Mods / Recipe Patcher
- Tags:
- Author:
- DanaCraluminum
- Side:
- Server
- Created:
- Apr 22nd 2024 at 3:06 PM
- Last modified:
- Aug 25th 2025 at 6:59 PM
- Downloads:
- 12671
- Follow Unfollow 432
-
Latest release (for Vintage Story 1.21.0, outdated):
RecipePatcher-v1.1.2.zip 1-click install
I live in Ukraine and there is a war going on right now.
If you are enjoying my mods, you can support me on Patreon. Any help is appreciated!
This is a library that allows to patch recipes for content mods. It requires your mod to be dependent on this library when installed server-side or in single-player. If the library is not installed, no patches for recipes will be applied.
Documentation on JSON API of this library.
If you need any help with library, you can join my discord by clicking discord icon on this page or find me in discord on official VS server
TODO
- quantity and quantityNew for ingredients
- type and typeNew for output and ingredients (Block, Item)
- proper attributes matcher
- traits
Mods that use Recipe Patcher:
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.2 | recipepatcher | 3336 | Aug 7th 2025 at 7:00 PM | RecipePatcher-v1.1.2.zip | 1-click install | ||
|
Update to 1.21 | |||||||
| 1.1.1 | recipepatcher | 8790 | Apr 24th 2024 at 2:49 PM | RecipePatcher-v1.1.1.zip | 1-click install | ||
|
Hotfix: Ingredient attributes weren't applied | |||||||
| 1.1.0 | recipepatcher | 252 | Apr 24th 2024 at 2:43 PM | RecipePatcher-v1.1.0.zip | 1-click install | ||
|
Feature: Added Attributes and AttributesNew to both recipe and ingredient to match/change attributes, will apply only if not null | |||||||
| 1.0.0 | recipepatcher | 293 | Apr 22nd 2024 at 4:24 PM | Empty | RecipePatcher-v1.0.0.zip | 1-click install | |
1.22 harmony issues with current release, in case people are wondering about that. If you see a release for 1.22, this concern should be invalidated.
When clicking on recipes that require planks including those from Wildcradft trees, it crashes the game with this mod active
DanaCraluminum mackl : So... I wanted to start the game so I could hunt down this problem. After checking the logs there were errors that were making no sense, so I took a look at my json settings files and there was a discrepancy in the "ModPaths" section between the clientsettings and the serverconfig, so if you are using a custom mod folder take a look at that and make sure they are the same everywhere.
I have launched the game, reactivated the mod, and now it's no longer acting up.
I hope it's fixed, though I had the same "bug" in 1.21.1, before configuring everything for 1.21.2-rc2.
Ryilo I have no idea how to reproduce this issue or fix it
DanaCraluminum : as mackl said, this mod is breaking the game GUI, the HUD clock patch, the configlib, and even the handbook, any idea why? Tested in 1.21.2-rc2, it makes the variable/constant names appear instead of their value.
hello! love vanilla variants and am very happy its been updated to 1.21 but with recipe patcher specifically ot seems to mess up the mod HUD Clock Patch, breaking all the info labels, would there be any possibility for a compatibility patch? if not that's perfectly understandable, thanks for all your hard work as always dana
Artor Everything works for me. All items and blocks in Vanilla Variants that should be craftable are craftable
1.20.12.
Artor 1.20 or 1.21.pre?
I think this may not be working with the current version of vanilla variants? I can't craft those variants, notably firewood.
Mod info says it wants 1.19 still.
Tei
This seems to be an issue with how the game handles mods at the moment. Every mod is going to be loaded into your ram when you load a world. And any mod that adds a lot of block & item variants, like Vanilla Variants I guess, will absolutley flood your ram.
You also want to restart the game client whenever you close a world and want to reload it, or when switching to another one, because the game does not seem to properly unload the mods and then doubles up in ram usage for each consecutive world you're loading until you properly close the game. Honestly wish the game would load the mods on game start, not on loading a world, because that also slows the world loading down to a crawl (almost 5 minutes for me).
Tei No idea, I don't know how to optimize it
This mod seems to absolutely tank RAM usage when active, why's that?
Along with Vanilla Variants it makes almost all blocks black and glitchy. (1.20.0 and 1.20.1)
It was indeed a different combination of mods making either immersive wood chopping or firewood in general not work well. Immersive wood chopping, herbarium, a wrong (old) version of wildcraft trees and recipe patcher together is what made either firewood in general or immersive wood chopping disfunction. Somehow not including recipe patcher did fix some of the firewood recipes for that combination of mods however.
osswix I tried to reproduce this with only three mods installed and it works, although I wasn't able to reproduce issue
osswix Do you mean it breaks Immersive Wood Chopping only when both Immersive Wood Chopping and Recipe Patcher are the only two mods installed, and no other additional mods except these two?
This mod seems to break Immersive Wood Chopping, though with it installed, together with multiple other mods including wildcraft trees, i can't seem to make firewood at all.
Mendall These were blocks from 3.x.x version of Vanilla Variants , recipe patcher has nothing to do with this
Update: after installing this and entering world. I found ? Blocks on my wall and one on the floor. I figured out they were shelves and panning thing (both made of birch) and I remembered those were the exact two things that the recipe had not worked. I broke the ? Blocks and remade the items and this time the recipe worked. I am not sure what that means, unless which ever mod was causing the problem had already used your library to fix the problem. So thanks you fixed it any way.
DanaCraluminum holy cow that was fascinating, mind you I understood maybe half of it.
But I understood enough to make me go ahead and install this in case one of my 87 mods chooses to use it.
And since you made it. And you made a good third of the mods I use. I'm thinking it might be a good add.
Mendall Dr_Cummies Buggi
You can now read documentation for this library
Thanks DanaCraluminum if I find them again ill start a list. But I have forgotten what they were. But truth tell, just using creative and ditching the mats in probably less effort than making a mod to fix it.
You have created plenty as is.
Mendall It does nothing if there are no custom patches in certain folder.
What modded recipes don't work? I could make a mod that use this library to try to fix them
In 1.19 I have found certain modded recipes that just don't work, so I wind up just tossing out the mats and going too creative to get the item. Is that the kind of thing this fixes. I am trying to understand what this does. Oddly, the GIF of a critter smashing a road marker didn't help as much as you would think it would :)
ah ok thanks
Dr_Cummies It needs custom patches in certain folder, yes it is savegame friendly
Hey does this run on its own or does it require a command? is it savegame friendly? just started using it but havent noticed anything different. Thank you.
My concern isn't for your patcher, which I assume is nice and efficient. My concern is the eventual time down the road when there are 65,000 block types in the game and it takes 5 minutes to verify a grid recipe.
Tyron is a gifted programmer though, no doubt he has ideas on how to make this a non-issue.
Buggi It should write in the log how long it took to patch all recipes
Queue the recipe lag on servers with 40,000 variants of everything! \o/
I wonder if it would help performance in this situation to use LINQ to reduce the number of items iterated through when a recipe calls it's Resolve() function, because right now, it iterates through every. single. item. every. time.
Anyone have any hard numbers comparing directly the foreach on a List<> and a call to List.Where()?
Buggi You will understand why I wrote this thing once I release Vanilla Variants 5.0.0.
It does exactly what I need in just 200 recipe patches, also json patches don't support mulitple conditions
I don't understand the purpose of this mod, you can already patch recipes using JSON patching mechanics.