Mods / Not Enough Sand
Author: ElectroNikkel
Side: Both
Created: May 30th 2023 at 1:25 AM
Last modified: Sep 22nd 2023 at 4:07 PM
Downloads: 4492
Follow Unfollow 47
Latest file for Various v1.18.x:
NotEnoughSand_v1.18.+_v2.0.0.zip
1-click install
This mod add 7 important things:
- More crushed stone variants.
Spoiler!Adds crushed Sandstone, Peridotite, Granite, Andesite and more, along with the ability to make them with the Pulverizer. - Pebbles and Dusts.
Spoiler!In addition to the new crushed stones, this mod also adds a precursor to crushed stones: Stone Pebbles. These can be obtained by crushing stone with a lower pounder cap tier than normal or with your hammer. Pulverizing or Grinding the already crushed material yield Dusts or Powdered Ore, another new resource. - Craftable sand and gravel.
Spoiler!Now you can put pebbles in a grid in a 2x2 square with 1 in each space to get a Gravel Block! Doing the same but with Crushed Stones will grant you sand! That is why, if you noticed, this mods only adds crushed rocks that already have sand and gravel variants. Best part: You can also get crushed stones from Sand, or pebbles from Gravel! - Craftable Clay.
Spoiler!In short, you can put powedered Sandstone, Bauxite, Claystone, Shale, Slate or Phyllite dust on water in a barrel for 8 hours to get Fire/Blue Clay, finally giving an use to these stones. ¡Don't worry about clay deposits anymore! (Get yourself a pulverizer and grinder setup first!)
As an addition, you can also use Dirts for the same purpose and with the same technique: Barren and Low Fertility Soils give Fire Clay (Albeit not much), meanwhile Medium and High Fertility soil grants Blue Clay.
- Adds the chance of getting Fire Clay when panning.
Spoiler!Just like the chance of a blue or fire clay deposit appearing in the world has a ratio of 5 to 1 respectively, you can get Fire Clay at a fifth of the times (0.6% chance) you would get with Blue clay (3% chance)! - Makes Dirt craftable.
Spoiler!With 1 stone, 1 Crushed stone, 1 Powdered Stone and 1 Pebbles, you can now craft a Barren Soil block. Surround it with bonemeal to get Low Fertility Soil, and surround the latter with rot to get Medium Fertility Soil. - Compatibility with "More Clay", "Useful Stuff", "Richer Than Dirt" and "Expanded Matter" mod.
Spoiler!You can now craft Red and Brown Clay with Bauxite and Chert dust with a barrel and some water. As a bonus, you can also obtain them via panning, having 1.5% chance of being panned succesfully.
Useful Stuff Sand Pulverizing gets supressed for being too OP.
Expanded Matter Granite and Bauxite Crushed and Powders are integrated and replaces this mod's own granite an bauxite powders in case it gets installed.
YABBA RTD Fine sands are craftable with the Powdered Stones.
It also fixes the problem of Bauxite Sand not being able to be used for Mortar Crafting.
Use the mod as you please. Just do not claim that the mod is of your own making.
Hope you enjoy it!
PD: Mistake in the Changelog of the 1.3.0 version: The pulverizer without caps doesn't work. At best, a mod adding a Tier 1 Copper Pounder Cap would work.
PD2: Planning on compatibility with the Mortar and Pestle from Ancient Tools because it is, essentially, a fully manual quern, and I do not know if it detects crushed rocks as a pulverizable thing.
PD3: From 2.0.0 onwards, Expanded Matter (https://mods.vintagestory.at/em) is required as a library!
ValeophisNyx, damn, another mod as to work towards compatiblity. To be honest, I had left this game quite a time ago. Maybe I should retake it, and give myself time to add compatiblity for that mod and others.
V1.19?
any chance you could support Geology Additions?
DanaCraluminum https://discord.gg/fgfyukvz
NukoSan Solved it too, and added more things as bonus!
Welcome back :-)
getting quite a few of those:
14.9.2023 17:59:08 [Error] Failed loading patches file notenoughsand:patches/bauxite_mortar.json: Newtonsoft.Json.JsonReaderException: Failed deserializing bauxite_mortar.json: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'Vintagestory.ServerMods.NoObf.JsonPatch[]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
Path 'op', line 2, position 6.
NukoSan Well, uhh, solved it. Not a way I personally like, but it does the job. Also adding some rebalancing as bonus. Huge thanks to DanaCraluminum, who basically told me what the problem was.
ElectroNikkel I am honoured to have found your nemesis ;-)
@NukoSan I have to confess, I was aware of that problem since 1.4.0. And I dreaded the day someone would point that out, because I haven't been able to fix that thing.
But the day has come, and the duty shows clear. That bug is going down, even if it takes me another 2 months.
Hi mate, not sure why but the recipe in the guidebook is missing an object for the fire clay, clicking on it crashes the game. postimg.cc/gr7P8ShY
The crushed granite in this mod conflicts with the crushed granite in Bricklayers (and possibly other conflicts as well). Could you possibly make this mod and Bricklayers compatible? Thank you in advance. :)
@Craluminum and all who is seeing this, I left a Discord Server Link in the description of the mod.
Do you have discord? What your discord username?
Hal, many thanks for all the suggestions. I was planning on updating this mod eventually, as the hammer-technique is way too grindy for the player.
