Mods / Toolworks
Author: crupette
Side: Both
Created: Jan 27th at 6:03 PM
Last modified: Mar 2nd at 10:24 PM
Downloads: 8800
Follow Unfollow 253
Latest file for v1.19.4:
toolworks_1.8.1.zip
1-click install
DEVELOPMENT IS PAUSED FOR THE MOMENT
I have begun to hate this mod concept. Do what you want with the idea or code.
Removes and replaces the grid crafting system for most tools
Usage
Place the tool's head and hanle on a flat surface using shift+right-click. Then, hold right-click holding a binding material (like cattails or twine) to create the tool.
Each part of the tool has it's own durability, and is damaged when using the tool. When the tool breaks it will drop the damaged material used to create it. You can re-use damaged parts when binding another tool.
Look in the handbook under "Toolworks Mod Guide" for an in-depth guide and a list of all usable materials for handles and bindings.
Before updating to 1.8.0
Due to changes introduced in 1.19.4, I had to remove my custom crock state. Please use all of your glue before updating.
Updated tools with glue will lose their glue, but not the durability boost.
Features
Binding
- Shift right-click a tool head on a stable surface to begin creating a new tool
Hafting
- Shift right-click a tool head on a table to begin hafting a new tool
- Only viable post-anvil due to tool requirements.
Most tools have their crafting recipes replaced by the new crafting systems
- Hammers are unaffected because I don't want to rewrite the smithing system.
Tool heads have their durabilities doubled from vanilla values. These changes can be modified in the mod config.
Several new handle items:
- Rough-hewn Handles : Craft using an axe, knife, log, and either fat or beeswax. Takes 2 days to dry into a usable handle
- Wood typed handles : Craft using two logs and a saw. Untreated variants have lower durabilities. Treat using beeswax or linseed oil to improve their strength.
- Metal bands: Crafted using smithing, can be applied to a handle to add a durability multiplier to any handle.
Linseed Oil:
- Pressed from flax meal, which is crafted from a hammer and flax grain.
- Dries after 8 hours in open air into flammable flakes.
- Can be applied to proper handles to improve their durability.
Glues:
- One new type of glue: Resin glue
- Resin glue : crafted using resin. Multiplies binding durability by 1.5x
- Pitch glue: Multiplies binding durability by 3.0x
- Apply glue by holding shift+right-click on a tool placed on the ground with a glue pot in the mainhand.
Planned Features
More handbook help. Possibly integration with my custom crafting systems.
Non-grid crafting methods for crafting tool parts.
Mod Compatibility
The following mods have patches made for them:
- Primitive Survival
- Butchering
- Bullseye
- Oils!
- Ancient Tools*
- Expanded Foods
- XSkills
Just because a mod isn't in this list doesn't mean it's not compatible. If you find any egregious incompatibility please let me know.
* - Proper compatibility is still in progress
Changelog
1.8.1
- Fix crash when viewing crock in handbook
1.8.0
- 1.19.4 compatibility
- Remove custom glue types. now using new vanilla method
- Fix bug overwriting drygrass attributes
1.7.7
- Fix bullseye compatibility patch
- Adjust flax cake perishable stats
1.7.6
- Fix tool modes not being saved in scythe behaviors
- Fix glue being consumed before crafting
1.7.4
- Add patches for xskills119
- Remove some recipe patcher log spam
1.7.3
- Fix bug where recipe patcher was skipping variants
1.7.2
- Fix crash when trying to populate grid recipe handbook entry with weird variant codes
1.7.1
- Fix recipe for tuning spear (whoops)
1.7.0
- Add config file. Can modify the following values:
- Individual tool head durability multipliers.
- Tool handle durability values.
- Glue durability multipliers.
- Metal band durability multipliers.
- Add proper tool hafting. Shift-right click on a table to get started
- Hafted tools require glue, a hammer, and a saw.
- Add tool handle banding
- Bands are made by smithing an ingot of a material
- Durability multiplied by the band multiplier
- Smithing creates 2 bands, enough for 1 handle
- Fix more crashes related to itemstack null references and missing models
- Add compatibility for the following mods:
- Ancient Tools
- Expanded Foods
- Remove compatibility for the following mods:
- Geological Additions
- How this mod adds new stones make it very hard to patch for
- Geological Additions
1.6.0
- Add binding glue: Multiplies the durability of the binding but prevents the binding from being recovered.
- Glue is crafted using a crock in a firepit.
- Glue crafting guide is in the Toolworks Mod Guide handbook entry.
1.5.4
- Fix some tool rendering crashes
1.5.3
- Add explicit compatibility for Oils!
- Tested with ACulinaryArtillery and ExpandedFoods. Seems to work fine.
- Rebalance handle durabilities for proper handles.
1.5.2
- Add compatibility for Geology Additions
1.5.1
- Fix flaxmeal pressing
1.5.0
- Add new handle types for each type of wood.
- Rename hafts to handles (code names changed. please let the game remap)
- Add flax processing into linseed oil
- Flax grain can be crushed with a hammer into flax meal
- Flax meal can be pressed into linseed oil and flax cake.
- Linseed oil dries after a few hours in open air
- Dried linseed oil can be burned for a decent amount of time.
- Add handle varnishing with wax and linseed oil
- Wax improves the durability 2x
- Linseed oil improves the durability 4x
- Add more error checking to BoundTool class
- Tweak BoundTool heldinfo
- Fix compatability with butchering
- Add compatability for bullseye
- Fix spear entity rendering
- Fix trader trades
- Traders now buy and sell tool heads instead of vanilla tools
1.4.3
- Fix crash when bound tool tries to fetch null stack
1.4.2
- Fix droptable for lootvessels (was using old tool codes)
1.4.1
- Fix crash with crafting saw using a haft
- Update handbook guide.
1.4.0
- Bound tool item rewrite. Remappings are experimental. Please backup your game
- Rebalance rope durability
1.3.0
- Add compatability patches for the following mods:
- Primitive Survival (3.4.5)
- Butchering (1.4.3)
- Add patches for loot vessel loot.
1.2.2
- Re-add default tools for crafting recipes
- Smarter recipe patcher
- Animations should be better
1.2.1
- Add proper tool animations for spear, axe, knife, shovel.
1.2.0
- Add automatic recipe patching for all recipes. Now most mods should be compatible. Please report any and all issues.
