you must consult them or owner of the mod.

 

Feedback/Suggestions/Support:
I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below.

     - You can also join my personal discord channel via - https://discord.gg/6qQZYPU
     - Please use the channel #ndl-woodentorchholders for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)

 

Other Mods By Author:

NDL Expanded Growth Icon  NDL Villagers NDL ChiselPicks Mod Thumbnail Mod Thumbnail Mod Thumbnail Mod Thumbnail Mod Thumbnail Mod Thumbnail

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
3.0.2 ndlwoodentorchholder
1.22.0 - 1.22.2
4570 May 29th at 6:31 AM ndlwoodentorchholder_3.0.2.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed handbook display not showing the torchholder recipe
     - This did not effect crafting in anyway, it was just a display bug
     - You WILL need to delete the old config and regenerate a new one for this fix to apply, including on serverside

3.0.1 ndlwoodentorchholder
1.22.1 - 1.22.2
4193 Apr 30th at 2:31 AM ndlwoodentorchholder_3.0.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Recipes not working

3.0.0 ndlwoodentorchholder 2506 Mar 9th at 5:57 PM ndlwoodentorchholder_3.0.0.zip 1-click install

Updated to 1.22
     - I tested everything quite a bit but bugs might of slipped through, please let me know if you stumble across anything
Recompiled in .net10

New Features:
- Recipe config settings
     - Recipes are now deteremined based on what you set in the configuration settings
     - 5 Recipes (view mod homepage to see available options
          - The "Default" recipe is the starting recipe.....obviously

 

Updates:
- None

Bug Fixes:
- None

2.2.2 ndlwoodentorchholder
1.21.2 - 1.21.5
5466 Feb 12th at 6:00 PM ndlwoodentorchholder_2.2.2.zip 1-click install

New Features:
- None

 

Updates:
- None

Bug Fixes:
- Fixed weird null crash with wall torch holders that seemed to come out of nowhere (like really it just started happening with no changes to the code/json that was causing it lol)
     - Thanks @gaath for reporting!

2.2.1 ndlwoodentorchholder
1.21.2 - 1.21.5
309 Feb 11th at 11:34 PM ndlwoodentorchholder_2.2.1.zip 1-click install

SORRY THERE WAS A TYPO IN THE 2.2.0 VERSION!!!!!!!!

New Features:
- None

 

Updates:
- Added the follow recipes for wooden torch holders
     - default: plank+knife = 3 holders
     - clay: clay+plank+knife = 6 holders
     - resin: resin+plank+knife = 8 holders
     - nails: nail+plank+knife = 12 holders (1 ingot = 48 holders due to crafting 4 nails per ingot)

*This will be the last recipe update I do until 1.22 update. The goal for 1.22 update will be to have a config file that you will set which recipe you want to have working on your world and the rest will be disabled, but I cant do that right now due to limitations. Should be do-able in 1.22)

Bug Fixes:
- None

2.2.0 ndlwoodentorchholder
1.21.2 - 1.21.5
79 Feb 11th at 11:25 PM ndlwoodentorchholder_2.2.0.zip 1-click install

New Features:
- None

 

Updates:
- Added the follow recipes for wooden torch holders
     - default: plank+knife = 3 holders
     - clay: clay+plank+knife = 6 holders
     - resin: resin+plank+knife = 8 holders
     - nails: nail+plank+knife = 12 holders (1 ingot = 48 holders due to crafting 4 nails per ingot)

*This will be the last recipe update I do until 1.22 update. The goal for 1.22 update will be to have a config file that you will set which recipe you want to have working on your world and the rest will be disabled, but I cant do that right now due to limitations. Should be do-able in 1.22)

Bug Fixes:
- None

2.1.4 ndlwoodentorchholder
1.21.2 - 1.21.5
112 Feb 11th at 7:49 PM ndlwoodentorchholder_2.1.4.zip 1-click install

New Features:
- None

 

Updates:
- Updated the recipe for wooden torch holders for balancing attempts
     - No longer requires a metal nail
          - Based on feedback and further thinking on it, this change moved the QoL aspect of the mod into too late of gameplay
          - It removed the early metal age use of the mod which was unintended
     - The recipe will now require 1 clay of any type to make 3 wooden holders
          - I felt this was a bit more balanced in cost while also keep the mod available to early metal age of the game
          - Depending on feedback and my own testing I will make adjustments further
     

Bug Fixes:
- Fixed Baldcypress holder GUI name
- Fixed crafting recipe error that would appear on loading a world
- Fixed uncraftable variants appear in handbook/creativemenu/logs
     - Specifically Lightaged and Rottonebony

2.1.3 ndlwoodentorchholder
1.21.2 - 1.21.5
336 Feb 10th at 10:49 PM ndlwoodentorchholder_2.1.3.zip 1-click install

New Features:
- None

 

Updates:
- Updated the recipe for wooden torch holders for balancing attempts
     - I have felt the recipe is too easy (cheaty) and its also been mentioned/brought up to me a good bit on this as well
     - The recipe will now require 1 nail to make 5 wooden holders
          - Depending on feedback and my own testing I will make adjustments further, either going back to the original or adjusting to make a bit more of cost
     

Bug Fixes:
- None

2.1.2 ndlwoodentorchholder
1.21.2 - 1.21.5
3950 Jan 6th at 6:52 AM ndlwoodentorchholder_2.1.2.zip 1-click install

New Features:
- None

 

Updates:
- Added Real Smoke Compatability back to the mod
     - Thanks @Mustache Man (Discord Name) for providing this
     

Bug Fixes:
- Fixed Empty and Filled wall holders not breaking when the block they are attached to are broken

2.1.1 ndlwoodentorchholder
1.21.2 - 1.21.5
2713 Dec 13th 2025 at 12:00 AM ndlwoodentorchholder_2.1.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed crash on placing wall torchholders.
      Thanks @Sadad for first report!

2.1.0 ndlwoodentorchholder
1.21.2 - 1.21.5
265 Dec 12th 2025 at 9:58 AM ndlwoodentorchholder_2.1.0.zip 1-click install

New Features:
- Added new plank variant torchholders (Ebony, Maple, Pine, Oak, Prupleheart, Larch, Kapok, Birch, Redwood, Walnut, Aged, Baldcypress, Acacia, Lightaged, Rottenebony)
     - All old PLACED torchholders will continue to work as normal and will convert automatically to the new torchholder item when broken!
     - The old torcholder item will no longer work
          - The old torchholder item will need to be converted to the new torchholder item (it will just become the oak variant)
               - To do this just place the old torchholder item into the crafting grid and it will convert them

 

Updates:
- None

 

Bug Fixes:
- None

2.0.3 ndlwoodentorchholder
1.21.2 - 1.21.4
6474 Sep 27th 2025 at 7:19 PM ndlwoodentorchholder_2.0.3.zip 1-click install

New Features:
- None

 

Updates:
- Added Russian Translation
     - Thanks El_Neuman for this 

 

Bug Fixes:
- Updated some logger notification to be more clear they are from this mod

2.0.2 ndlwoodentorchholder 4137 Aug 29th 2025 at 12:55 AM ndlwoodentorchholder_2.0.2.zip 1-click install

New Features:
- None

 

Updates:
- Removed the ambient sound added in 2.0.1......Im so sorry....it really was that bad lmao.

 

Bug Fixes:
- None

2.0.1 ndlwoodentorchholder 625 Aug 28th 2025 at 5:19 AM ndlwoodentorchholder_2.0.1.zip 1-click install

New Features:
- Torch holders now make sounds!!
     - Sounds occur during the following
          - Placing
          - Breaking
          - Hitting
          - Placing a torch into the holder
          - Taking a torch outside the holder
- Torch holders now make an ambient sound when near them while there is a torch inside them

 

Updates:
- None

 

Bug Fixes:
- None

2.0.0 ndlwoodentorchholder 483 Aug 26th 2025 at 3:54 PM ndlwoodentorchholder_2.0.0.zip 1-click install

New Features:
- 1.21 Support

 

Updates:
- None

 

Bug Fixes:
- None

1.4.3 ndlwoodentorchholder
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
3513 May 20th 2025 at 4:48 PM ndlwoodentorchholder_1.4.3.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed torches being able to attach to ANY surface, including itself
     - should now only attach to full block/full solid surfaces

1.4.2 ndlwoodentorchholder
1.20.5 - 1.20.7 1.20.8 - 1.20.10
1229 Apr 28th 2025 at 10:21 PM ndlwoodentorchholder_1.4.2.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- When torch holder is placed on the side of another torch holder it removes any blocks next to it (toolrack for example)
     - Thanks DilanRona for reporting this!

1.4.1 ndlwoodentorchholder
1.20.5 - 1.20.7
1019 Apr 1st 2025 at 10:29 PM ndlwoodentorchholder_1.4.1.zip 1-click install

BIG CHANGES IN 1.4.0, Recommend reading that changelog!!!!

