Mods / Precision Knapping

Tags:
Tweak
Author:
Nyarc
Side:
Server
Created:
Dec 18th 2025 at 12:10 AM
Last modified:
Mar 28th at 7:05 AM
Downloads:
3044
Latest release (for Vintage Story 1.21.0 - 1.21.6, outdated):
precisionknapping_v1.3.2.zip  1-click install
For testers (for Vintage Story 1.22.0-rc.1 - 1.22.0-rc.4, potentially outdated):
precisionknapping_v1.4.0-rc.1.zip  1-click install

Precision Knapping:
Adds precision mechanics to the knapping system. Hit the wrong spot and destroy your work.

What It Does:
When knapping tools, clicking on any part of the final tool shape (the actual arrowhead, knife, or spearhead pattern) will break the stone and waste your materials.

You must carefully chip away only the excess stone around the pattern.

This turns knapping from a simple task into a precision exercise that punishes those who defy the will of the universe.

Features:
- Works with all knapping recipes automatically
- Audio when you break the stone
- Chat Feedback for Mistakes
- Config File added in 1.1.0
- Adjust "MistakeCount" to make this Mod more forgiving
- "EnableDurabilityScaling": false, to not loose / gain Durability
- Advanced Mode (Default Off)

  • Realistic Fracture System: Clicking interior voxels causes cone-shaped fracture patterns based on real flint knapping physics (Hertzian cone)
  • Durability Penalties: In Advanced Mode, mistakes reduce the durability of crafted tool heads
  • Edge Enforcement: Advanced Mode requires working mostly from edges inward, like real knapping


Roadmap:
Particles on Break / Hit
Custom Soundeffects ?
Tweaking Advanced Mode
Colour Overlay which Showcases Fracturing Possibilites for Learning

Philosophy:
There was no Mod out there trying to tweak Knapping to be harder - I felt the Gameplay didnt reflect how if you dont know how to knap, and dont focus, you can still do fine.
In Reallife - There is alot of logical hitting and precision involved. This Mod aims to emulate this a little.

 

Installation
Install over 1-click install OR

1. Download the latest release ZIP
2. Place in your %APPDATA%\VintagestoryData\Mods\ folder
3. Restart Vintage Story or click "Reload Mods"

Compatibility:
- Tested on 1.21.5-1.21.6
- Mod Compatability: ToolSmith, Combat Extended, Oneroof
- Should work with modded knapping recipes (Tested Combat Extended, Oneroof Hammers)
  Maybe not all Recipes work, please give Feedback and I will try patching.
- Universal compatibility: Works with any mod that uses standard durability attributes (Like Toolsmith)
- Server-side mod (clients don't need it)
Incompatible:
Item Rarity ?


Technical Details:
Uses Harmony patching to intercept knapping interactions. Loads all knapping recipes at startup and validates clicks against the protected tool pattern areas.

License:

MIT License

Source Code:

GitHub Repository: https://github.com/Myarcer/precisionknapping

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.0-rc.1 precisionknapping
1.22.0-rc.1 - 1.22.0-rc.4
1959 Mar 23rd at 9:05 PM precisionknapping_v1.4.0-rc.1.zip 1-click install

Release Candiate 1 for 1.22.x (RC.4)

1.3.2 precisionknapping
1.21.0 - 1.21.6
118 Mar 28th at 6:43 AM precisionknapping_v1.3.2.zip 1-click install

- Fixed knapping recipes not completing when the final voxel removed was inside an enclosed waste pocket (e.g., the center of the flint arrowhead
pattern). The completion check was being skipped when our mod handled the removal directly instead of vanilla.
- Removed the experimental Charged Strikes mechanic (hold-to-charge, release-to-strike). The feature was not viable in its current form and added
unnecessary complexity.
-Tutorial Events now Accept Items crafted by Precision Knapping


CRITICAL: Fixed Knapping always giving +50 % durability on completion no matter the actual mistake count, bug introduced in 1.3.1

1.3.1 precisionknapping
1.21.0 - 1.21.6
31 Mar 23rd at 7:34 PM Release Retracted

Retraction Reason:

Critical bug

Changelog:

- Fixed knapping recipes not completing when the final voxel removed was inside an enclosed waste pocket (e.g., the center of the flint arrowhead
pattern). The completion check was being skipped when our mod handled the removal directly instead of vanilla.
- Removed the experimental Charged Strikes mechanic (hold-to-charge, release-to-strike). The feature was not viable in its current form and added
unnecessary complexity.
-Tutorial Events now Accept Items crafted by Precision Knapping

1.3.0 precisionknapping
1.21.0 - 1.21.6
275 Feb 3rd at 1:10 AM precisionknapping_v1.3.0.zip 1-click install

Toolsmith Whetstone Compatability

New: Charged Strike Modes (No Animation yet)
Set "ChargedStrikes: True" in Config
You need to Hold Left Click to "charge your arm up" before doing a knap - no longer beeing able to instant click.

**Config:**
```json
{
  "ChargedStrikes": false,     // Enable hold-to-charge mechanics
  "MinChargeTimeMs": 500,      // Minimum hold time (0.5s)
  "FullChargeTimeMs": 1500,    // Full charge time (1.5s)  
  "EnableChargeSounds": true   // Audio feedback during charge
}
1.2.1 precisionknapping
1.21.0 - 1.21.6
275 Jan 1st at 2:50 PM precisionknapping_v1.2.1.zip 1-click install

**New Config Option: `EnableDurabilityScaling`**
- Durability bonuses/penalties now work in BOTH Default and Advanced modes
- Previously, durability scaling was locked behind Advanced Mode
- New toggle allows players to get precision rewards without the hardcore fracture mechanics

**Config:**
```json
{
"EnableDurabilityScaling": true (Default) // true = bonuses/penalties active, false = always vanilla 100%
}
```
Config should Auto Generate

1.2.0 precisionknapping
1.21.0 - 1.21.6
120 Dec 28th 2025 at 9:20 PM precisionknapping_v1.2.0.zip 1-click install

New Feature: Precision Bonuses 🎯

Perfect knapping (0 mistakes) now gives +25% bonus durability!
Smart graduated curve based on allowance
Works for both tool heads AND stackables (quantity × multiplier with rounding)

Config Addition
PerfectKnappingBonus: 0.25 (set to 0 to disable)

Bug Fixes

1.1.0 precisionknapping
1.21.0 - 1.21.6
187 Dec 18th 2025 at 11:00 PM precisionknapping_v1.1.0.zip 1-click install

v1.1.0 Changelog
New: Configuration System

Added precisionknapping.json config file
New: Mistake Tolerance

MistakeAllowance setting - configurable mistakes before stone breaks
New: Advanced Mode (opt-in via AdvancedMode: true)

Edge enforcement: must work from edges inward
Realistic fracture cone physics when clicking interior voxels
Durability scaling: mistakes reduce tool durability
New: Fracture Physics Settings (Advanced Mode)

FractureConeAngle, FractureSpreadRate, FractureDecay, FractureBaseProbability
Fixes

Virtual edge detection for recipe holes
Modded knapping recipes (maceheads, etc.) now work. Maybe not all Recipes work, please give Feedback and I will try patching.

1.0.0 precisionknapping
1.21.0 - 1.21.6
79 Dec 18th 2025 at 12:56 AM precisionknapping_v1.0.0.zip 1-click install

Initial Release.


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

JokoJose, Apr 11th at 5:16 PM

I can confirm what Fefa is saying. 

I tried it and i crafted 10 flint shovel heads, i damaged few and did perfect the other few. The heads stacked either way and the 10 of them counted as "perfect". I can also confirm that when you have Item Rarity Mod, the rarity is calculated after the craft of the tool, which causes this mod to give the bonus as if the item had no rarity Creating pieces of epic+ quality to start "damaged" rather than getting a 25% to the overall durability. But besides that, it does not cause crash or anything. It only means that item durability and this mod calculate durability at different stages. 

Hopefully both authors come together to create a compatibility patch where Rarity gets the 25% bonus too :) that would make both mods a musst have for most people hehehehe

Fefa, Apr 11th at 5:04 PM

For those who use Item rarity, this mod is not compatible with it, it creates weir scenarios where if the rarity is Epic, the tool ends having less durability than its maximun durability something like 160/300 for example causing that the bonus durability becomes into a damaged weapon.