1.1.0
- Add binding for the following tools: saw, prospecting pick, scythe
- Add vines as a binding material (20 durability)
- Remove crafting recipes for all bindable tools
- Add beeswax as an alternative for creating raw hafts
- Add more information in the guidebook
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.8.1 | 3695 | Mar 2nd at 10:24 PM | Show | toolworks_1.8.1.zip | Install now | |
v1.8.0 | 142 | Mar 2nd at 6:22 PM | Show | toolworks_1.8.0.zip | Install now | |
v1.7.7 | 435 | Feb 25th at 5:17 PM | Show | toolworks_1.7.7.zip | Install now | |
v1.7.6 | 377 | Feb 19th at 5:30 PM | Show | toolworks_1.7.6.zip | Install now | |
v1.7.5 | 183 | Feb 18th at 8:23 PM | Show | toolworks_1.7.5.zip | Install now | |
v1.7.4 | 134 | Feb 18th at 2:11 PM | Show | toolworks_1.7.4.zip | Install now | |
v1.7.3 | 144 | Feb 18th at 3:59 AM | Show | toolworks_1.7.3.zip | Install now | |
v1.7.2 | 100 | Feb 18th at 2:45 AM | Show | toolworks_1.7.2.zip | Install now | |
v1.7.1 | 137 | Feb 17th at 6:20 PM | Show | toolworks_1.7.1.zip | Install now | |
v1.7.0 | 92 | Feb 17th at 6:07 PM | Show | toolworks_1.7.0.zip | Install now | |
v1.6.2 | 414 | Feb 10th at 11:29 AM | Show | toolworks_1.6.2.zip | Install now | |
v1.6.1 | 155 | Feb 9th at 11:14 PM | Show | toolworks_1.6.1.zip | Install now | |
v1.6.0 | 159 | Feb 9th at 3:34 PM | Show | toolworks_1.6.0.zip | Install now | |
v1.5.4 | 258 | Feb 6th at 11:05 PM | Show | toolworks_1.5.4.zip | Install now | |
v1.5.3 | 163 | Feb 6th at 2:01 PM | Show | toolworks_1.5.3.zip | Install now | |
v1.5.2 | 147 | Feb 6th at 2:45 AM | Show | toolworks_1.5.2.zip | Install now | |
v1.5.1 | 174 | Feb 5th at 4:36 PM | Show | toolworks_1.5.1.zip | Install now | |
v1.5.0 | 115 | Feb 5th at 2:09 PM | Show | toolworks_1.5.0.zip | Install now | |
v1.4.3 | 162 | Feb 4th at 6:47 PM | Show | toolworks_1.4.3.zip | Install now | |
v1.4.2 | 189 | Feb 3rd at 6:06 PM | Show | toolworks_1.4.2.zip | Install now | |
v1.4.1 | 143 | Feb 3rd at 12:06 PM | Show | toolworks_1.4.1.zip | Install now | |
v1.4.0 | 154 | Feb 3rd at 1:33 AM | Show | toolworks_1.4.0.zip | Install now | |
v1.3.0 | 314 | Jan 29th at 4:17 PM | Show | toolworks_1.3.0.zip | Install now | |
v1.2.2 | 157 | Jan 28th at 9:45 PM | Show | toolworks_1.2.2.zip | Install now | |
v1.2.1 | 113 | Jan 28th at 8:00 PM | Show | toolworks_1.2.1.zip | Install now | |
v1.2.0 | 118 | Jan 28th at 5:47 PM | Show | toolworks_1.2.0.zip | Install now | |
v1.1.1 | 106 | Jan 28th at 4:46 PM | Show | toolworks_1.1.1.zip | Install now | |
v1.1.0 | 107 | Jan 28th at 3:42 PM | Show | toolworks_1.1.0.zip | Install now | |
v1.0.0 | 187 | Jan 27th at 6:04 PM | Show | toolworks_1.0.0.zip | Install now |
I also encountered the crash mentioned twice below. My solution was to disable toolworks, load the world, find the approximate area, and delete a cluster of ground-stored toolworks tools.
We've been seriously loving this mod! I love the way it changes the dynamics of a broken weapon from "take a risk entering a non-immersive UI" to "take a risk focusing on an in-world task". It just feels so much better, so much more tactile. Also, universal bone tools barely feels like a mod. It just makes sense.
My game is crashing when toolworks and "minimal mapping" mods run together. I have a zip with the logs if requested.
Can I use this on a world I already started? Will my tools stay or will they despawn?
Is there any fix for Spears breaking and the Server then spamming errors and having to shut it down / restart it by force? I had this happen several times now, so I am pretty sure it has something to do with this mod. I think the error messages also say something about glow and projectiles, but I'm not 100% sure anymore. I have removed this mod from my Server (for now) and wanted to ask if maybe I was just doing something wrong.
Also are there any plans to have compatibility with Fendragon's Backpacks?
Thanks in advance ^^
One of my players is having the same issue as Zane, albeit he got it when he started right clicking on a hide on the ground.
Was fighting a wolf with a flint spear. Killed it using melee, did not throw the spear, nor did it break. I crashed the moment I went to skin the wolf. Whenever I connect I immediately crash with the same error report.
What has me more perplexed is I am the only one on the server having this issue. I'm the server host so my files should be the same as everyone else?
Any insight from someone with a bit more knowledge is greatly appreciated.
Edit: I cleared my player data use DB Browser and managed to get back onto the server. But when I approached the location that the initial crash occured I fell back into this crash loop seemingly when the problem tried to load.
Running on 64 bit Windows 10.0.19045.0 with 32719 MB RAM
Game Version: v1.19.8 (Stable)
8/25/2024 6:05:50 AM: Critical error occurred in the following mod: toolworks@1.8.1
Loaded Mods: aculinaryartillery@1.1.5, offhandpenalty@1.0.0, bedrespawner@1.0.0, blacksmithname@1.1.7, charcoalpitrebalance@1.0.1, climabletrapdoors@0.0.1, decor@1.1.4, directstrongtannin@1.0.0, entitiesinteract@1.0.11, fancyskyfix@1.1.6, hideandfabric@1.3.0, mannequinstand@1.0.3, meatup@0.1.1, millwright@1.1.6, molds@0.0.7, primitivesurvival@3.6.4, swordz@1.1.8, thunderlord@1.0.0, usefuldrifterloot@1.1.0, vintage-symphony-assets@1.0.0, vintage-symphony@0.9.2, game@1.19.8, zoombuttonreborn@1.8.0, ancienttools@1.5.18, animationmanagerlib@0.8.8, apewindows@1.1.0, beartrap@1.1.1, betterruins@0.3.7, butchering@1.6.6, canjewelry@0.2.42, carryon@1.7.4, chickenfeed@1.1.3, commonlib@2.5.0-rc.2, coolinbarrel@0.5.3, cuniculture@1.0.2, decoclock@0.9.3, divisionoflabor@1.0.8, earlychiseling@1.0.1, expandedfoods@1.6.9, freedomunits@1.1.4, greenbegone@1.0.0, hangingbaskets@1.1.0, lc@1.0.0, maltiezbows@1.0.4, petai@2.2.6, playerlist@2.1.4, rivers@3.1.0, scarecrow@1.5.0, sprucedup@1.0.3, stonebakeoven@1.1.3, stonerailings@1.2.2, storageoptions@1.0.2, thecritterpack@0.9.1, toolworks@1.8.1, trailmod@1.0.8, traitacquirer@0.9.2, creative@1.19.8, vsimgui@1.1.5, vsquest@1.2.0, survival@1.19.8, vsvillage@1.0.6, xlib@0.8.6, awearablelight@1.1.1, bullseye-continued@2.5.8, tradercamps@1.1.4, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, fsmlib@0.4.5, playercorpse@1.10.1-rc.1, pomnotes@0.7.1, simplevillages@1.0.1, stonequarry@3.3.1, tpnet@1.14.3, toolworksadditions@1.3.2, vsvillagedesert@1.0.0, vsvillageviking@1.0.0, vsvillageaged@0.0.4, vsvillagetowers@0.0.4, wolftaming@2.1.3, xskills@0.8.8, bricklayers@2.5.6, maltiezcrossbows@0.3.11, maltiezfirearms@0.5.4, tailorsdelight@1.6.0, dressmakers@1.4.0
System.NullReferenceException: Object reference not set to an instance of an object.
at EntityCompositeToolRenderer.GenMesh(ItemStack itemstack, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 54
at EntityCompositeToolRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 80
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 210
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 381
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 69
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I've noticed that I can't seem to give survival goods traders the pick they ask for with this mod installed. It doesn't throw an error or anything, they just don't seem to recognize the pick and won't accept it when I click the dialogue option for it.