New Features:
- None

Updates:
- None


Bug Fixes:
- Fixed Hanging Torch Holders not producing light

1.4.0 ndlwoodentorchholder
1.20.5 - 1.20.7
101 Apr 1st 2025 at 9:26 PM ndlwoodentorchholder_1.4.0.zip 1-click install

**Nothing in this update will break already placed wooden torch holders**
**You will also still be able to use the current ones crafted if you like or convert to the new ones (See below)**

New Features:
- Hanging Wooden Torch Holder

Updates:
- You now only need to craft a "Wooden Torch Holder" instead of each individual type
     - I removed all the old recipes
         - There is a conversion recipe for old item torch holders (just toss into crafting grid and it will convert to the new one)

- Placing the new "Wooden Torch Holder" down will cause it to adjust to the face you are placing on
     - Top of Block: Ground Torch Holder
     - Bottom of Block: Hanging Torch Holder
     - Side of Block: Wall Torch Holder


Bug Fixes:
- None

1.3.3 ndlwoodentorchholder 902 Mar 7th 2025 at 3:55 AM ndlwoodentorchholder_1.3.3.zip 1-click install

New Features:
- None


Updates:
- None


Bug Fixes:
- Fixed the ground torch holder not breaking when the block below it was broken (both filled/unfilled)

1.3.2 ndlwoodentorchholder 941 Feb 18th 2025 at 2:23 PM ndlwoodentorchholder_1.3.2.zip 1-click install

New Features:
- None

Updates:
- None

Bug Fixes:
- Fixed ground torch holder texture
     - Thanks to Eldritch_Warrior for pointing this out!

1.3.1 ndlwoodentorchholder 374 Feb 15th 2025 at 5:52 PM ndlwoodentorchholder_1.3.1.zip 1-click install

New Features:
- None

Updates:
- None

Bug Fixes:
- Fixed torches not dropping on the ground when players entire inventory was full
     - Thanks to DilanRona for reporting

1.3.0 ndlwoodentorchholder 1030 Jan 17th 2025 at 6:25 PM ndlwoodentorchholder_1.3.0.zip 1-click install

v1.3.0 update

New Features:
- None

Updates:
- Updated support for 1.20.0


Bug Fixes:
- None

1.2.0 ndlwoodentorchholder 338 Jan 15th 2025 at 5:34 AM ndlwoodentorchholder_1.2.0.zip 1-click install

v1.2.0 update

New Features:
- Added the ability to remove torches from the holders without having to break them
     - Just right click on them (you will get your torch back)


Updates:
- Added particles to the ground torch holder when a torch is in it (takes a tiny bit to kick in/start but they do work)


Bug Fixes:
- Fixed the torch duplication bug that was occuring when you right clicked on the wall holder with a torch in it

1.1.0 ndlwoodentorchholder 147 Jan 14th 2025 at 10:36 PM ndlwoodentorchholder_1.1.0.zip 1-click install

v1.1.0 update

Changes:
- Added Ground Torches


Updates:
- None


Bug Fixes:
- None

1.0.1 ndlwoodentorchholder 215 Jan 14th 2025 at 8:58 AM ndlwoodentorchholder_1.0.1.zip 1-click install

v2.0.0 update

Changes:
- None


Updates:
- Adjusted light level and color to properly match torches


Bug Fixes:
- None



1.0.0 ndlwoodentorchholder 139 Jan 14th 2025 at 8:27 AM ndlwoodentorchholder_1.0.0.zip 1-click install

v1.0.0
First release of NDL Wooden Torch Holders

0.0.0 88 Feb 15th 2025 at 5:43 PM ndlwoodentorchholder_1.3.1.zip

New Features:
- None

Updates:
- None


Bug Fixes:
- Fixed torches not dropping on thge ground from the torch holders when your inventory/hotbar/offhand slot are all full


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

slyfoxcrocs, Jun 20th at 6:54 PM (modified Jun 20th at 6:55 PM)

I've been having some issues on my small server. It is heavily modded (~240 mods) so there may just be a compatibility issue but I have no idea what it could be. The most glaring issue is right-clicking them without aiming at a valid block equips one in the belt slot?! It then can't be stacked with other torch holders and sometimes can't even be placed. Also, when making them, I shift-clicked a full stack of 64 (maybe it was 32?) and then seperating them in my inventory they started desyncing with some slots becoming invisible until selected and now most of them won't stack with each other.

 

Any ideas/thoughts would help a ton! Either from NateDoesLife himself or a fellow NDL mod enjoyer :)

BrownishStorm, May 26th at 10:51 PM (modified May 26th at 10:51 PM)

Hey NateDoesLife, I hate to say it, but something is up. The recipe for torches isn't showing up for me. I turned off all other mods and started a test world. Spawned in a board and a knife, then switched to survival. No matter how I put them in the crafting table, I get nothing. If I click H on the oak board, the touch holder doesn't show up as a recipe. If I search for a torch holder, I can find it in the game's item list, but it doesn't have a recipe. Game version 1.22.2.

Melnik, May 28th at 4:34 PM
@NateDoesLife: What version of the mod are you using?

I have the same issue. 3.0.1

NateDoesLife , May 28th at 5:15 PM
@Melnik: I have the same issue. 3.0.1

Ok....just to be sure, your using planks right? Not boards?

Recipe in handbook is planks and same with my mod page above...... and does show up in handbook but only for the base item version as the cieling, ground, and wall versions do not have recipes only the base item that you place in your world.

Daddy_Also, May 13th at 7:01 PM

Love this mod. So, necessary. 

Couple suggestions... 

wooden holders eventually burn out....  maybe a month in-game. 

Also, how about a quad torch holder? add/remove extras as needed, last one takes the holder, same 3 mounting styles, each extra torch ads 2 blocks to light distance, obviously more materials (chains+(2)nail+(4)planks?) 

NateDoesLife , May 13th at 7:41 PM
@Daddy_Also: Love this mod. So, necessary. Couple suggestions... wooden holders eventually burn out.... maybe a month in-game. Also, how about a quad torch holder? add/remove extras as needed, last one takes the holder, same 3 mounting styles, each extra torch ads 2 b

- Torchers burning out = wouldn't that defeat the purpose of the mod? There are other mods that extend torch lifetime to your desired time
- Quad Torch holder = maybe

Daddy_Also, May 13th at 7:54 PM
@NateDoesLife: - Torchers burning out = wouldn't that defeat the purpose of the mod? There are other mods that extend torch lifetime to your desired time- Quad Torch holder = maybe

Yeah, but I think there is a mild point for balance. A wooden torch holden might be expected to be a temporary item. Granted much more so than just propping a torch against a wall or shoving the handle in a crack... this makes metal torch holders still useful, aswell. You could make it a boolean option in a config. 

Ghaelen, Jun 19th at 7:11 PM
@Daddy_Also: Yeah, but I think there is a mild point for balance. A wooden torch holden might be expected to be a temporary item. Granted much more so than just propping a torch against a wall or shoving the handle in a crack... this makes metal torch holders still us

I agree.  There's a _reason_ why the game is so stingy with torch holders.  It's a matter of degrees.  Infinite wooden torches ruins the excitement.  A torch on a wall lasts 48 hours.  I'd argue that a wooden torch holder should last  a week.  Maybe soaked in water to simulate making it less burnproof?  I dunno.   Infinite duration wooden torch holders are good for some people, but not really for me.

PocketFan98, Apr 30th at 12:02 AM

hey i downlowaded the mod earlier and noticed that i could not craft any of the torch holders, not sure if anyone else has that issue either

 

NateDoesLife , Apr 30th at 12:49 AM (modified Apr 30th at 2:33 AM)
@PocketFan98: hey i downlowaded the mod earlier and noticed that i could not craft any of the torch holders, not sure if anyone else has that issue either

Believe its a mod bug with 1.22.1 --- I will look into it in the next like 2 hours to resolve.

Fixed Now: Thanks for pointing this out, I am still rocking a good amount of torch holders so I havent had a need to craft em and last I had checked in 1.22.0 the recipe were still working, not sure what changed as I looked through the changelogs and didnt notice anything that should of caused this.

Thomas_Pallas, Apr 3rd at 2:20 PM

NateDoesLife you are right, I am using 3.0, I dont see the recipe but plank block + knife works, sorry and Thank you!

Sievert31, Mar 23rd at 2:30 AM

sorry for late reply thank you for clarifying!

NateDoesLife , Mar 22nd at 11:08 PM

Williamcedeno13 - you craft a general woodentorch holder and then place it how you want and it places that varient. 