Also for the mod owner, the tool heads stacks with each other if you craft multiple, even damaged ones with perfect ones, not sure if it is intended, a bug or another weird interraction with Item Rarity.

Nyarc , Apr 19th at 10:12 AM (modified Apr 19th at 10:15 AM)
@Fefa: For those who use Item rarity, this mod is not compatible with it, it creates weir scenarios where if the rarity is Epic, the tool ends having less durability than its maximun durability something like 160/300 for example causing that the bonus durability

Thanks, ill mark it incompatible for now.
Im busy right now with IRL stuff so i cant deep dive to fix this. In my modded setup, i definetly dont have this problem of stacking tools. If it really is specific to Item Rarity Mod ,i can take a look at it.
Can you tell me which one? I can only find outdated and one forked one.

 

Gaba, Jun 4th at 7:56 PM (modified Jun 4th at 8:00 PM)
@Nyarc: Thanks, ill mark it incompatible for now.Im busy right now with IRL stuff so i cant deep dive to fix this. In my modded setup, i definetly dont have this problem of stacking tools. If it really is specific to Item Rarity Mod ,i can take a look at it.Can y

EDIT: I tested in a fresh install and the stacking still happens
Hi, I have the same problem of stacking tools, but I'm not using Item Rarity, game version 1.22.3, mod list bellow

Spoiler
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DonaldRTS, Mar 29th at 5:34 PM

Nyarc Thanks for the Update!

Nyarc , Mar 28th at 6:29 AM (modified Mar 28th at 6:29 AM)

@DonaldRTS

1.3.1 has introduced this bug, and i missed it in testing, as its fixed in 1.4.0, I will bring out 1.3.2 as a Hotfix quickly! 

DonaldRTS, Mar 26th at 5:18 AM (modified Mar 26th at 5:18 AM)

Nyarc

I am using Version 1.3.1 and when completing a stone tool with a bunch of mistakes, it is treated as if I had done it Perfectly.

here is what my Chat log Looked like:

25.3.2026 19:01:09 [Chat] [Precision Knapping] 2 mistake(s)! 3 remaining (100% durability) @ 0
25.3.2026 19:01:12 [Chat] [Precision Knapping] 2 mistake(s)! 1 remaining (47% durability) @ 0
25.3.2026 19:01:17 [Chat] [Precision Knapping] Completed with 4 mistake(s) - 47% durability @ 0
25.3.2026 19:01:17 [Chat] [Precision Knapping] Perfect! +50% bonus durability @ 0

Notice how I had 4 mistakes total, which meant that I should have had only 47% durability. However, in the exact same tick, I got another message that said it was perfect, making the Durability of the Tool 150%.

Nyarc , Mar 23rd at 7:13 PM

@Narg this should not happen.
Specifically build a algorithm that detects spots like this that are impossible to do without fracturing, and marks them as safe to delete. - But you are correct.
The other error was an oversight i did never test, when that spot in the middle is hit, it wont finish the craft automatically, thats fixed now.  Ty!
1.3.1 soon

 

Narg, Mar 21st at 3:09 PM

Nyarc was just trying to make flint arrowheads with precision mode and ran into 2 errors. First, the arrowheads pattern has one part to be removed fully enclosed by the kept arrowheads, so there's no way to remove it without getting a fracture, I was lucky twice to have the fracture take out only the unnecessary bits, but lost 2 more flint to immediate 2 errors. Also, sometimes I would knap it correctly, but after finishing the arrowheads would just stay on the ground and not complete the craft.

Maoman, Feb 5th at 2:17 AM (modified Feb 5th at 2:18 AM)

Brilliant idea for a mod, I always thought knapping was too easy, fast, and straightforward compared to clay molding, but didn't know what could be done to fix it. The edge-enforcement mode is perfect. This will help my immersion a lot.

Desidemona, Feb 3rd at 4:10 PM

Knapster's evil twin. Really interesting mod, good job, gonna have to test it out!

Psychomor, Feb 3rd at 9:37 AM (modified Feb 3rd at 9:39 AM)

Helo, crafted tools dont compare with in game tutorial steps because game not see this items like vanilla tools, can you fix this ?