Phoenicius Dr_Cummies
what kind of error message are you getting btw? I also experience issues between In Dappled Groves and Toolworks, but managed to trace it down to Ancient Tools also being enabled at the same time. Removing one of the mods solves the issue, but having all three enabled at once causes issues with generating new worlds etc. No other mods seems to have much of an effect.
I registred the issue on the Github page for In Dappled groves, so you may find more details there (github.com/Aetherial-Labs/Issue-Reporting/issues/22#issuecomment-2297322593). If you're experiencing the same bug, it would probably be useful to chime in on the issue (With logs etc.), so VinterNacht knows it's not an isolated incident. Won't say it's his mods causing it, but it's strange regardless, that it only bugs out when three separate mods are enabled at the same time.
Hi. I regularly get reports that this mod does not work with xskills. So here is a fix that should work to make it work:
1. Go to this folder "toolworks_1.8.1.zip\assets\toolworks\patches\survival\itemtypes\toolhead"
2. Go through every file in this folder and do the following:
2.1 Reomve this part: ""dependsOn": [{ "modid": "xskills", "invert": true }],"
2.2. Change this line ""op": "add"," to ""op": "addmerge","
I think you can also remove the "toolworks_1.8.1.zip\assets\toolworks\compatibility\xskills119" folder.
I do not understand how to get this mod to work. I cannot place my napped tool heads on a flat surface. It just doesn't work. I looked through all these comments, multiple people having the same issue it seems over time.I don't understand what I'm doing wrong. I have the mod installed, shift plus right lick on like multiple flat surfaces and nothing works.
Dr_Cummies
What other mods were you using when you got those error messages? I've been able to load the game just fine with only In Dappled Groves and Toolworks. So it seems like it's another mod causing it. When I have my other mods installed, I get the same error messages. I have 80+ mods installed, so narrowing it down is quite difficult.
Seems to be incompatibile with In Dappled Groves - Vintage Story Mod DB 🙁
Can we get some compatibility with More Piles and Pileful? I can't stack sticks anymore.
idk if this only happens to me but my flint knife has only 1 durability when i break something the blade breaks and i get the other stuff back pls help
edit: it dosent even show to head durability
For anyone curious this mod is incompatible with FendragonBCS
The backpacks can not be crafted with tools made from this mod.
Small bug to report: Iron Shortsword head can be bound on the ground or hafted on table, results in an iron falx with no head durability that disappears from inventory as soon as it is moved.
Might there be a list of incompatibile mods floating around? I've been runing into an issue where flint tool heads break after a single use.
Do you intend to add compatibility with the Blacksmith name mod? crupette
I instantly crash because of a thrown spear durability being too low and breaking on throw and when I join back, I assume my character tries to pick it up upon loading into the server and it instantly crashes again making it impossible to get into the game.
Is there a possible fix for this?
I havent been successful at understanding how to make handles of any of the different wood types. I've seen a recipe for 2 logs and a saw but when I try it just wants to create 12 pine boards.
EDIT:
I figured it out. If you are having this issue that's because you used the creative vanilla tools. This mod adds it's own tools and you will only be successful by selecting the tools with the extra stats with the tag "Mod: toolworks" and then the recipes work.
Love this mod! Ryuu Toolworks v1.8.1(Mar 2, 2024) is older than all versions of Toolworks Additions from v1.0.0(May 5, 2024) to v1.3.2(May 23, 2024). Mod version numbers are not related to age of the release and are independently reflecting updates in these mods.
Looking forward to further updates in this mod!
Any plans on adding some sort of gem dust/gem tipping for a multiplier to toolhead durability (exact x based off the gem used)??
*give gems a use outside of trade (i play without traders).
Dropped in to report a pretty serious issue. Toolworks knives can't be used to restore temporal stability with a temporal gear.
are we missing something :(? we can't figure out how to make a wood typed handle because following the crafting formula with two logs and a saw creates wooden planks instead. maybe a recipe conflict?
Thanks False_Chicken
I was also having this problem, glad there was a solution. Still dunno why this happened though and the resolution was to use an additions mod made by someone else and with a lesser version than the parent mod (child mod was older mod version than parent). Hopefully the author of Toolworks can look into it and come up with a solution that is implemented in the parent mod instead of having to use an older mod that is not from the creator of Toolworks to fix a problem in Toolworks.
On another note, although the mod Toolworks can work alongside RPG Item Rarity, the rarity does not apply to Toolwork created tools, sadly this is still a compatability problem because it is not supporting the RPG Item Rarity mod's ability to change the rarity of the item. With the intricacies necessary to maker tools with Toolworks, one would think the quality would logically be more relevant by supporting RPG Item Rarity because of the probability to gain a higher quality item being based on one's virtualized ability to intricately craft something greater than their average tool based on 'chance'. Either way, Toolworks is good, but it could be better if it could find a way to support RPG Item Rarity.
Can I ask to make compatibility with mod https://mods.vintagestory.at/indappledgroves
Yeah Idk if it's more piles or some other mod but I removed Xskills and Xlib and I still cant place the tools heads down to bind.
Edit: Installing https://mods.vintagestory.at/toolworksadditions fixed my issues.
Encounter an interested issue when working on another mod: If a recipe calls for two tools affected by Toolworks, the recipe will be uncraftable.
Good morning, Gotta say i absolutely love this mod and cant play without it, Unfortunately i found an incompatability with In dapple groves new update. Any chance you could patch it?
[Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryaged-debarked-down-free in ground recipe indappledgroves:recipes/ground/chopping/logslab.json
31.5.2024 11:23:27 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryagedrotten-debarked-down-free in ground recipe indappledgroves:recipes/ground/chopping/logslab.json
31.5.2024 11:23:27 [Warning] ground recipe file indappledgroves:recipes/ground/sawing/boards.json make uses of wildcards, but no blocks or item matching those wildcards were found.
31.5.2024 11:23:27 [Event] 151 ground recipes loaded
31.5.2024 11:23:27 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryaged-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
31.5.2024 11:23:27 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryagedrotten-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
31.5.2024 11:23:27 [Event] 67 chopping block recipes loaded
31.5.2024 11:23:27 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryaged in sawbuck recipe indappledgroves:recipes/sawbuck/boards.json
31.5.2024 11:23:27 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryagedrotten in sawbuck recipe indappledgroves:recipes/sawbuck/boards.json
...
[Error] While shutting down the server:
31.5.2024 11:23:28 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 22
at Toolworks.ItemCompositeTool.get_meshrefs() in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 249
at Toolworks.ItemCompositeTool.OnUnloaded(ICoreAPI api) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 284
at Vintagestory.Server.ServerMain.Stop(String reason) in VintagestoryLib\Server\ServerMain.cs:line 1161
Those were the two main events that popped up while loading just those two mods on a new game. Hope this helps! crupette
Good day,
I attempted to put this mod with xSkills and could not place the tool head on the floor to begin crafting with the handle and binding.