Sievert31, Mar 22nd at 10:52 PM

hey there aren't recipes for Ground nor hanging holders on version 2.2.2 on game version 1.21.6

Prawn, Mar 21st at 10:34 PM (modified Mar 21st at 10:35 PM)

I was using version 3.0.0 with rc.3.

It 100% could be a mod incompatibility, hence why I wasn't trying to make a report (got too many mods to care to figure it out since it works) - I was letting the person I replied to know that it still works even if the recipe is missing :)

Funnily enough: I updated to rc.4 as I was making this comment and now it shows the recipe, so hey - it's compatible with this too :))

NateDoesLife , Mar 20th at 4:53 AM

Dyrosis

Yeah I wont be doing the weather effect, I'm not a fan of that.

To resolve those that have brought up the cheaty effect I have added in the option to choose which of the preset receipes you want enabled on your playthrough or server via config (only in the 1.22 version).

Makes me feel better about it, but thank you for your input!

Dyrosis, Mar 20th at 4:24 AM (modified Mar 20th at 4:33 AM)

My only response to the "cheaty" feeling discussion is, make them no longer impervious to weather, like a regular torch. Then make a more expensive resin variant that makes the installed torch immune to weather, maybe even make it an application to a torchholder in place, that disappears if you break it. approx 1 board for both weather and time immunity is cheap, splitting that in some way would be my approach if you want to approach  the ever nebulous "balance" no one can ever agree on.  

But yeah, I'm with everyone else here, it's a QoL mod. My friend and I are thinking about removing it cuz it's kinda ugly, but we did just light up a whole expanse around our base using them. Would be nice to have a reason we can't do that, which weather effecting them would do (we'd need to build eves at least) but another (expensive) varient that is weather resistant would help too.  

We're also might be adding real smoke for our 1.22 world when it releases, which is another reason to love this mod, I think they play really well together. My ideal balance would look something like, real smoke, the 3 or 12 recipe like you have, then 1 wooden torchholder + resin make an "outdoors torch holder" that is weather impervious for lighting up docks and mine enterences and such. 1 resin per makes it pretty expensive in a time when the resin is also competing for the first windmill. Lategame balance doesn't matter at all.

The whole reason we like this mod is because a saw can be gotten early enough, and the graduation from oil lamps into a bigger house that can be spawnproofed feels huge, and tech-age appropriate. Lanterns are a bit too big of a tech jump for that feeling, and brass is too conditional.

Ghaelen, May 29th at 11:00 AM
@Dyrosis: My only response to the "cheaty" feeling discussion is, make them no longer impervious to weather, like a regular torch. Then make a more expensive resin variant that makes the installed torch immune to weather, maybe even make it an application to a torc

Hey Dyrosis.  I wouldn't say "cheaty" because people did make torch holders of bone and clay IRL.  However, I agree it breaks a very important game mechanic.  One of the differences between VS and "that other block game" is we can't light up our entire base, so being inherently "unsafe", even in our own homes, is built right into Vintage Story, and breaking that mechanic fundamentally changes the nature of the game.

I do like your weather suggestion, but unfortunately, it wouldn't be enough for many players since it prevents spawning inside your base "forever" (doesn't rain in your base).

On my first VS playthrough back in 1.16, I made a private mod that I never published which allowed us to create metal torch holders, but even that was kind of "meh" because torch holders are one of the main incentives of exploring the depths and ruins.  Without that game, there's less incentive to explore dangerous places.

NateDoesLife , Mar 18th at 4:44 PM

Thomas_Pallas Prawn

So if I had to venture a guess....you guys are both using the old version in 1.22.....there is a specific build for this mod for 1.22rc's.
Use that.....I tested it myself and its working all the way up to 1.22rc3 as of today.

Please make sure you are using the proper recommended version for the game version you are playing when reporting issues.

NateDoesLife , Mar 18th at 3:39 AM

Prawn What version of the game are you running and also what version of the mod?

Prawn, Mar 18th at 3:24 AM

Thomas_Pallas While it doesn't show any recipes in the book for me either, I can still craft them by putting the plank block on the left of a knife.

NateDoesLife , Mar 15th at 12:58 AM

Thomas_Pallas I haven't tested it on rc2, only rc1.

That being said...I don't see why not since nothing changed in rc2 should effect the mod......make sure your using the proper version though 3.0.0

Thomas_Pallas, Mar 15th at 12:05 AM

does it work in 1.22 rc2? i see the items in the handbook but not the crafting mats needed

 

NateDoesLife , Feb 17th at 12:47 AM

Dorinder Update version of the mod to the latest, it fixes this

Dorinder, Feb 16th at 11:16 PM

NateDoesLife It looks like everyone on a server I'm playing on is getting the same error as Gaath just whenever you break something adjacent to where the holders are.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16223 MB RAM
Game Version: v1.21.5 (Stable)
2/16/2026 5:55:12 PM: Critical error occurred in the following mod: ndlwoodentorchholder@2.2.1
Loaded Mods: ancientarmory@1.2.3, bettersticks@1.2.0, brickmold@1.3.1, cbr@2.0.1, chiseltools@1.15.6, combinethefat@1.0.0, cutthefat@1.0.3, darkvision@1.2.0, fadynasties@1.2.5, fagothic@1.3.1, fagreenwich@1.4.2, fahussar@1.1.3, falandsknecht@1.2.2, fatemplar@1.4.3, favarangian@1.0.6, faviking@1.1.2, geoaddons@1.4.5, icecutterrw@1.0.4, longtermhusbandry@1.0.0, millwright@1.3.1, molds@0.2.7, overhaullib@1.16.16, primitivesurvival@4.0.2, prospecttogether@2.1.2, fseasonedfirewood@1.2.5, shelfobsessed@1.9.5, temporal_gears_stack@1.0.0, terratag@0.3.0, unchisel@1.1.6, game@1.21.5, vsimgui@1.1.16, wildfarmingrevival@1.4.2, aculinaryartillery@2.0.0-dev.11, alchemy@1.8.2, animalcages@4.0.2, attributerenderinglibrary@2.4.0, awearablelight@1.1.4, betterfirepit@1.2.0, betterruins@0.5.5, billposting@1.1.0, blacksmithname@1.2.3, bloodtrail@1.1.8, boattags@1.0.1, butchering@1.10.11, canjewelry@0.5.15, carryon@1.12.1, cartwrightscaravan@1.8.0, combatoverhaul@0.12.5, commandbooks@0.2.0, commonlib@2.8.0, configlib@1.10.12, configurableroomsize@1.3.1, coreofartspatch@1.0.5, tackandequipment@1.0.0, perpetualstew@1.1.3, firewoodtosticks@1.0.0, foodshelves@2.3.3, foragersgamble@1.2.5, fromgoldencombs@1.9.4, genelib@2.1.6, herbarium@1.4.1-rc.1, hpspinningwheel@1.0.7, hydrateordiedrate@2.3.4, iceisice@1.0.0, jaunt@2.1.2, knapster@3.0.2, maltiezcrossbows@1.6.9, ndlwoodentorchholder@2.2.1, noticeboard@1.2.3, onebedsleeping@3.0.1, pickupbabyanimals@1.0.1, playerlistrevived@2.3.6, claywheel@1.1.7, recyclingtools@1.4.4, rivers@4.7.3, rpvoicechat@2.3.34, simplebedspawn@1.0.1, simpletea@1.1.0, smithingplus@1.8.3, sonitodynamictraits@1.0.10, speedboatrevived@1.1.0, stonebakeoven@1.2.0, terraprety@7.0.9, th3dungeon@0.4.5, toolsanimations@1.3.0, toolsmith@1.2.14, treerestrict@1.0.0, vanity@2.4.6, creative@1.21.5, vsroofing@1.1.1, survival@1.21.5, waterfall@1.0.0, armory@1.8.3, artofgrowingpatch@1.1.8, bloodisegg@2.0.0, cookingtweaks@1.2.3, detailedanimals@0.7.3, equus@1.2.0, expandedfoods@2.0.0-dev.6, em@3.4.1, helvehammerext@1.8.0, morefloors@2.1.1, playercorpse@1.12.0, quiversandsheaths@0.6.14, shearlib@1.2.0, stonequarry@3.5.1, thebasics@5.2.3, wildcraftfruit@1.4.4, aogbreedingaddonpatch@1.1.2, epxandedbloodbread@1.0.7, pastapatch@1.0.2, tailorsdelight@2.1.2, wildcraftharvestcrashfix@1.0.1, wool@1.8.2, dressmakers@1.7.5, millwrightxwoolcompat@1.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.CanBlockStay(IWorldAccessor world, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 206
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 175
at Vintagestory.API.Common.Block.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1356
at ndlwoodentorchholder.src.legacy.WallFilled.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in P:\NDL Mods VS\NDL-WoodenTorchHolder\ndlwoodentorchholder\ndlwoodentorchholder\src\WallFilled.cs:line 104
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Client\ClientMain.cs:line 3331
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1739
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
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 112
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
NateDoesLife , Feb 14th at 5:00 PM

Inf Gottcha, well I tried lol. Im gonna leave it as is, no further recipe changes.

