Mods / Realistic Resin Crafting
- Tags:
- Authors:
- NickyWonka, Nexrem
- Side:
- Both
- Created:
- Sep 28th 2025 at 5:49 PM
- Last modified:
- Oct 19th 2025 at 9:32 PM
- Downloads:
- 5211
-
Latest release (for Vintage Story 1.20.1 - 1.20.3, 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10, 1.20.11 - 1.20.12, 1.21.0, 1.21.1 and 1.21.2 - 1.21.5, outdated):
realistic-resin-crafting_1.1.0.zip 1-click install
To start the production of resin, you will first need to smith a drawing knife. This requires at least Tin Bronze in terms of metal progression.
Then follows a crafting chain of intermediary materials, which depends on the type of resinous wood you have access to - birch or pine logs.

The first material comes from putting an axe, a log (birch or pine) and a drawknife in the crafting grid, which will result in either Birch Bark Strips or Pine Fatwood chunks.

The Birch Bark Strips need to be soaked in a barrel full of water - 64 at a time for 48 hours, which produces Birch Bark Pulp. It must be combined with a plank of any kind and 8 clay in the crafting grid to produce a lidded Pitchpot, which then needs to be cooked in order to condense it into refined resin. After this process the Pitchpot needs be either placed and broken by hand or combined with a hammer in the crafting grid in order to produce 8 resin.
Pine Fatwood Chunks need to be cooked into Pinepitch Bars. This process takes a long time so stock up on firewood. Those bars have a side-use as a means of crafting Antiseptic Bandages, which have a very long application time and low healing per second, but as a trade-off are a full heal. The main use of Pinepitch Bars is crafting them into Pitchpots together with 8 clay and 1 charcoal. The Pine Pitchpots need to then be cooked additionally until the tar separates at the top, which then allows it to be skimmed by placing the pot together with a knife in the crafting grid, which produces a pot of refined resin. Breaking the tar pot before skimming it will result in a random mix of resin and Pinepitch Bars.

Mod compatibility:
This mod is compatible with the following mods (not really balanced as they allow obtaining bark much easier)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.0 | realisticresincrafting | 5037 | Sep 29th 2025 at 2:57 PM | realistic-resin-crafting_1.1.0.zip | 1-click install | ||
|
Added compatibility with In Dappled Groves and Ancient Tools. | |||||||
| 1.0.0 | realisticresincrafting | 174 | Sep 28th 2025 at 9:29 PM | resincraftmod.zip | 1-click install | ||
|
first release | |||||||