The resin-only glue present in the most recent version seems to be uncraftable for the following reasons:
I tried to address above locally with an addon mod, but ran into issues with item descriptions related to recipes that use `dirtyPot = true`. It might be a vanilla game bug with BlockCookedContainer or BlockCookingContainer.
Additionally, there was a crash associated with clicking on empty air with a pot of glue, caused by CollectibleBehaviorToolGluing.OnHeldInteractStart due to null ref. There might be a null check missing in there somewhere.
EDIT: You can find fixes for above and XSkills issue (and others) in my addon for Crupette's Toolworks here
I am unsure which mod is the cause for this so I am commenting on both
It looks like DanaTweaks ScytheMore doesn't work properly with scythes made using the ToolWorks mod. If I spawn in a vanilla one with creative mode it works as intended, but one with a handle and binding from Toolworks it doesn't let me scythe down flowers or Wildcraft plants.
This mod desperately need to be compatible with Anvil Metal Recovery.. It appeas though, as if the author haven't checked in for a while?
Someone suggested making leather strips as an improvedment over flax twine for binding..
Is anyone else dealing with the Bismuth Bronze and Black Bronze being at 60% tool power?
We're not able to mine gold, silver, or iron so we're locked in the bronze era.
Haven't seen anyone mentioning this bug so we think it might be a mod imcompatibility, but not sure how or what mod would be effecting the Toolworks items.
*EDIT*
Turns out it was Survival Expanded that broke some values. We removed and ended up installing xskills, and like some of the comments below, we can't place the tool head now.
Thanks in advance for the fix if you're able to get to it :)
Cheers
What is required to hand in the tin bronze pick to the treasure hunter? Doesn't seem to accept the head alone/ a tin bronze pick with a bone handle and rope.
Any plans for compatability with Wildcraft Trees for other kinds of handles?
I am having a strange issue when placing tool heads down to try to create a weapon/tool it won't let me when the mods xskills and xlib are installed however without them it works fine.
Aloha, love the mod! I noticed recently tho, the prospecting picks from the mod don't work with ProspectTogether, they create the vanilla dot readings instead of the ones from the mod. So I wanted to ask, is there any chance compatibility could be added with said mod? I think it'd be great to be able to use both of them together ^^
I am experiencing the same issues as
the other posters.
Can't place tool heads atr all with shift click or shift right click. nothing works, tried a bunch of different surfaces, new world etc
How difficult would it be for you to modify your Binding toolPartProperties attribute so that it could be used on an item that has varients, my guess is you'd need to add some sort of toolPartPropertiesByType.
At the moment I think this limits bindings to unique items, and not items that have varients
I'm not sure whats wrong, but I am unable to place a toolhead down on a flat surface to begin crafting :(
crupette Found an egregious error with "In Dappled Grooves," It's an older mod but works fine with all mods but toolworks. I assume it is an incompatibility between the toolworks mod binding and In Dappled Grooves tools
Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 22
at Toolworks.ItemCompositeTool.get_meshrefs() in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 249
at Toolworks.ItemCompositeTool.OnUnloaded(ICoreAPI api) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 284
at Vintagestory.Server.ServerMain.Stop(String reason) in VintagestoryLib\Server\ServerMain.cs:line 1161
This came from the server-main log client side. On server side, the player would b e stuck in loading.
Funnily enough, running Butchering alongside Toolworks prevents the below error.
Disabled all other mods, same error occurred.
Getting the following error on the Toolworks v1.8.1, using VS 1.19.5:-
[Error] [toolworks] Exception: Could not load file or assembly 'butchering, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.
at Toolworks.Compatability.Butchering.Core.Start(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 660
Other mods loaded:-
I'll try again with no other mods in a moment
Im having truble starting the Hafting proses im shift clicking the tool head on a table and nothing is hapaning and if i contral click to place the tool head it just dose the normal crafting. am i doing something wrong or is it buged?
A small request - could you have it so that the linseed press cakes can be placed into troughs, like other press cakes can be? I've got some pigs to feed. They'll eat it if I just toss it into their pen but the trough is nicer.
I'm using the latest version of Tool Works and on version 1.19.5, and I had this issue on 1.19.4, but I can't seem to place down tool heads at all. I'd really love to use this mod on my server with my friends but it just simply doesn't work D:
If anyone could let me know what might be the issue that'd be appreciated, otherwise I'll just have to continue on without this mod
(My therory is that somehow xSkills might be the issue based on what other users are saying about this mod not working with that one installed, plus I don't know about compatibility between the two either)
Amazing mod.. But it would be even more amazing if it was compatible with Melchior's Anvil Metal Recovery..
bit of a shame.. Also support the leather strap bindings.. maybe cut 4-6 from 1 leather ? or something in that direction..
Love the mod! I have a suggestion for a minor addition. Would it be possible to make a leather strip as a final teir binding material. The flax only goes up to 400 and I find myself burning through my Flax supplies a little to fast. Leather bindings are historically accurate.
Hi. Does anyone know any solution? I'm playing on game version 1.19.5, I'm using the original xskils. This alternative, despite being launched on the mod list, does not work at all with version 1.19.5. You have to wait for updates. Does anyone know how to make toolworks work with the current version of the game and xskils?
SumRando1994 Also having that issue, flint knife breaks after 1 use. seems to be an issue with using the forked xlib & xskills
Hi. It looks like head dropping via xskils is not working again. Xandu updated his mod 4 days ago, maybe that's why? When I turn off xskills 0.8.0 rc2, I can drop the shaft. With xskils enabled, I cannot repeat this action
SumRando1994 I'm having the same issue as well. The bindings and hafts seem to have durability, but the tool heads seem to not have any durability value. Not sure what's causing this, but I think that's why the tools break after one use.
favorite mod, ever, currently. keep it up, friend! is it possible to use nails and strips to attach a weapon head to a handle?
Why doesn't acacia qualify for rough-hewn handle crafting like oak, walnut and maple? It's a durable hardwood resistant to rot that was also used for tools. I ended up having to modify the roughhandle.json just so my home in a tropical environment with acacias around but none of the European three wouldn't be rendered terrible until I get a smithy going.
Not sure if it's an issue with being on 1.19.x, but the treasure hunter isn't accepting my tin bronze pickaxe
I made a tin bronze pickaxe head with a stick handle and cattail binding and the treasure hunter isn't accepting it
crupette
Yeah I really need this to be compatible with Anvil metal Recovery..
Are flint tools one use only or is that a bug? Burned thru 3 flint knives just trying to cut grass... :/
For the author, when I rolled back to mod version 1.7.7, the hoe functions as expected. Again, this was with the vanilla game and toolworks only.
I have done some troubleshooting, it was helve hammer extensions, somehow.
I am also unable to place the knife blade but have neither xlib or xskills.
Liiw
sweet! Will look into trying that then 😀 And the @ does not clear after you have someone name so it increses if you dont clear the formating after the name (it's the rightmost above when you type the coments)
Definitely seems to be a conflict with the newest original XSkills and XLib. I tried with the Xskills and Xlib port from BillyGalbreath and I was able to place the tool heads down for crafting.
hvitewolf
Aspenizcool
Neomallee
crupette
EDIT: I don't know why the @ signs keep increasing :D
it worked for me when i removed Xlib and Xskils Neomallee and Liiw
The only thing that I have similar to Neomallee is XSkills and Xlib, if that helps. Will test it out later today.
crupette
Would be awesome if this was compatible with AnvilMetalRecovery as well <3
So I am also currently having the issue of placing a knife blade on the ground. I was playing yesterday and this worked fine. Today Im playing the same version 1.8.1 and the only things i did before i got on was update 3 mods and add a mod. I added hanging baskets and updated fauna of the stone age:pantherae, xskills and xlib. its weird to me that it was working yesterday and earlier this week when i first updated this mod but not today.