Once 1.22 comes out I will be aiming to make a config with a setting you can choose which of those recipes you have to use so I think that will work if anything.

and yeah I do agree, they arn't hte best looking holders in the world lol. Although I am partial to the hanging one, I think those look cool lol. 

Thank you greatly for your input and thoughts, sorry I disrupted your gameflow so much!

Inf, Feb 14th at 10:40 AM

NateDoesLife I tried the recipes and all of them easily lets you make stacks of 100+. If there's resin or clay or you have leftover nails you aren't going to use for anything else nearby, throw them in the grid and hit payday. I just walked up to an enormous larch, planked it and had 120 holders in less than a minute. I don't think any of the recipes are balanced in a way that will get purists off your back. If you want to feel that the mod is balanced and not cheaty or whatever you'd need to make the cost something like 5 planks for one holder... which makes no sense. The recipes have to be as time consuming and resource intensive as the vanilla ones that require metal for parity.

You could add fat since these share their time frame and purpose with oil lamps? Fat is a less reliable resource to obtain and has other important uses. I'd just use an older version of the mod if you did that though.

 

Personally I always replace these torches with lanterns when I can since they have a wider radius and look better, your torch holders being kind of ugly is the best way to make people leave them behind when they reach metal age lol.

NateDoesLife , Feb 13th at 2:01 AM

Mollycoddle Should be able to, let me look into if its consider a wood variant. I believe it is so it should be easy to add I just overlooked em.

Mollycoddle, Feb 13th at 12:46 AM

This is really good, would you be able to add bamboo variants?

NateDoesLife , Feb 12th at 5:21 PM

Inf Yeah, your 100% right. I think the part that got me was that I felt the same way about the mod and it just kept getting reinforced. I am hoping this latest update is a bit better for everyone.

Im curious your thoughs on the latest update, given the old recipe is back in there but with other recipes that offer more torches but are a bit more expensive.

Ideally my plan is once 1.22 comes out I will update the mod and provide a config setting that you will be able to choose one of those recipes for your world, with the original plank+knife being the default recipe.

Inf, Feb 12th at 4:56 PM

NateDoesLife You have 27000 downloads and what, a few dozen people on reddit who thinks it's "cheaty". The website where if you disagree you are downvoted to oblivion or banned. Well, I've made things and have had them criticized online so I know the feeling. There are actual cheat mods out there and anyone who sits on reddit to accuse others of cheating in a single player game isn't worth getting in a twist about. They won't appreciate or thank you for deleting the mod or making it "hardcore", focus on those who actually use what you make is my advice.

Now if after soul searching yourself, not words from snide purists, you still think your personal karma is at stake unless you change the mod by all means, do so

NateDoesLife , Feb 12th at 1:48 AM

Gaath Interesting crash there lol. I will look further into stopping it after my stream today!

Gaath, Feb 12th at 12:44 AM (modified Feb 12th at 7:20 PM)

 

Update: For those who may be reading this in the future, this issue was resolved with version 2.2.2   Thanks NateDoesLife!

 

Hey NateDoesLife

Got a critical error that's being attributed to ndlwoodentorchholder@2.2.1

I was breaking an empty trunk when it happened.

I have a trunk mounted on a wall and just above the trunk I have a maple torch holder and torch. If I break the trunk I get the crash.

If I break the torch and holder first, I can then break the trunk without crashing.

If I then put the trunk back and break it without the torch and holder, the trunk breaks fine.

But if I put the torch and holder back above the trunk on the wall, I get the crash when i break the trunk.

Also, if I have a torch and holder on the wall already and place a trunk on the wall beneath it, I get a crash.

So, it looks like if there is an existing torch and holder on a wall, placing or removing a chest under it will cause a crash.

Looks kind of like this:

 

Empty wall               Torch & Holder                   Empty Wall                        Empty Wall

Empty wall               Left Half of Trunk               Right Half of Trunk            Empty Wall

Empty wall              Empty Wall                         Empty Wall                        Empty Wall

 

(Edit) Ok, after further testing. The crash happens with holders that existed before 2.2.1 and with newly made holders from the 2.2.1 recipes. So that does not seem to matter.

It does not occur when the torch and holder is hanging from the ceiling and the trunk is placed under it. Nor does it occur when the torch and holder is placed on the floor and the trunk is placed above it.

But, when the torch and holder is on the wall, placing the LEFT HALF of the trunk below, above, or to the right of the torch and holder, the crash occurs. The crash does not occur when placingthe RIGHT HALF of the trunk above, below, or to the left of the torch and holder.

Looks like this:

 

Does Not Cause Crash                             Torch and Holder Causes Crash             Does Not Cause Crash              Does Not Cause Crash

Torch and Holder Causes Crash            Left Half of Trunk                                       Right Half of Trunk                      Does Not Cause Crash

Does not Cause Crash                             Torch and Holder Causes Crash             Does Not Cause  Crash              Does Not Cause Crash

 

In addition, empty holders do not cause the crash, just torches without the holders do not cause the crash, only holders with torches in them cause the crash.

 

(Edit # 2) I got curious how a chest would react as opposed to a trunk, so I used a regular wooden chest and a reed chest. I placed a chest on the wall and tried placing torches and holders above, below, and to both the left and the right. The crash still occurs with both the wooden and reed chests.

Looks like this

 

Does Not Cause Crash                      Torch and Holder Causes Crash         Does Not Cause Crash

Torch and Holder Causes Crash     Wooden/Reed Chest                             Torch and Holder Causes Crash

Does Not Cause Crash                      Torch and Holder Causes Crash         Does Not Cause Crash

 

I also tested a clay ceramic vessel, I couldn't place it on the wall, but I placed it on the floor right next to the wall. Placing holders and torches to the left, above, and to the right of the vessel, and then breaking the vessel causes the crash.

 

Looks like this:

Does Not Cause Crash                      Does Not Cause Crash                          Does Not Cause Crash

Does Not Cause Crash                      Torch and Holder Causes Crash         Does Not Cause Crash

Torch and Holder Causes Crash     Clay Vessel                                            Torch and Holder Causes Crash

 

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 65327 MB RAM
Game Version: v1.21.6 (Stable)
2/11/2026 6:40:11 PM: Critical error occurred in the following mod: ndlwoodentorchholder@2.2.1
Loaded Mods: abundantstonepaths@1.0.0, amulight@0.0.2, barkbeetle@1.0.4, BetterGrass@0.0.3, woodlogstack64@1.2.0, bloomerydropsupdated@1.0.1, bookends@0.1.2, rlldtco0001@1.4.0, easierglueandclutterpickup@1.0.0, glassdoor@1.0.0, glasstrapdoor@1.0.2, lanternprojection@1.0.1, lettherebelight@0.0.4, manualquenching@1.0.10, mofirewood@1.1.1, monsternuggetdrops@1.3.1, morecrystals@1.3.0, morehoney@0.1.0, morestorage@1.1.0, moretorchholders@1.0.1, overhaullib@1.20.5, RelightTorches@1.0.0, ripenedwildcrops@1.0.0, scrapsrevived@2.2.0, scrollrackable@1.4.0, seedharvest@1.0.0, shelfobsessed@1.9.5, spyglass@0.6.0, tankardsandgoblets@1.3.4, temporal_gears_stack@1.0.0, trashbinned@0.3.0, tuleredone@1.1.1, uncobblemod@1.1.0, game@1.21.6, vsimgui@1.1.15, warmgambeson@1.0.0, whichoreiswhich@1.0.0, wlts@1.0.1, wildcabbagepumpkin@1.1.0, willsfogmod@0.9.3, accessibilitytweaks@4.0.0, apelanterns@1.3.5, wrenchroof@1.3.0, attributerenderinglibrary@2.8.1, awearablelight@1.1.4, beararmorrepair@1.0.3, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterruins@0.5.7, bloodtrail@1.1.8, botanicalleathers@1.2.0, bowtornbyproducts@1.0.0, buzzwords@1.8.1, cartwrightscaravan@1.8.0, chiselwiz@4.0.2, configlib@1.10.14, easylightlevels2025@1.1.0, easyprospect@1.2.1, farseer@1.3.3, firepitsshowfuel@1.3.0, firewoodtosticks@1.0.0, floatingfish@1.1.7, foodshelves@2.3.3, footprints@1.1.3, forgesstaywarm@1.0.0, fromgoldencombs@1.9.4, hudclockpatch@1.1.2, japanesearchitecture@0.9.5, juicyores@1.0.2, kevinsfurniture@1.8.1, knapster@3.0.2, mannequinstand@1.0.7, morecharcoalyield@1.0.1, ndlwoodentorchholder@2.2.1, nobells@1.0.1, norandombreakonuse@1.0.1, optitime@1.4.1, oreveintracers@1.2.0, purposefulstorage@1.5.1, quickmode@1.1.0, reedbuff@1.3.0, resinrelief@1.0.1, seedsfromgrains@1.0.1, smithingplus@1.8.3, sonitocrudetrapdoor@1.0.0, stablesurface@0.0.2, stepupcontinued@0.0.1, stonerailings@1.4.0, temporalstormtimer@1.1.1, th3dungeon@0.4.5, creative@1.21.6, survival@1.21.6, windchimes@1.4.1, woodenshuttersandmore@1.2.31, bauxitealuminum@1.1.2, castaway@1.0.1, justchairs@0.0.4, quiversandsheaths@0.8.7, slidingwindows@1.3.1, snowshoes@2.1.3, storageoptions@2.0.0, zrustdrops@2.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.CanBlockStay(IWorldAccessor world, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 206
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 175
at Vintagestory.API.Common.Block.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1356
at ndlwoodentorchholder.src.legacy.WallFilled.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in P:\NDL Mods VS\NDL-WoodenTorchHolder\ndlwoodentorchholder\ndlwoodentorchholder\src\WallFilled.cs:line 104
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Client\ClientMain.cs:line 3334
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1774
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 809
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 601
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
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 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
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
NateDoesLife , Feb 11th at 10:54 PM (modified Feb 11th at 11:05 PM)