Nyarc , Feb 3rd at 9:32 AM

Anybody feel free to Contribute to the Project on Github if you want to if you have Coding Knowledge and can help make the Charged Strikes come to fruition!

Nyarc , Feb 3rd at 9:26 AM (modified Feb 3rd at 9:30 AM)

@EnderMelody
Thanks for the feedback!
Yeah the Charged Strike is just some small feature im testing out, im grateful for that feedback. That is beyond my knowledge capabilities though, and i dont want to halfass that mechanic without proper Guidelines / UI Overlay to show whats happening.

Zaelesh, Feb 3rd at 4:56 AM (modified Feb 3rd at 4:56 AM)

EnderMelody yea i feel charged strike has potential to be a lot more satisfying and rewarding, but it's pretty lame by itself.

EnderMelody, Feb 3rd at 1:16 AM (modified Feb 3rd at 1:17 AM)

i feel like the charged strike mode could be made more interesting. if you dont mind my input, itd be cool if you could add a tool mode or something similar to knapping that allowed you to select charged mode instead of it being config set only. you could then have the normal mode work as vanilla, and have charged mode allow you to break lots of parts off with one hit. im thinking something similar to the fracture system (weve been using this on my server and i absolutely love it. once you learn how it works a bit it becomes a good risk/reward system for speed vs precision) where you would select the voxel to hit, charge up your hit, move to the direction you want to fracture in, and then release to destroy a lot of voxels in a cone quickly but with a bit of randomness to it. itd be a cool way to have a more controlled mass knap system with its own risk/reward (and be more realistic). love the mod btw!

Nyarc , Feb 3rd at 1:10 AM

Galena Thank you, has been fixed now in 1.3.0

 

Galena, Jan 27th at 11:02 PM

Compatibility with Toolsmith has an issue:

When you knap a whetstone, precise knapping gives a bonus amount instead of additional durability.

Nyarc , Jan 1st at 2:23 PM (modified Jan 1st at 2:52 PM)

Topminator 
You are right, its not the best design, i will make a seperate config option for this

Edit: Done

Letter27, Jan 1st at 3:52 AM

Narg actually that sounds pretty nice

Topminator, Dec 31st 2025 at 10:35 PM

1.21.5 tools don't get the buff without advanced mode. i don't know if that's intended

Narg, Dec 29th 2025 at 7:18 PM

Nyarc not non-voxel, just not locked to one recipe. Like if you want to make an axe, but chip off to much, just chip it into a knife shape instead and make a knife.

Nyarc , Dec 29th 2025 at 1:58 PM

Narg What do you mean by this? Non Voxel based? Out of my scope.

Nyarc , Dec 29th 2025 at 1:57 PM (modified Dec 29th 2025 at 2:16 PM)

VoiCat 
I tested it, its compatible. Only Toolheads crafted with this get a custom Attribute, and it carries over to the new Tool System from Toolsmith.

 
Edit: Thoroughly tested, Flint tools cant be crafted with any other Tool Handle anyway - and my custom Durability Modifier still carries over to "Head Durability".
The durability modifier transfers because both mods use the same durability attribute

VoiCat, Dec 29th 2025 at 1:35 AM

Nyarc so I'm not entirely sure if it isn't, but Toolsmith is one of those mods that add their own entire systems to the game, so it's basically the Butchering situation to use another mod as an example: Precision Knapping might work with Toolsmith, but it wouldn't surprise me if it didn't. It's not gonna crash the game, because rather than removing the vanilla method of toolmaking, its system is an in-game alternative to it that's just better (though more tedious since you "physically" put the tools together rather than crafting them in the grid and there's the whole sharpness and wear systems, but again, it's all worth it).