Same issue as what Aspenizcool said. I am unable to place knife blade on ground. Latest version 1.8.1 on game 1.19.4.
Game version 1.19.4 Toolworks 1.8.1
I can't restore temporal stability with TW knives and a temporal gear, tested and works if I spawn in a vanilla knife
version 1.8.1 on 1.19.4
cant seem to place any tool heads to begin crafting
The mod leaves empty piles sometimes for me after I bind the tool, any way I can help track this?
The log seems empty from errors, but I'll check again after I encounter this again.
Mod version 1.8.1
Game version 1.19.4
The hoe is not turning the medium/low fertility soil into farmland. The animation plays, but the block does not change. No mod conflicts, this is with just the vanilla game and Toolworks active.
game version: 1.19.4
using version 1.8.1 toolworks
butchering 1.5.3
I dunno why, but i still can craft buchering bone pickaxe on inventory craft, and i can also craft on the ground (toolworks), but the recipe from crafting grid is from butchering
about glues, i think i dont understand how to craft resin glue, i managed to craft the charcoal glue, but when i tried to apply on a existing tool... I ate it, lmao, now i have glue on mah belly
Crash related to dried linseed oil in a bucket I think. Crashed when I picked up the bucket and placed it in my crafting grid.
Running on 64 bit Windows 10.0.19045.0 with 16317 MB RAM
Game Version: v1.19.4 (Stable)
2024-03-03 22:26:43: Critical error occurred
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.7, roas@1.0.0, rcl@1.0.2, game@1.19.4, altmapiconrenderer@1.2.2, animationmanagerlib@0.7.1, commonlib@2.3.4, hudclock@3.4.0, immersivewoodchopping@0.7.1, sailboat@1.2.8, justanarrowheadmold@1.0.1, maltiezbows@1.0.3, rivers@2.7.0, scarecrow@1.4.3, stonerailings@1.2.0, thecritterpack@0.8.9, toolworks@1.8.1, creative@1.19.4, vsimgui@0.3.3, survival@1.19.4, bullseye-continued@2.5.8, configlib@0.4.2, extraoverlays@1.4.0, fsmlib@0.2.15, playercorpse@1.9.0, plumpkins@1.0.1, simplewinddirection@1.0.2, slanted_display_cases@1.3.2, stonequarry@3.2.1, maltiezfirearms@0.4.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockLiquidContainerBase.MatchesForCrafting(ItemStack inputStack, GridRecipe gridRecipe, CraftingRecipeIngredient ingredient) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerBase.cs:line 1167
at Vintagestory.API.Common.GridRecipe.MatchesShapeLess(ItemSlot[] suppliedSlots, Int32 gridWidth) in VintagestoryApi\Common\Crafting\GridRecipe.cs:line 421
at Vintagestory.Common.InventoryCraftingGrid.FindMatchingRecipe() in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 157
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified_Patch2(ItemSlot this, ItemStack sinkStack)
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 436
at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 130
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 997
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 744
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 494
at Vintagestory.Client.NoObf.GuiDialogInventory.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 591
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1909
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1836
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown_Patch1(ClientPlatformWindows this, MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Thanks Heckacoolmon!
So I'm having the same problem as WinstonWhitetail, where I cannot craft the new vanilla glue in 1.19.4. I have a few other mods installed like culinary artelliery that might be interfearing too but no one seems to have reported that issue on their mod page.
Also Luin In order to use the glue you must place the tool head and handle on a Table, and it has to be a table specifically, you can't do the hafting on the ground.
Hi!
I'm having troubles applying glue to my tools.
I place my newly made propick (tin bronze head - Linseed Maple w/ tin bronze rings - Flax twine) on the ground (leaned agains a wall bc that's the only way to place it on the ground) and shift+right click on it with a pot of charcoal glue (not hardened).
A waving animation plays but nothing happens. What am I doing wrong?
the change doesnt seem to work with expanded foods and culinary artillery resin, recipe doesnt work
ArsCatalyst The treasure hunter interaction was fixed since some time in 1.7
Rusty_Tato Thanks for catching that. I forgot to remove an old recipe dealing with the old glue code
The changelog doesnt list if you fixed the tin bronze pickaxe interaction with the treasure hunter trader or not yet. Maybe you set it so he doesnt accept stick handle and dry grass binding, but I'm double checking here in case it wasnt implemented yet.
hey so the newst version of the mod crashes the game when you open the guidebook on a fired crock
guessing we might get an update to this for compatibility with 1.19.4 as the powdered charcoal overwrites the vanilla one and makes crafting pitch glue in vanilla impossible rn
Any shot at this getting compatability with things like OneStick? :0 I really like this mod, but I also really like having OneStick, and the axes in this appear to be incompatible as they do not drop more sticks/seeds when I fell a tree. Great mod otherwise, though!
Can you add support for More Piles please crupette
Toolworks version of Ancient Tools mallet does not work: nothing happens when hitting the wedges. Ancient Tools mallet works as usual. Also I had a crash earlier using obsidian mallet, not sure yet if it persists in 1.19.4.
Just a nitpick but I believe the mod doesn't currently allow for further advancing on the tutorial. I believe any of the mod's tools are classified differently from vanilla so the game doesn't detect that you're making a knife for example since it's not the vanilla knife. Not sure if can be fixed but wanted to let you know
This mod makes grass unsuitable fodder in the large trough???
Steps to reproduce:
I originally noticed that my musk oxen weren't eating in survival, and narrowed it down to this mod.
Toolworks 1.7.7, VS 1.19.4-rc3.
The mod is awesome, though I think default values for durability for early stuff, especially bindings, are very low. I'm not sure what are nice values, but the first tools in the new game are breaking very fast. I'll probably do 1.5x-2x more durability for every binding except rope and flax twine, for those only a bit higher. The suggested idea to use some stat modifiers instead of durability for binding that was proposed below is probably the best way to prevent too many tool breaks. Like thatch is -20% to speed because it's very tender, then cattails say -15%, flax fibers -10%, and so on. Not sure if it should go over 0% for the speed, but probably it can for the twine or rope. But this, probably, takes away a bit from the mod idea. Another way is to just up a bit the durability for bindings and maybe do a 1.4x for bone and stick handles to not make the early game way too tedious with everything breaking very often.
Felniir This has already been stated to be on HHE's side as they write over tool heads for whatever reason.
The mod Helve Hammer Extensions completely breaks this mod i can't seem shift right click the tool heads,but without HHE i can.
Iver Can you provide a modlist for this crash? I don't know what mods you were using
xCoiotex I don't know how the flax cakes would be duplicating. The flax cakes are supposed to be a useless byproduct anyways.
Stahl Traders buy the tool heads
Maltiez Thanks for informing me on that. should be fixed in 1.7.7
Sheepy_ Linseed flakes are meant to represent the natural polymerization of linseed oil in real life. IRL drying oils are used for varnishes and oil paints, but those uses are outside the scope of this mod
Once linseed oil dries out, is there any way of turning it back?