Arkhimedes Damn thats my bad, I am going to be correcting shortly here and uploading sorry about that.

So I checked and this appears to be working fine on my end? Perhaps you are using legacy torch holders?

Arkhimedes, Feb 11th at 10:30 PM

Your models/placement is not working properly. The torches only place correctly on one side of a block and do not rotate as they are placed so they look like they aren't attached to anything. The floor and ceiling ones seem fine but all of the wall items are this way and don't work properly.

Hydromancerx, Feb 11th at 10:13 PM (modified Feb 11th at 10:24 PM)

"Idea 2 - Plank+knife produces 3 torches instead of the 5, would only be a minor debuff from the original way I have it setup"
My vote is for this. I don't care if it is more expensive to use wood. Metal is the big thumbs down from me. Clay is meh since i could use oil lamp instead of torches.

"How about a fourth option. Have 4 versions of the mod. Original Recipe, More Wood, Metal Nail, and Raw Clay. That way everyone would be happy (barring people who can't be happy when other people are happy). You may even be able to integrate them all into one mod, and have configuration options to choose which you want."

I do like the idea that if you use metal it gives you more torch holders. So yeah i would be ok spending more wood in exhange for not having to use metal. But then get rewarded for using nails when i eventually get there.

"I will see what it would take to make a configuration that allows you to select different recipes to be used with the mod. I think that would be a solid approach.
So essentially
- Holder-Default - Plank+Knife = 3 holders
- Holder-Nails - Nail+Plank+Knife = 10 Holders (would be 40 in total for 1 ingot)
- Holder-Clay - RawClay+Plank+Knife = 5 Holders
- Holder-Resin - Resin+Plank+Knife = 5 Holders"

That seems much more reasonable. I might even sudgest it go ...

- Holder-Default = 3 holders
- Holder-Nails = 12 Holders
- Holder-Clay = 6 Holders
- Holder-Resin = 6 Holders

That way there would be more reason to use other materals like clay or resin.

EDIT:

"
Easy: Plank + Knife = 3 holders

Moderatly Easy: Raw Clay + Plank + Knife = 32 holders

Moderately Hard: Resin + Plank + Knife = 64 holders

Hard: Metal Nail + Plank + Knife = 128 holders

This gives player a reason to seek out the harder recipies when the rewards are worth it."

I would love for something like this but then i feel like it might be a bit OP. 128 holders is a lot! Especially from one plank.if this was done then increase the amount of planks too.

Gaath, Feb 11th at 10:12 PM

Here's an idea, you have these four options listed:

Holder-Default - Plank+Knife = 3 holders
Holder-Nails - Nail+Plank+Knife = 10 Holders (would be 40 in total for 1 ingot)
Holder-Clay - RawClay+Plank+Knife = 5 Holders
Holder-Resin - Resin+Plank+Knife = 5 Holders

You could include all of these recipies in the mod, and adjust the number of created items to match the difficulty / time consumption of the gathering / making of the ingredients.

So the default Plank+Knife = 3 holder would stay the same.

The Raw Clay is still fairly easy to get, (if you have already found some), but still takes time to go and mine. So maybe that recipe would be 1 Raw Clay + 1 Plank + Knife = 16 holders

Resin is harder to get because you have to find it and you only get 1 resin per gather, the time investment is significantly more than the Raw Clay. So maybe that recipe would be 1 Resin +1 Plank = 32 holders.

Metal Nail is the hardest of all because you have to find the metal, (this early in the game probably surface metal or panned metal), smelt the metal, and forge the nails, which is also using fuel the whole time. So maybe that recipe would be 1 Metal Nail + 1 Plank = 64 holders.

You could even encourage players to use the harder recipies by giving them even more holders depending on the difficulty of the recipe they choose, so maybe it would be:

Easy: Plank + Knife = 3 holders

Moderatly Easy: Raw Clay + Plank + Knife = 32 holders

Moderately Hard: Resin + Plank + Knife =  64 holders

Hard: Metal Nail + Plank + Knife = 128 holders

This gives player a reason to seek out the harder recipies when the rewards are worth it.

NateDoesLife , Feb 11th at 8:53 PM

arty_theorist

Yeah resin was considered as well, but I thought that would be too restrictive like nails

Gaath
Yeah that was a good point he made for sure


I will see what it would take to make a configuration that allows you to select different recipes to be used with the mod. I think that would be a solid approach.
So essentially
- Holder-Default - Plank+Knife = 3 holders
- Holder-Nails - Nail+Plank+Knife = 10 Holders (would be 40 in total for 1 ingot)
- Holder-Clay - RawClay+Plank+Knife = 5 Holders
- Holder-Resin - Resin+Plank+Knife = 5 Holders

and then I can add more and such based on that if I desire or think of others. Let me play around with this idea and see if I can get it going and then maybe do a release based on that!

arty_theorist, Feb 11th at 8:42 PM

Adding to what the other commenter said, I think making it configurable might be the way, if possible. To satisfy more personal preferences. Since I personally don't mind making it a little more expensive (I personally would've even picked resin as an additive, not clay). I like the mod not as way to get easier torches, but more as an in between step, and more ways to make things look nice with different aesthetics.

Gaath, Feb 11th at 8:36 PM (modified Feb 11th at 8:45 PM)

I think Inf hit the proverbial Metal Nail on the head here when he said that this feels like the wrong mod to be worrying about balance in. There is a reason that people use this mod. Adding the Metal Nail, (now removed) and even the Raw Clay, is adding reasons for people who are already using the mod to NOT want to use the mod at all, or to be forced to switch between creative mode and survival mode to achieve what they had before. 

I still think you should have a couple of mods, one with the original recipe, or the more wood recipe, and one with the Raw Clay recipe. Or a configurable option. That way people can play the way they want to play.

Oh and those people who were complaining on those other platforms, screw em, scew em with a Metal Nail. :P

NateDoesLife , Feb 11th at 8:24 PM

Inf Thats a fair way of looking at it.

My tossup was either between the clay recipe (latest version) or just reducing the output (increase plank cost). I want to play around and see about the clay recipe for a little bit (day or so, maybe until I have to update to 1.22)

But yeah it could be the complete wrong mod to try to balance at the end of the day. I think I got a bit meh feeling about people referring to the mod as "cheaty" as that was never my intention with the mod and I did personally feel that way about the mod already to begin with. Seemed everytime I saw the mod mentioned, discord/reddit/streams it was referred to as too overpowered and cheaty and it bugged me enough to try to find a solution.

Although there was def some love for the mod as well, it wasent all cheaty =p which is why I am trying to find a middle ground.

Inf, Feb 11th at 8:18 PM

One could argue that wood, being an unlimited resource, means there is no "real payment" aside from playing the game and using other resources (tools) to obtain it. At the end of the day if the recipe is 1 holder per plank or 5 or 10 you're going to craft as many as you need and want, it only takes a minute longer to chop more trees. There's a line between QoL and cheating but if the mod is intended to let you have permanent light earlier than 20 hours of efficient playing (and luck with prospecting and mining) then by introducing more tedium or repetitive tasks, is it either?