Albeit I was thinking more in the lines of, instead of adding "Powdered Rocks", I wanted to add "Pebbles", that when 4 are combined, would grant you a Gravel Block, and you could get pebbles from Gravel too.
Then, you could grind the pebbles into crushed variants.
But because I don't want to model pebbles for this mod and I find it easier to use the Sand textures and Lime model to create Powdered Rocks, I will stick to your ideas. So thanks.
That is if I don't discover a way to automate / make easier way to make pebbles (With the pulverizer without caps for example.)
So, this mod will take quite a hefty amount of time to be compatible with other mods, so, for now, I will only limit myself to add either Powdered Rocks or Pebbles, and make them craftable by either put crushed variant into the Pulverizer again or into the grinder for Powder, put soft rocks into a Pulverizer without caps (Or hard rocks into a low tier cap) for pebbles.
Idk what to do honestly. Maybe grant an use to Steel Caps by allowing you to get Powders/Crushed hard rocks instantly without the need for a hammer or a previous pulverizing step to turn them into pebbles/crushed form previously?
Oh, and make Soaked Lime if you put Chalk/Limestone Sand directly into a barrel with water. And add all those new ways to create clays.
1.4.+ will have compatibility with red/brown clay and Ancient Tools. But the priority now is making this mod bearable.
PD: The panning of artificial gravel/sand is an intended feature, as I want to grant players a way to do Skyblock-esque challenges.
PD2: https://www.reddit.com/r/VintageStory/comments/142lmv1/not_enough_sand_requires_an_update/ has a week-long poll duration. I will guide the development of this mod with its information.
As the mod specifies being dependent on game version 1.18+ it's not working in earlier versions without altering the files (the game refuses to load the mod; which i only mention because you state in the readme it might be possible).
Imo the exchange rate of 8 lime per limestone/chalk sand is quite high; when panning your chance of not getting anything is about 5/8 per attempt, giving the player 8 lime would be the equivalent of 2-3 full rock blocks worth of small stones or guaranteed 8 successful panning attempts resulting in small stones (an equivalent of 2.7 panned blocks with basically all successful attempts resulting in stones instead of other things you could have panned). You could change the recipe to only use 1 crushed rock item per slot and the exchange rate to 4 lime per sand/gravel block to remedy that imbalance
A few ideas:
Sand is used in the mortar barrel recipe and there might come other recipes using it, gravel isn't but it's way to coarse to become clay.
Clays are basically fine powders significantly finer than sand, maybe crushed rocks need to be milled into powdered rock to mix with water for the creation of clay?
Additionally you could use the 2x2 crushed rocks for gravel and 2x2 powdered rocks for sand, no need for a hammer and no need to restrict yourself to rock types that do have gravel and sand variants (at least when it comes to crushing and powdering the rock for clay production). imo ideally the crafted sand/gravel wouldn't be able to be panned (or the loot tables changed to anything other than stones, clays and nuggets resulting in no loot), because it makes not much sense to find most panning loot in it (like gears, rib cages, jewelry, spear and arrow heads, ...), but that's a minor thing and with panning taking patience and the steps before possibly needing quite some mid game infrastructure to do in big quantities it shouldn't have much impact on game balance anyway.
With the above change to 4 crushed rock in a 2x2 you should be able to craft any amount of gravel up to 64 items at once, and with milling the crushed rock and crafting the powdered rock in the same way to get sand you could automate most of your sand/clay production without wearing down a hammer in addition to the pickaxe used to mine the stone which would mean digging up clay and mining stone to make clay would use about the same amount of tool durabilty (apart from having to build the infrastructure you'd need for other things anyway, and rocks dropping slightly fewer stones than clay soil dropping clay).
If possible, could you please add recipes for red and brown clay?
For brown clay maybe any rock type not associated with another clay can be used to make it?
And maybe using granite/basalt/similar volcanic rocks you can make red clay (which is rich in iron)?
Fire clay (which is high in aluminium) could be made from shale/claystone/bauxite? maybe crushed flint could result in fire clay too, giving flint a use after the stone age?
And blue clay (which was formed on ocean floors) may be produced from slate/chalk/limestone/sandstone? As you'd need to crush and then mill the rock you wouldn't interfere with lime production in the cases of chalk and limestone.
As blue clay, as VS uses it, basically is a stand-in for all not-fire-clays you could reduce the basic chance for panning blue clay (maybe even down to 1%) and replace those chances with panning brown clay or red clay, that can be used the same way as blue clay and substitute it in recipes other than shingles, bricks and hardened clay blocks for which they'd be their own variants? This would give players access to those nice building blocks without having a mod touching worldgen.
Maybe i should start learning to mod VS myself...
Edit: Just to be clear: I like the premise and see much potential in the mod, those ideas are purely ideas on how to make it better imo not complains; my only real critique point is the exchange rate for lime.
Ruyeex: Good idea.
Next week, I will try to drop an upgrade to make gravel and sand easier to make while still making sense, + adding compatibility with ancient tools.
Can you make it compatible with the ancient tools.
Pestle and mortar will be fittin in to it
8, 16, 32, 64 etc. sand output per recipe
To Craluminum: ¿Batch recipes? ¿Care to elaborate?
Could you please add batch recipes to reduce wearing out of hammer?