Bullseye modid changed to "bullseye-continued", you need to adjust compatibility patch
Do traders buy or sell these tools?
1.17.5
Aparently i can multiply Linseed cakes in this process
Proceed to put the flax meal in the fruit presser, make linseed cake, take the linseed cake out of the fruit presser and put it back, they will stay in your hand, but there will be one to be retrievied from the fruit presser, so by doing this you can exploit any future use for linseed cakes or rots
Just a suggestion, but I was thinking about whetstones. It would be pretty cool if the metal typed toolheads had a "sharpened/dull" condition. The stats that its sharpness level affect would be up to you, but I think it would make caring for your tools late game much more fun, seeing as the time spent making a super sturdy ebony handled steel tool currently just means you won't be interacting with the mod content for a century or two.
@rampedindent Have you tried using a saw that you made using the toolworks process? I've noticed that using vanilla tools in recipes doesn't work sometime
Running on 64 bit Windows 10.0.22635.0 with 16104 MB RAM
Game Version: v1.19.3 (Stable)
20.02.2024 21:47:18: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 30
at Toolworks.ItemCompositeTool.get_meshrefs() in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 249
at Toolworks.ItemCompositeTool.OnUnloaded(ICoreAPI api) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 284
at Vintagestory.Client.NoObf.ClientMain.Dispose() in VintagestoryLib\Client\ClientMain.cs:line 2653
at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2545
at Vintagestory.Client.GuiScreenConnectingToServer.onCancel() in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 192
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 317
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 719
at Vintagestory.API.Client.GuiElementTextButton.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementTextButton.cs:line 307
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at GuiScreen.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\MainMenu\Screens\Special\GuiScreen.cs:line 204
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 889
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
When using with Conquest together.
I just updated and i can't seem to craft unntreated handles.
It looks like tools get placed sideways/flat in the weapon rack from this mod: https://mods.vintagestory.at/storageoptions
Is this something you could/would be interested in making a patch for?
crupette Ah no worries just thougth id mention it, didn't realize it was a vanilla issue sorry about that. Keep up the good work man if you decide to put up a dono link ill gladly toss some your way this mod is great!
using version 1.7.5, confirmed cant put butchering bone pick on tool racks
the spear crashing when breaking seems to be so far so good resolved
(I've made mine with bone handle and rope)
macoto_hino HelveHammerExtensions clears the attributes field of the tool heads. I'm not sure why they did that but that is what's causing the incompatibility.
Tobymaxgames Thanks for catching that! I'll be sure to patch it in the next bugfix release
WinstonWhitetail That is a bad bug, thanks for catching that. will be fixed in the next patch
LastXsile Unfortunately I can't do anything about that since it's a vanilla bug
When I update Toolworks from v1.6.2 to v1.7.x series, I still can't seem to put the head of the tool on the ground.
Unfortunately, I have abandoned the update and am using v1.6.2 on my server.
Also, it seems that when the prospecting pickaxe is no longer in vanilla use, ProspectTogether can no longer be used.
The mods I am using are as follows.
1.1.1 Detonate Redux
ABCSReborn-v.0.1.8
AncientTools_V1.5.12
Auto Map Markers (1.19)
AWearableLight-v1.1.1
BetterCrates_v1.7.0
BetterRuinsv0.3.3
BetterTradersv0.0.5
BlackSmithEnhancements-v1.0.4
CarryOn-1.19_v1.7.4
CommonLib_VS1.19.0-rc.5_net7_v2.3.2
configlib_0.3.5
DanaTweaks-v1.2.0
emotemenu
ExtraChests_v1.8.0
flourbags-v1.0.2
FotSA-Caninae-v1.0.10
HelveHammerExtensions_VS1.19.0-rc.5_net7_v1.6.0
herbarium_1.0.5
immersivewoodchopping_0.6.1
immersivewoodsawing_0.1.1
joyofsailing-1.2.7
JTOM_4.0.0
JuicyOres-v1.0.0
lantern-uncompiled-lowlag
medievalexpansion-3.13.1
millwright_1.1.4
MoreAnimals-1.3.3
MorePiles-v1.5.0
oneroof_0.9.9
PlaceEveryItem-v1.5.0
primitivesurvival_3.4.6
ProspectTogether-1.3.0
rivers_2.5.0
Rust Creatures 1.3.0
SimpleWindDirection_1.0.2
statushudcont_2.1.1
SticksFromFirewood-1.1.0
storagecontroller1.0.6
StorageOptions-v1.0.2
th3dungeon_0.2.1-rc.1
toolworks_1.6.2
translocatorengineeringredux_1.4.9
undergroundmines_1.0.3
vsimgui_0.3.4
WaypointTogether-1.18.5-v1.0.1
wildcraftfruit_1.1.0
wildcraftherb_0.0.0
wildcrafttree_1.0.0
zoombuttonreborn_1.6.0
I'm pretty sure the I can't switch the tool mode of tools from this mod (most noticeable with scyths). also would it be possible for when a tool breaks, to play a different sound effect for each part based on what broken. Ex. if the binding breaks its plays a rope snapping sound or if it plays a different sound based on weather the tool head is made of stone or metal?
(Edit): HelveHammerExtensions_VS1.19.0-rc.5_net7_v1.6.0. disabled this when messing arround and was able to use stone quarry and common lib, Sorry About the bad info.
I could not place heads down on the floor when making a flint tool when using stone quary and commonlib.
disabiling these 2 allows the mod to work for me.
is this compatible with 1.19.4? or should I wait?
crupette I've noticed the first person animations tend to break when there are other animation effects in place such as blocking windstorms or heavy rain.
found a small bug where if you apply glue to a tool, it uses 0.25L as soon as you put it in the crafting grid and then another 0.25L when you pull out the crafted item
it's especially noticable when you only have 0.25L of glue and you try to add the glue to the binding and it uses the glue without finishing the craft, so you lose glue everytime you attempt to craft it without pulling out the finished item
EDIT: get a full crock of glue, put it in the crafting grid with an item, then take it out the crock and put it back it. it will use 0.25L everytime you put it in
EDIT 2: oh god it is even worse if you pulled the tool in and out of the crafting grid, it uses 0.5L instead each time
strange, i had to turn off the windows defender to download this version, first time that happened to any mod i've downloaded,
I've tested it and windows defender was angry with version 1.7.5 ; 1.7.4 but not 1.7.3 and bellow
Just by having the file downloaded, i hope it's happening only on my side
Muricht It looks like i made a typo on my xskills patch. should be fixed in 1.7.5
I just can't bind a spear. Tried grass and vines and rope, knives and axes work, but i just sit there forever with the binding animation and sound effect going and the spear never binds.
xCoiotex Don't know why defender is flagging the file. Try running a malware check on your computer to see if you have anything on your end
Hiya! I noticed that the Mod Status HUD Continued (https://mods.vintagestory.at/show/mod/9817) doesn't show the durability of the Tools added by this mod, in the durability UI Element.