 

Dunno, feels like the wrong mod to worry about balance in. The balance already exist in vanilla and it is the lack of this kind of recipe, if you use this mod you know what you're getting and why you're getting it. Add clay, reduce output from planks or whatever, clay is plentiful and it only adds a bit more time and some tool durability. When you're cutting trees you're usually not only cutting down one anyway. You could make a clayform recipe and you have to fire it if you want to make it a little more strategic or inconvenient and resource intensive if that is your goal.

Maybe you could add a piece of fuel to the recipe. Peat, charcoal and firewood?

NateDoesLife , Feb 11th at 8:15 PM (modified Feb 11th at 8:18 PM)

Gaath I swapped it over to the raw clay idea at the moment. I think this could be a good middle ground.

I do agree with you on the nails after further thought and talking with some friends of mine, it was too steep a price. That and yeah I didn't even think of being far away from base (although I think the clay will still effect this just not anywhere near as bad).

I am going to keep it on the clay recipe for now and make a final decision when 1.22 releases and I update the mod to that. Gives me a solid amount time to get a good feel for the new recipe.

I think a better explanation of what my goal with this change is that I want to remove that "cheaty" type feel from the mod (that I myself even agree with) because its just not my intention with the mod. The mods intention was to provide a middle ground holder that wasent as expensive as the brass one. So essentially:
     - something that can be crafted easily (easier then a brass holder I should specifiy)
     - was accessible early in the game (right after getting your first saw)
     - but at the same time keeping a balance to the game
          - not crafting 300 of these for essentially no cost, would only cost you 60 planks with original recipe
          - with new recipe its 100 planks and 100 clay which I think is a bit of a fairer price given you never have to replace/fix these


But who knows overall, Like I have mentioned I am open to suggestions/feedback constantly and given this change I clearly respond to said feedback as best I can!
- For anyone reading this thread I have a discord page on the VS discord in the #mods channel (search NDL and all my mods should come up) or you can just join my discord (link at the bottom of the mod page)
     - Discord might be a better converstational place then the comment section but whatever works best for each individual.

Alway love some feedback/discussion as I can't think of everything =p

Gaath, Feb 11th at 7:57 PM (modified Feb 11th at 8:10 PM)

What I would personally like to see is a complete reversion to the original recipe, but that is just a selfish personal preference. As your friends pointed out, this is ultimately a QoL mod and some people are always going to whinge about making something easier, when using the mod at all is a choice.

Barring that, Plank + Knife = 3 holders would be just as good really, it only just uses more wood after all, and does not incur a significant penalty.

Again, personal opinion here, but when you introduce the Metal Nail or the Raw Clay, that significantly ups the resource cost / expense / gathering time, and should increase the number of items created. So again, 3 or 5 or even 10 holders feels too expensive in relation to the purpose of the mod. If going down the Metal Nail or Raw Clay routes, I think that extra effort would need to be rewarded with significantly more items created, again, something like 32 or 64 holders per Metal Nail or Raw Clay.

How about a fourth option. Have 4 versions of the mod. Original Recipe, More Wood, Metal Nail, and Raw Clay. That way everyone would be happy (barring people who can't be happy when other people are happy). You may even be able to integrate them all into one mod, and have configuration options to choose which you want.

I do want to mention something else though, an in-game experience. I found myself far away from my base last night and ran out of torch holders. I had some Aged Wood Planks from some ruins I came across, but I could not make more torch holders because I didn't have the nails. So instead of spending the entire night making my way back to my base and crafting nails to make the holders, I just jumped over into creative mode and grabbed some holders just because the time investment would be too high.

People can call me a scrub if they wish, but I play games to have fun, to enjoy myself, not to punish myself. Adding the ability to choose how to play can only really increase happiness across the board.

NateDoesLife , Feb 11th at 6:14 PM

Inf Hydromancerx Gaath

Curious what you guys think of the following ideas. Same with anyone else that would like to chime in on this change.

Idea 1 - Nails+plank+knife produces 10 torch holders instead of 5, thus allowing 40 torch holders total per ingot
Idea 2 - Plank+knife produces 3 torches instead of the 5, would only be a minor debuff from the original way I have it setup
Idea 3 - RawClay+Plank+Knife produces 3 tourches instead of the 5, just a cost increase and slight debuff to output for balancing


I am leaning back towards reverting the recipe change at the end of the day, after talking with some friends they kinda relayed that at the end of the day its just a QoL mod and the cheatyness feeling some feel towards it is going to be solely related to just that, the fact it takes away a mechanic of the game designed to be a bit more challenging. I still would like to adjust the recipe a bit as I dont feel you should be able to get 300+ torchholders with no real payment essentially. I do like idea 3 a bit more thinking on it.

Inf, Feb 11th at 5:00 PM (modified Feb 11th at 5:01 PM)

I use this because I play very slowly and often make new worlds to play with different mods, breaking or bricking my worlds, starting over on big version releases. Being able to pick up nuggets and pan a little to throw together a saw, focus on building and going on hikes without having to punch down torches once per day, only to have to spend time knifing grass and hitting branches to rebuild 30 burnt out torches every irl hour is a godsend. Torch lifespan is generous but getting resources and building hundreds of them (and spending 15 minutes lighting them all up...) because it rains or you forget to punch all of them before you leave is one of the least fun activities in this game.

I'm skipping this update, it's the closest I can get to being outside at night without cheating by swapping to creative mode, which IMO I believe most mods similar to this do. Removing the temptation to outright cheat which quickly sap away the fun and motivation to play legitimately.

Hydromancerx, Feb 11th at 4:43 PM (modified Feb 11th at 4:45 PM)

If you go the wooden dowel way i have some ideas ...
1. Requre resin or fat (no idea why)
2. Require debarked logs to make the dowels
3. Have bamboo dowels as an altertive to wood dowels as well.

NateDoesLife , Feb 11th at 3:06 AM (modified Feb 11th at 3:06 AM)

Gaath Thank you for the feedback to start! 

I do like the idea of "wood dowels" or something but idk if I wanna go about making a whole other item for a relatively simple mod.

My other though was just reducing the number of wooden torch holders the old recipe crafted, so instead of 5 you got 3 thus costing a bit more wood, but I saw the nail suggestion and figured i'd run with that first and see how I felt using it. Goal is to have a final recipe decision by the time I need to get this updated to 1.22.

Gaath, Feb 11th at 2:46 AM

Hi NateDoesLife

I saw your request for feedback on this as well, and I have to say that I completely agree with Hydromancerx here.The inclusion of the metal nail feels like it completely defeats the purpose of the mod. I do like his solution of a config option to turn the nail requirement on or off though for people who want that extra bit of challenge. If you are looking to make the mod use more resources so it dosen't feel so cheaty, I'd make it need to use more wood instead of the nail. Or, and stay with me here, maybe wooden nails, like dowels or something, as part of the mod.

If however you find that you are dead set on using the metal nail, I would suggest having the one nail, one plank, and knife make something like 32 or 64 holders instead of 5. Only getting 5 holders feels really expensive to me for some reason.

NateDoesLife , Feb 11th at 2:42 AM

Hydromancerx Thank you for the feed back, yeah its a hard balancing act at the moment. The benefit at the moment is that you can use copper nails to make them which is "easier" then the brass to make and also you can make 4 nails from 1 ingot which equates out to 20 wooden torch holders, which is significantly better then 1 brass for a brass torch holder. 

I can maybe see about a config option but am going to see if I can find a nice middle ground with the recipe first.

I will say, it will be hard for me to take into account how other mods change the game (you being able to make boards/planks prior to metal), ideally it needs to be balanced around vanilla first. 

Hydromancerx, Feb 11th at 2:09 AM (modified Feb 11th at 2:13 AM)

I saw you wanted feed back in your log. Perhaps you could have a config for the nail req? The reason i use this mod is because i like the play pre-metal age longer and this was very useful to look more tribal with fire rather than just a bunch of oil lamps. Basiclly if you can make nails you can make a metal torch holder. So it kinda defeats the purpose of having a wooden holder.I would rather it say the way it was or have a config option to turn off the nail req.Oh also i use Primative Tools mod and Obsidiancraft where you can make a stone tool to make boards or an obsdian saw. This is how i can make boards with extra effort without metal.

NateDoesLife , Jan 10th at 1:10 AM

ChillOutWithMac Yeah its just a unavailable recipe due to that type of wood not actually being in the game, I will try to get it out in the next update

Zephyr_Crow Hmmm odd, is it a particular plank/knife combo your using? Also make sure they are in the same order as the screenshot in the description display. Else it wont work. Plank to the left, knife on the right

NateDoesLife , Jun 7th at 5:08 AM
@Zephyr_Crow: Pine planks but I have a bettertools knife, the one where you can sharpen it.

Not sure what to tell you at this point, its been 6 months my man.

Zephyr_Crow, Jun 7th at 6:12 AM
@NateDoesLife: Not sure what to tell you at this point, its been 6 months my man.

Yeah getting fucked over by mods will dissuade people from playing the game for 6 months.