Hello! Are you planning on making a 1.22 release? This mod idea is really cool!
Heya! I think this mod is really neat. The steps required are all pretty fun :) Could we get config options to adjust the output/quantity of items? I want to be able to nerf the amount of resin I get from the process :)
Does this work on 1.21.6?
Hey, your mod description says 8 clay, but its only 7!
Hi there, really enjoying the mod! Just wanted to ask how to apply the antiseptic bandages, as right now it isn't letting me use them. Thanks!
Just wanted to let you know that I love this mod. I appreciate that it's not OP and sticks with the VS ethos of in depth crafting. Works seamlessly and just targets Resin crafting. Great work. Thank you!
Gosu works on 1.21.4
will this mod work with 1.21.4 or will it break?
NickyWonka - Thank you for your comprehensive answer! I love modders who introduce processes, do their research, and try to stay faithful to reality (with some balance for gamification). That's my kind of mod development!.
Teagan - Also, regarding your "super necessary resource." If you want to collect breakable clutter from ruins for decorative purposes, the ability to mass produce resin, and therefore glue, is definitely essential.
Windmills?? I don't stay in the "Mesolithic" era my entire playthrough if that's what you mean. But yes, I will definitely look through the files as I do a very specific playthrough. Thank you for this mod tho. It is awesome as I always am on the hunt for more immersion.
Teagan The distillery used for the production of resin was a part of an entirely different process that did not involve burning fatwood into pinepitch. The process that was simplified for the mod was fully refined and in global use about 500 BC, but the main part (burn fatwood -> clay-sand vessel -> skim) was in wide use around 2700 BC.
In any case this is a simple mod with a simple goal. There weren't any windmills in the Mesolithic either. This is a mod for a game in which it needs to fit. It's meant to be played not be morphed into "Tom Clancy's interactive documentary on making pineglue through the ages." The files are right there feel free to edit the mod for yourself to suit any hyperspecific needs you may have.
NickyWonka pine tar was made as early as the Mesolithic age albeit not in great amounts. Refined resin was not. I think a simple solution is to gate the refining process of resin and not the production of pine tar/pitch. I know this seems silly since pitch isn't a super necessary resource but for those of us that use it along with cordage for making flint tools it's a big deal. I did suggest making all the tools used to refine the pine tar/pitch be metal and at the bronze stage. Better yet the distillery makes more sense for refining pine tar but I am unsure if the game would allow something other than liquid in that machine.
Vinter_Nacht The reason for it to be gated is in real life this process took off with the use of tin bronze. Copper was too soft but there is evidence knapped bone was used as an ineffective alternative that was short lived. Tin bronze also just so happens to be a very reasonable if not perfect start point ingame as I didnt want to make to make finding leaking logs entirely pointless. I floated the idea of including resin in the drawknife crafting recipe so you had to find a leaking log at least once but we agreed it felt forced and unnecessary.
The birch bark strips are a simplified combination of the parts needed irl as the most important part for creating resin is actually the young bark - multiple layers of lining under the outer layer - the one that you mentioned that can be sort of peeled off by hand when dried. Pine fatwood also required a couple specialized tools, most importantly the drawknife (which overlaps with the birch process), as including too much of the surrounding non-resinious part could actually spoil the resin. We tried to strike a balace between being faithful to the real life process and not making a bunch of pointless items in a simple mod that doesn`t need to be bloated.
The mod makes no changes to any vanilla blocks/items/mechanics, it only adds items, blocks and recipes. The main idea was to provide a process that wasn`t overly tedious but was hefty in terms of time and resource investment that can be a consistent alternative to going around looking for leaking logs. We think currently it fits in well with the vanilla gameplay loop.
Ty for the feedback <3
Nexrem - I appreciate your desire to gate bark gathering/etc for producing pitch. My only issue with the bark thing is that I can gather birch bark with my bare hands in real life. I'm curious about your goals in gating the creation of resin? If you've seen my mods, you'll know this isn't a condemnation or a judgment about your practices; I'm just curious about your thought process. This is a great mod, I love anything that adds deeper, realistic processes like this.
So does this still permit the gathering of resin off of trees as normal, while adding an additional step for producing resin from wood/bark?
NickyWonka - The same people who use most of my mods would be all over an implementation like that.
I would use the more masochist version especially if it involves either using a pit kiln for one pot or a two pot process lol. I enjoy drawing out processes if they make sense.
Edit: better yet, use the distillery to change birch pitch into resin 😆
@wojtek16 I get you man, it's just irl the tool from Ancient tool and the Drawknife from our mod are completely different things. For the manufacture of resin from birch, you can't use just any tool to strip it .
Also making the decision about the grid grafting I decided I want it mostly in the crafting grid for convenience since the mod is balanced by the fact it requires a constant steady stream of wood for the process + firewood. Doing it outside the crafting grid makes it more tedious than engaging with this volume of items. Originally the pitchpots needed to be clayformed but that was also cut to maintain the fine line between an involved process and a tedious one.
Mby at some point we will release a masochist version of this mod that utilizes ground crafting and clay forming but I doubt anyone will ever use it.
NickyWonka very true about the bloat. I am on the fence about using the bark from those two mods as well. I like having a mid to late game use for the bark in those mods but also don't want the resin manufacturing to be an early game process.
As long as I still need a bronze hammer to break the tar into resin, the balance is still there. Initially it would just be another way to make pitch.
Ohh I'm not bashing the mod or anything, just wanted to suggest if you were going for the realistic vibe, that Ancient tools offers a way to debark trees using a tool, which would make it possible to do it using the knife you use, but I get you, not saying anything bad about it just giving an idea that you may not have heard of :)
I appreciate the compat though!
Teagan wojtek16 Added compatibility with both mod's barks. It's in my opinion not really balanced, but I wont police how people want to play the game. If you dont want that, dont install the mods or use the recipes.
@Teagan At that point we are adding pointless bloat
People can make their own balancing decisions no reason to add a billion transitionary junk items
Nexrem The recipe requires a barrel which means you need to have reached the copper age but I see you want players to reach the Bronze Age before making resin. Maybe a compatibility recipe that allows us to further refine those crude bark pieces with your tool?
Vanilla friendly mods is the best mods!)
Teagan wojtek16 I'm unsure how to maintain ballancing with those mods, since both seem to allow you to get bark very early on. Where as this requires you to have at least reached metalworking.
wojtek16 The tool is the adze. It would be cool if this mod would allow the use of the bark from both Ancient Tools and In Dappled Groves.
This is so cool! Gonna have to try out, would be cool if ylu could use the knife tool similar to how ancient tools uses their tools to make the wood bark, sorry can't find the name since seeing this on my phone, can comment later the process exactly, but super cool mod, will have to try out!!!:)
Looks Interesting!