Either way, the way the best tools are made is to combine a tool handle with a grip with smithed toolhead (a cast toolhead is worse in the sense of having vanilla durability) and a binding. Their combined durability is the resulting tool's durability value, which is where I'm unsure about the compatibility: the changed value from this mod might register, but it might also not, I could just be paranoid, but honestly either way I do think you could benefit (at the very least inspiration-wise for further features?) from taking a look at that mod since I think it's very cool and also the philosophy of reusing and reforging one good tool instead of making far too many copies that break far too quickly is good for realism.

Sorry for yapping about another mod in your thread xd

Also ty for letting me know in terms of both points.

Narg, Dec 29th 2025 at 1:20 AM

Love the idea of this mod. On a similar note, how hard would it be to make freeform knapping you think?

Nyarc , Dec 28th 2025 at 8:15 PM

VoiCat
Can you tell me what part of Toolsmith would be Incompatible? I have never played with it myself.

Adding Durability was my plan honestly. Will be done, but needs more thorough patching on adding more Durability for the Tools, i need a smart solution for that.

The "not perfect shape" example you did is already kind of implemented, just use Advanced Mode , or just higher MistakeCount in general.

VoiCat, Dec 28th 2025 at 4:00 PM (modified Dec 28th 2025 at 4:06 PM)

I love the concept behind this mod, but I have shaky hands, so idk if I'll actually enjoy it 😔

I'll try it anyway, but yeah.

Not sure whether you'd be interested in making anything like that, but it would be cool if somehow being more precise with knapping gave durability bonuses to the final tool.

The idea is closer in spirit to the Toolsmith mod (on which topic, a compatibility with that mod would be great), but yeah would be nice if the mod not just punished but also offered rewards of some kind for doing a good job, plus I feel like it's somewhat realistic too: a stone axe does not need to have a perfect shape but obviously one of better make is gonna perform better.

Ciber, Dec 20th 2025 at 9:53 PM

Might be interesting to have it so random bits near the edge are missing so every chunk of flint isn't identical. to keep it workign with stacks of flint you could pregen 256 possible shapes and then each stack keeps a list of which variants it contains and randomly pulls from that when placing.


Nyarc , Dec 18th 2025 at 3:33 PM

Thanks for the comments.

Reizeron
You are right, this is more intended for more experienced players when knapping gets too trivial.
Will release source on github then shortly on next release.

Venusgate
thats is a great idea actually. Not entirely sure how the best way of implementation - some Parts might be critical when breaking, some others only might lower Tools durability - you are right.
I could manually define this for each recipe, but it couldnt dynamically patch other mods like this.

EmperorPingu, Dec 18th 2025 at 3:02 PM

I was literally wishing for a mod like this - thank you!

slathos, Dec 18th 2025 at 10:43 AM

Funny. The exact same thing was patched out in 1.4.4.1.

Reizeron, Dec 18th 2025 at 7:08 AM (modified Dec 18th 2025 at 7:14 AM)

Given how easy it was (is) to screw up knapping irl and how abundant knapping resources are in the game, I think this mod seems perfectly balanced and realistic as it is. Maybe not for the new players though, I think the reason devs didn't add a failure option to the knapping system was to gradually ease the players into the voxel minigames - knapping is easy, clayforming is a bit more complex (can waste materials), smithing is even harder (can royally screw up). Nonetheless, great idea!

And yes, I'd appreciate the source code, I hope it could help me learn how to make harmony patches myself.

Venusgate, Dec 18th 2025 at 2:49 AM

+1 on more forgiving version of this. Maybe you still get tool head with missing voxels, but with diminished max durability; and on precision finish, +25% over vanilla durability? 

Your mod, tho o7

UnnamedBeast, Dec 18th 2025 at 2:11 AM

pretty cool idea for realism, if you end up changing the interactions maybe it'd be cool if you had some kind of skill involved that would improve the quality of the tool, not sure if its in your interest though