NateDoesLife , Jun 7th at 6:18 AM
@Zephyr_Crow: Yeah getting fucked over by mods will dissuade people from playing the game for 6 months.

Lol, one crafting recipe did ya in. I even offered to help you that same day and you never answered back.....what do you want me to do at that point? 

Zephyr_Crow, Jan 9th at 10:11 PM

The crafting recipe shows up in my guidebook, but when I go to craft it, there's nothing in the output box.

ChillOutWithMac, Jan 9th at 9:41 PM (modified Jan 9th at 9:44 PM)

i get an error when i load into my save each time i do, saying something about agedwood not being defined or something, doesn't stop the mod from working, i guess the agedwood recipe doesn't work is what i gathered from it - just reporting on it!

onyxibara, Jan 8th at 3:41 PM

I am a dumbass. I thought the recipe for the stand and hanging holders were broken so I just spawned them in and trashed the normal one. Only recently realized that you kan place them like lanterns... XD

NateDoesLife , Dec 30th 2025 at 3:46 AM (modified Dec 30th 2025 at 3:47 AM)

Lark_ Personally no, but I am sure if you ask the real smoke mod author to update the compatiblity he would be willing to do so as he has done it before. 

Edit: If/When you do ask him, make sure to let him know I did a big update in the 2.1.0 version and thats probably what broke his compatability.

Lark_, Dec 30th 2025 at 1:24 AM
A very convenient mod, is there any chance you'll update it to be compatible with the Real Smoke mod?
NateDoesLife , Dec 18th 2025 at 5:08 PM

ShadowsEdge Yeah that is due to something in the vanilla game, apparently it wants a recipe for a wood type that is non existent in the game. Not sure why but it has no effect on the game itself. Its just saying that there is no receipe for Aged Ebony wood for the torch holders.

As for the OPness, sure I get the angle.....but you should know lanterns are brighter then the torches/wooden torch holders =p

ShadowsEdge, Dec 18th 2025 at 12:06 PM

Keeps throwing an error at loading screen.
[Error] 'ndlwoodentorchholder:recipes/grid/woodenholder.json' Output Item Code ndlwoodentorchholder:woodenholder-agedebony cannot be resolved
Removed the mod and it went away.

Decided mod is too OP for me. Removed & unfollowed. (Why ever upgrade to lanterns if torches never go out?)

NateDoesLife , Dec 15th 2025 at 11:26 PM (modified Dec 15th 2025 at 11:32 PM)

Nyxara Gottcha, Thank you I will review and fix for the next update. Probably later tonight or tomorrow morning!

Edit: To add, this shouldn't effect the functionality of the mod in the meantime =p

Nyxara, Dec 15th 2025 at 11:02 PM

I'm getting this server-main log error. 

Spoiler
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-acacia
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-aged
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-baldcypress
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-birch
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-ebony
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-kapok
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-larch
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-lightaged
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-maple
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-oak
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-pine
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-purpleheart
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-redwood
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-rottenebony
15.12.2025 23:27:04 [Warning] Failed resolving a blocks item drop or smeltedstack with code ndlwoodentorchholder:woodenholder in Block ndlwoodentorchholder:hangingfilled-walnut
NateDoesLife , Dec 12th 2025 at 11:59 PM

R0D96 About to upload a fix right now.

R0D96, Dec 12th 2025 at 11:51 PM (modified Dec 12th 2025 at 11:55 PM)

Im unsure if its this mod but I seem to be crashing whenever I place a torch
EDIT: Can confirm it was this mod 

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 31936 MB RAM
Game Version: v1.21.5 (Stable)
12/12/2025 4:49:43 PM: Critical error occurred
Loaded Mods: ancientarmory@1.2.3, boatiespeedie12@1.0.4, bovinae@0.3.4, buzzwords@1.8.0, canoemode@1.0.4, capreolinae@2.0.4, catchledge@0.6.0, cbr@2.0.0, chiseltools@1.15.6, crawlanddive@0.2.3, elephantidae@1.0.16, forestsymphony@1.0.6, foundrymod@1.0.0, hangingoillamps@1.0.5, immersivecorpsedrop@1.0.3, juicyores@1.0.1, millwright@1.3.1, moreicons@1.1.1, overhaullib@1.15.8, prospecttogether@2.1.2, rlldtco0001@1.3.0, soaplyeandbloom@1.3.6, temporalsymphony@2.2.2, tprunes@1.1.3, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.6.2, game@1.21.5, vsimgui@1.1.16, wildfarmingrevival@1.4.2, zoombuttonreborn@2.0.0, abcsredux@2.0.5, aculinaryartillery@2.0.0-dev.11, alchemy@1.7.23, allclasses@2.0.9, animalcages@4.0.2, apegrapes@1.3.1, attributerenderinglibrary@2.4.0, egocaribautomapmarkers@4.0.3, bedspawnv2@1.6.4, betterfirepit@1.2.0, betterloot@2.0.1, betterruins@0.5.4, bettertraders@0.1.0, blacksmithenhancements@1.1.4, bloodtrail@1.1.8, carryon@1.12.1, commonlib@2.8.0, composter@1.2.1, configlib@1.10.12, danatweaks@3.6.0, durablebetterprospecting@21.2.0, extrainfo@1.10.1, farseer@1.3.2, foodshelves@2.3.3, fromgoldencombs@1.9.4, genelib@2.1.6, herbarium@1.4.1-rc.1, hydrateordiedrate@2.3.1, itempickuphighlighter@1.2.2, jaunt@2.1.1, maltiezcrossbows@1.6.8, maltiezfirearms@1.5.3, materialneeds@1.1.10, medievalexpansionpatch@1.3.4, morepiles@2.2.0, ndlexpandedgrowth@3.5.4, ndlwoodentorchholder@2.1.0, oneroof@1.11.0, petai@4.0.3, rebuildablebloomery@1.0.6, remotetradercheckmod@0.4.0, rustboundmagic@3.1.9, scarecrow@1.7.1, smithingplus@1.8.3, statushudcont@4.0.2, stonebakeoven@1.2.0, tanningredux@1.0.2, terraprety@7.0.9, th3dungeon@0.4.4, toolsmith@1.2.14, tradie@1.5.1, creative@1.21.5, survival@1.21.5, windchimes@1.4.1, woodenfortifications@2.0.10, xlib@0.9.0-pre.2, autoconfiglib@2.0.9, castaway@1.0.1, em@3.4.0, equus@1.2.0, expandedfoods@2.0.0-dev.5, extraoverlays@1.6.0, fastbreeding@0.0.26, moreblueclay@1.0.2, playercorpse@1.12.0, quiversandsheaths@0.6.4, reforgedtools@1.2.51, shearlib@1.2.0, stonequarry@3.5.1, th3dungeontopentrance@0.4.1, wildcrafttree@1.3.3, wolftaming@4.1.4, xskills@0.9.0-pre.2, wool@1.8.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.CanBlockStay(IWorldAccessor world, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 206
at Vintagestory.GameContent.BlockBehaviorHorizontalAttachable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorHorizontalAttachable.cs:line 175
at Vintagestory.API.Common.Block.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1356
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Client\ClientMain.cs:line 3334
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1739
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
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 112
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
NateDoesLife , Dec 12th 2025 at 4:26 PM

Nyxara They haven't been able to be placed on chiseled blocks in quite some time now. I had to do away with it because it would allow you to place torchholders on top of torchholders and other blocks that had no surface. 

Its an ongoing known thing with the mod that I do plan on addressing in the future.

Nyxara, Dec 12th 2025 at 3:23 PM (modified Dec 12th 2025 at 3:36 PM)

I can't put torch holders on chiseled blocks, but it worked before. It's such a shame that I can't do that bc almost everything in my base is chiseled making the torch holders kinda useless now :( 

Edit: I can place them on the side of chiseled blocks, but not longer on the top.

NateDoesLife , Dec 9th 2025 at 7:07 PM (modified Dec 9th 2025 at 7:08 PM)

Grimshok I'm not going to add a timed feature to this. It doesn't make sense to add, just place the torch on the ground or wall then without the holder. If you want to adjust that timeframe then there are other mods that do exaclty that.

Edit: To add the "Glory" of the metal age is the much better looking torch holder.

Grimshok, Dec 9th 2025 at 6:15 PM

I like the idea of having the wooden torch holders not be too long lasting... like only a multiplier. Otherwise it takes away from the glory of making it to the metal ages.

NateDoesLife , Dec 4th 2025 at 10:40 PM

LazyViking So at the moment its just how the torchholders work. So its a choiced bug because the alternative is you can attach them even to chiselled blocks that only had like 1 pixel showing.

Its on my list of things to eventually look at but its such a non-issue/deep root fix I really just don't bother to fix it. Maybe at some point. 