Not a Major thing, but it'd be a nice QoL thing imo.
crupette
I discovered how spears crash, when the head is 1 durability to break and you throw it it crashes, but if just meele attack it, it doesnt (toolworks 1.6.0)
(i'm going to update for 1.7.4 and do more tests, thank you!)
update: I'm trying to download 1.7.4 but windows defender wont let me lmao (what is wacatac :o?)
xCoiotex xskills should work in 1.7.4
I just tested deactivating xskills, and yes, that's the one conflicting D: (but i'm using the non official one)
xCoiotex Thank you for the modlist. It looks like xskills is overwriting my patches for the toolheads. I'll add a compat patch in a sec
crupette
My modlist that you asked
(these are the activated ones)
I deactivated anvil recovery due to lack of updates
I also did some little private mods just for utilities
reciclemetalsbits = let me recicle cooper arrows and cooper spear heads down to metal bits
sticksfromfirewoord = let me craft sticks from firewood
xcoiotexpatches = some patches usually for durability towards some items (sling down to 150)
hardergameprogress = this one just add tier to world objects, like trees and soils and require copper/bronze/iron axe to get some tress, also copper shovel to get peat and fireclay
this mod also patches the shovel from toolworks, adding tooltierbytype.
aaaand that's all, I hope that helps
crupette Sharkie
looks like the unofficial xlib and xskills version is causing not being able to place tool heads on the ground in my game
Also having issues with not being able to place tool heads down after updating from 1.6.2. Tested on 1.7.0, 1.7.2, and also 1.7.3 with no luck on all of those.
Allstar13521 Thanks for the info
crupette Just a random FYI, but I'm not sure if people get the notification if you accidentally include the whole message in the "@".
To close it you can just use the at symbol again and backspace through it.
xCoiotex I'm unable to reproduce that bug on my end. can you send me a modlist so I can check if it's something there?
0NUKE0 Dr_Cummies The butchering table crash is an unfortunate side-effect of weird vanilla variants. I'm working on fixing it now
Can confirm it crashes when selecting butchering table via handbook
I downloaded 1.7.1 and... i'm unable to put flint and other heads on the ground to bind?
(tried with copper shovel head, flint shovel head, axe flint head, knife head)
But, the butchering bone pickaxe worked
ima return to 1.6.0 until this is fixed :o
Thank you for making this great mod. It really has a huge potential.
If you have Butchering installed and open the Survival Book, than click on the butchering table the game crashes.
Game Version: v1.19.3 (Stable)
2/17/2024 10:22:28 PM: Critical error occurred
Loaded Mods: game@1.19.3, butchering@1.4.4, toolworks@1.7.1, creative@1.19.3, survival@1.19.3
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item toolworks:knife-** but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 102
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1118
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 88
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 97
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 569
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 415
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1866
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 349
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 889
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I hope this somehow helps.
crupette Thanks for putting in so much effort on this awesome mod, do you have a patreon or way to send you a donation?
thank you so much for creating a config file for durabillity! now I can update your mod without having to manually editing the values! You're awesome!
But i've noticed somethings
RockSowe A lathe would be outside the scope of the mod. I don't want to add specialized machinery that does just one thing
>>Non-grid crafting methods for crafting tool parts.
Do you have any thoughts on adding a Lathe? It could be cool to add different length handles with different properties n stuff
Seems like the glue recipe needs adjustments for the next VS release candidate.
I got this crash twice after throwing a spear (flint spear) (spear with low durability) I heard it breaking than crash, probably something related to bullseye compability? or else?
Running on 64 bit Windows 10.0.19045.0 with 32691 MB RAM
Game Version: v1.19.3 (Stable)
14/02/2024 12:23:28: Critical error occurred in the following mod: toolworks@1.6.0
Loaded Mods: Armorlite@1.1.0, compass2@3.0.0, extrachests@1.8.0, HangingOilLamps@1.0.1, hardergameprogress@1.0.1, millwright@1.1.4, leadroof@1.3.4, sticksfromfirewood@1.0.0, game@1.19.3, xcoiotexpatches@1.0.1, zoombuttonreborn@1.6.0, butchering@1.4.4, carryon@1.7.4, immersivewoodchopping@0.6.1, metaltongs@1.1.0, toolworks@1.6.0, creative@1.19.3, survival@1.19.3, xlib119@0.7.4-dev.119, bullseye@2.5.3, doffanddonagain@4.0.0, xskills119@0.7.5-dev.1191
System.NullReferenceException: Object reference not set to an instance of an object.
at EntityBoundToolRenderer.GenMesh(ItemStack itemstack, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 53
at EntityBoundToolRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 79
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 423
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hello, I cant put bone pickaxe head ("butchering" Mod) in the ground and make a tool like in your mod, I have to use crafting grid.
And I have some other suggetions for your mod
Suggestions:
This is all I thought so far for making your mod even more greater than it is! Keep it up man, you doing a excelent mod for the community! I hope the dev team speaks with you and or maybe hire you to inherit this mod in the game!
Yeah i have the same issue im not sure what the recipe autopatcher is patching and for what recipes but nothing from expanded foods work for toolworks that can find maybe it patches for the other way round?
I put some flax into juice press, and it turned into Flax Oil from expanded foods.
Is there any chance you can add compat for that? Idk how to get a second type of oil with both these one so I can't make the nice handles :/
flint spear breaking on throw caused crash
Running on 64 bit Windows 10.0.19045.0 with 32711 MB RAM
Game Version: v1.19.3 (Stable)
02/13/24 2:54:55 PM: Critical error occurred in the following mod: toolworks@1.6.2