LazyViking, Dec 4th 2025 at 10:13 PM

Love the mod but is it chose or bug that you cant attach to chiseled blocks

ShadowsEdge, Dec 3rd 2025 at 9:12 AM

This is a wonderful idea and a great mod.
I am grateful that this mod exists but, it seems too much to have torches become eternal so early in the game & makes metal torch holders obsolete.
Can you add a multipler to this so that torches last twice, thrice or even 4 times as long? It would make it fit in better with the more torch holder mod or even vanilla. 

Teir 1 - Basic torch (48 hours)

Teir 2 - Wooden torch holder (96/144/192 hours or eternal - default = 96?)

Teir 3 - Metal torch holder

Hydromancerx, Nov 14th 2025 at 7:28 PM

Please make an alterative shape that resembled a tiki torch when placed on fence posts. having 4 legs looks wrong when on fences.Thanks!

NateDoesLife , Sep 27th 2025 at 7:20 PM

El_Neuman Added the russian translation, thank you for doing that!

Also no problem I am glad you and so many others are enjoying it so much!

El_Neuman, Sep 27th 2025 at 3:36 PM

Here's updated russian translation! Thanks for amazing mod))

NateDoesLife , Sep 11th 2025 at 5:10 AM (modified Sep 11th 2025 at 5:13 AM)

Kaw hahah so honestly I never even thought to include this as a thing because I didnt think people would use it that way, so I would say not a feature or bug just not implemented.

Was there a specific reason you were trying to do this or were you just randomly trying to do it? I can see about putting it in if you needed it for like aesthetics or something but it would probably require some work on my end overall that I would need a good reason to do =p

Kaw, Sep 9th 2025 at 11:35 PM

I thought it was broken but it turns out you just can't place unlit torches in the holder. I'm not sure if this is intended but in case anyone else sees this comment, just light the torch and try placing it again and that worked for me.

NateDoesLife , Aug 26th 2025 at 3:51 PM

McDarki24

I am about to upload the 1.21 compiled version here shortly.

Ixkard, Aug 26th 2025 at 12:22 PM

Hey we currently have a world with this mod should we wait with updating or what would happen with the torches?

NateDoesLife , Aug 14th 2025 at 5:11 AM

XyrVexus

Sure, shoot me a message on discord and I will reply back in the morning to go over what this would require. As long as its not going to effect the mod itself or anything then I dont see why not.

XyrVexus, Aug 14th 2025 at 2:30 AM

Hey there, awesome mod! Would you be willing to add json patches for integrating with Real Smoke? I've examples on my modpage, or I can provide exactly the patches you'd need on Discord

NateDoesLife , Aug 9th 2025 at 2:19 PM

Mynxae Hahah I actually forgot to adjust the value of the light given off by the wooden torch holders to the new value added in 1.20.

I will adjust them to the new new value given in 1.21 (light levels are getting nerfed a bit in 1.21).

Thank you for pointing this out though, completely slipped my mind!

Mynxae, Aug 9th 2025 at 6:13 AM

Question - why is it that when torches are placed in the wooden torch holders, their light radius decreases compared to a torch just put onto a block manually? 

NateDoesLife , May 31st 2025 at 3:34 AM

Hmmm interesting, I will have to look into that. It probably happened when I tried to make it so they couldn't be placed on surfaces they shouldn't be able to (broken surfaces)

Kaeviel

Kaeviel, May 31st 2025 at 12:20 AM

Hi, I really do like this mod - but do the torches not attach to chiseled blocks? I've taken a hammer and chisel made sure all my blocks in my cellars are insulated, but then when I try to place the torch holders, nothing happens.

DilanRona, Apr 29th 2025 at 12:34 PM

So far thats 3 unusual bugs I passed on. Not that I'm counting ;-)

NateDoesLife , Apr 28th 2025 at 9:22 PM

Interesting bug hahah, I will take a look at it and see if I can put in a method to stop that type of situation from occuring! Might take me a little though, got lots of stuff going on right now =p

Also thank you for breaking down how to replicate it, actually very helpful with coming up with a solution!

DilanRona

Fixed now

DilanRona, Apr 28th 2025 at 9:53 AM

Picked up a bug with the wooden torch holder. when placing a toolrack on the wall, and a wooden torch holder next to it. When clicking on the side of the torch holder, it deletes the toolrack (and everything on it) and replaces it with the wooden torch holder. Breaking the torch holder results in only the torch holder being returned and the toolrack is sent to the void.

Using VS 1.20.9, with NDL Wooden Torch holder 1.4.1.

valrossenOliver, Apr 25th 2025 at 2:13 PM

Hi, didn't update the mod, but got the latest update of the game (1.20.8) and... now it works?

Not sure if it had to do with me playing on a server last week and now singleplayer tho.

NateDoesLife , Apr 21st 2025 at 12:24 PM

All good, I will look around but I haven't had an issue on my end or any other reports.

I'd just have to ask if your using the latest version of the mod (v1.4.1) as I did do a bit of an overhual there.

Also could you try it in a fresh new world with only this mod active and let me know if the issue persist?

valrossenOliver

valrossenOliver, Apr 21st 2025 at 11:32 AM

Sorry, was away on Easter.

Seems to be on all holders (wall, roof, floow). No errors in log.

Game version 1.20.7

 

Wall example here:

https://imgur.com/a/9cGdMSy

 

 

NateDoesLife , Apr 18th 2025 at 10:06 PM

Sounds like a graphical glitch.

Can you somehow link me a screenshot of the issue?
Is it replicatable?
Does it happen to all the torch holders you place or just specific ones?
Version of Mod and Version of Game?

valrossenOliver

valrossenOliver, Apr 18th 2025 at 5:51 PM

Not sure if just OAK torch holders but the ones I crafted are pitch black like coal. Graphical glitch or is oak supposed to be charcoaled?

LadyEdain, Mar 7th 2025 at 12:19 PM

My castle's gonna be lit!

NateDoesLife , Feb 25th 2025 at 10:37 PM

Ok, so I put some thought into it and laid out how it would probably need to be done (and done right). I currently started another mod project thats gonna take a bit of time but I will probably swing around to your idea here once I get that one up and running.

Key points
- It will be a config option that will be OFF by default.
- It will replace the torch with a extinguished torch, not just clear the torch out

I can't PROMISE I will go through with the idea, but its on my notepad for this mod =p
Stroomschok

Stroomschok, Feb 25th 2025 at 6:32 AM

I mostly want the feature because of the functionality. Infinite lightsources kinda bug me :P

Just having the model at least revert to the empty holder when the torch runs out would already be a big improvement for my taste.

NateDoesLife

NateDoesLife , Feb 24th 2025 at 5:01 PM

I will consider it but more unlikely then likely.

It would be a fair bit of work on my end for a feature that already exists in the game
     - New extingished models
     - Adding the functionality for this to the models
     - Build a config and integrate it to the mod

Do you want this request specifically for the models?

Stroomschok

Stroomschok, Feb 23rd 2025 at 8:10 PM

Would you be able to make a version that where the torch does run out? 😍

NateDoesLife , Feb 18th 2025 at 2:10 PM

Will take a look! Thank you for pointing it out!

Eldritch_Warrior

Eldritch_Warrior, Feb 18th 2025 at 6:09 AM

hey, noticed a small texture glitch on the ground torch holder on the inside of one of the legs, you can see it in the crafting window output image as well as when its placed, not to crazy or anything but thought id mention it since i noticed it right off the hop when making them

BrownishStorm, Feb 16th 2025 at 9:15 PM

Thanks bro! aprechiate this one. Now I can get the apmisphere right in my castle without buring though tuns of metal.

NateDoesLife , Feb 15th 2025 at 5:30 PM

Huh lol, I will look into that one asap! Thank you for reporting it!

DilanRona

DilanRona, Feb 15th 2025 at 10:34 AM

Found an obscure bug. When all your handbasket slots, inven slots (1-10), and the offhand contains anything other than a torch, when you right click the wooden torch holder that contains a torch, the torch doesnt drop to the floor as expected with the brass torch holder, but instead dissapears into the void.

NateDoesLife , Jan 14th 2025 at 4:01 PM

I actually tested this during the creation of the mod, and it didn't seem so during that time but hey if they happen to catch fire let me know and I will look into it.

IILordTempestII

IILordTempestII, Jan 14th 2025 at 3:25 PM

I wonder if the torch holders can be set on fire themselves... are they burnable if attached to a block that is then set on fire?

NateDoesLife , Jan 14th 2025 at 8:58 AM

Thank you very much, I just had to do a quick update to the mod though to adjust the light level and color to properly match torches.

PastaNipples

PastaNipples, Jan 14th 2025 at 8:37 AM

Incredible, and the mention of possible standing torch holders? chefs kiss

Much appreciated for the hard work!