Loaded Mods: detonateredux@1.1.1, degrees1499@1.0.0, acorns@0.5.3, aculinaryartillery@1.0.16, advancedsmithing@1.3.0, africanmonitorlizards@1.0.7, Armorlite@1.1.0, arrowheadsrecovery_fork@1.0.0, asianmonitorlizards@1.0.1, axleinblocks@1.0.18, bamboom@0.2.1, bandedgeckos@1.2.0, beardeddragons@1.0.0, betterbricks@1.1.1, bettershears@1.0.0, buckets_stack_to_5@1.0.1, buzzwords@1.6.0, cairns11bigcairn@1.1.0, cellardoor@1.4.0, chiseltools@1.10.2, claycasting@1.1.4, Clothez@1.0.0, compass2@3.0.0, landformoverhaul@0.0.2, coreblast@0.1.2, creaturescan@1.0.6, directstrongtannin@1.0.0, driedpeat@1.0.3, dye_recipes_fix@1.0.0, easyjam@1.0.0, evaporite@1.0.0, extraclayforming@1.0.0, morecropsfix@1.0.6, fernslikegrass@1.1.0, fibersfromtwine@1.0.1, fieldsofgold@2.1.6, firewoodfrombamboo@1.0.0, flourbags@1.0.2, caninae@1.0.10, capreolinae@1.0.5, machairodontinae@1.0.2, pantherinae@1.1.1, free_stone_drops_when_broken@1.0.1, geoaddons@1.3.3, giantgouramis@1.0.2, hammercrushed@1.0.0, HangingOilLamps@1.0.1, healthiertrees@1.0.0, hideandfabric@1.3.0, immersivecorpsedrop@1.0.2, ingotheating@1.0.2, juicyores@1.0.0, knappingmastery@1.0.1, knobtailedgeckos@1.2.1, lanternliner@0.1.0, leopardgeckos@1.2.2, lessdeadlymushrooms@1.19.0, lowershield@1.0.0, millwright@1.1.3, moreclay@1.0.2, morecrystals@1.1.0, moredrygrass@0.2.0, morenails@1.1.0, moreparchment@1.0.0, MoreTorchHolders@1.0.0, MoveLikeKaji@0.0.5, nacatfish@1.0.1, nadarters@2.0.0, nasalamanders@1.0.0, newworldgianttortoises@1.1.1, pondfrogsiii@1.2.3, newzealandfrogs@1.1.1, nowaterproofinventories@1.0.1, unochre@1.2.0, oils@1.0.1, pondfrogsi@1.2.3, orepulverizer@1.1.1, pacificnewts@1.3.1, PartialLandslides@1.0.0, peacockbasses@1.1.2, pipeleaf@1.3.0, primitivesurvival@3.4.6, propickfix@1.0.0, unpfix@1.0.0, quicklimepk@1.0.0, rainfrogs@1.2.1, resinglue@0.0.3, rlmoonsun@0.1.1, salmonfix@1.0.0, salty@1.0.1, she1fish@1.2.0, shepherdmod@1.0.2, simplerails@1.0.0, speararrowheadbits@1.1.0, SpeedBoostCraftables@1.0.2, spiderwebtwine@0.0.1, sticksarefirewood@1.0.0, sticksfromfirelogs@1.3.0, thecritterpack@0.8.6, toolsneedcattails3@0.0.1, toolsplus@1.0.1, truesunfishes@1.1.2, usefuldrifterloot@1.0.3, game@1.19.3, zoombuttonreborn@1.6.0, abcsreborn@0.1.5, all_crates_matter@1.0.0, ancienttools@1.5.12, animationmanagerlib@0.5.3, BedRespawning@1.0.1, beehivekiln@1.5.1, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterpoultice2@1.0.2, betterstonepath@1.0.3, blacksmithenhancements@1.0.4, bodyheatbar@1.0.1, butchering@1.4.4, cancrops@0.2.1, canjewelry@0.2.11, carryon@1.7.4, Clumps@1.0.0, commonlib@2.3.2, composter@1.1.0, Crateful@1.2.8, creaturekilledby@1.0.0, cuniculture@1.0.2, expandedfoods@1.6.8, extrachutes@1.0.0, extrainfo@1.7.0, farmlanddropssoil@1.4.0, helfavorite@0.3.3, fenceclimbable@1.0.0, fishing@1.1.5, fromgoldencombs@1.4.25, furniturelibrary@1.0.11, golb@1.0.0, glowingprojectiles@1.1.3, hardcoreutilities@1.2.0, herbarium@1.0.5, immersivewoodchopping@0.7.1, itemframe@1.0.0, sailboat@1.2.7, liquidcontainers@1.2.0, lubricant@1.2.2, medievalexpansion@3.13.1, metaltongs@1.1.3, meteoricexpansion@1.2.5, moreanimals@1.3.3, morepiles@1.5.0, moreplaster@1.0.2, mouse4and5@1.0.0, mcrate@1.2.1, naturalnight@2.1.0, nohandsfp@1.0.1, noheatresistantinventory@1.0.2, petai@2.2.3, pileful@1.1.5, postsandbeams@1.2.0, claywheel@1.1.0, resingluetools@0.0.5, rivers@2.5.0, scarecrow@1.4.3, simplecloth@1.0.2, simplestep@1.1.6, starvation@1.0.4, stonebakeoven@1.1.3, survivalexpanded@0.2.0, toolworks@1.6.2, trailmod@1.0.6, usefulstuff17@1.3.2, vanillacratecompatibility@1.0.0, vanvar@3.3.0, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, whatbagwasthatagain@1.0.1, wildfarmingrevival@1.1.7, woodbarrels@1.0.4, woodchests@1.1.0, woodfp@1.0.0, workbenchexpansion@1.8.0, xlib119@0.7.4-dev.119, metalrecovery@0.1.19-pre.1, beehivekilnwithclay@1.0.0, betterbamboo@1.0.2, bugnetcompatibility@1.0.1, bullseye@2.5.2, cancropsprimitivesurvivalcompat@1.0.2, configlib@0.3.6, constructionsupport@0.1.2, dowsedinsalt@1.0.0, em@2.5.0, extraoverlays@1.4.0, feverstonehorses@1.6.0, flammablefirestarter@1.0.1, fsmlib@0.2.7, maltiezbows@1.0.1, morefloors@2.0.0, onestick@1.0.1, pickupartist@0.2.0, pickupfast@1.0.2, helquickstack@0.4.2, slanted_display_cases@1.3.2, slowfuel@1.0.0, stainedbeams@1.0.0, stonepiles@1.1.2, stonequarry@3.2.1, tallowcandles@0.1.0, thermalfracturing@0.2.0, treetapping@1.0.0, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.0.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, cancropsxskillscompat@1.0.4, maltiezcrossbows@0.1.4, statushudcont@2.1.1, bricklayerglassmakingcompat@1.0.2
System.NullReferenceException: Object reference not set to an instance of an object.
at EntityBoundToolRenderer.GenMesh(ItemStack itemstack, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 53
at EntityBoundToolRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in /home/jon/prg/vs-toolworks/toolworks/src/EntityRenderer/EntityBoundToolRenderer.cs:line 79
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 423
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 02/05/24 10:35:39 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.3.0, time stamp: 0x65310000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.3930, time stamp: 0x9141f979
Exception code: 0xe0434352
Fault offset: 0x000000000002cf19
Faulting process id: 0x3e6c
Faulting application start time: 0x01da5897a55ddef5
Faulting application path: E:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: a7a5d823-a1fb-4471-be07-31dbd58c30b9
Faulting package full name:
Faulting package-relative application ID: }
I get a client error: "Glue rendering: Missing shape toolworks:shapes/item/saw/glue.json! "
I just tested and it looks like Qualitied tool heads from XSkills work fine! Ver hap
just a follow up, i figured out my issue. I had been trying to make the untreated handles using a saw that I made before I installed toolworks. apparently most recipes dont work if you use old tools
crupette You can add behaviors to any item/block through pure C# without using json at all
MetallReyton
Tailors Delight doesn't work at the moment because we both create behaviors for flaxtwine. I will add a patch to fix this
Levion
Thanks for alerting me to that.
Maamessu
I'm mostly done with the new features for the next update, so I'm focusing on compatibility now. I will try to get those in.
Mackeroni
The next update will have configs.
I posted a comment early, but it ended up between two large bug reports and I wanted to post again just incase it got lost.
I know you are being swamped by requests for compatibility (what can I say, it's an amazing addition to the game)! I'm going to throw another at you, sorry! Ancient Tool's Adze, and perhaps the items from Primitive Tools?
just remembered I should also ask about Clockmaker's 'Tuning Spear', doesn't seem craftable. Take your time fixing that one though I can just creative mode trade things out if need-be for now.
Also makes me wonder if Qualitied tool heads from XSkills are compatible, haven't gotten smithing high enough yet to test
First of all thank you for all the work as always! So many updates and that lightning fast. :D
Edit²: Just an Idea, but maybe an incompatibility with Tailors Delight?
It seems that I have ecnountered another error:
Edit: And another. My Saw became inivsible on the toolrack and when i want to pick it up the game crashes (Second error)
Running on 64 bit Windows 10.0.19045.0 with 64632 MB RAM
Game Version: v1.19.3 (Stable)
11.02.2024 20:08:11: Critical error occurred in the following mod: toolworks@1.6.2
Loaded Mods: aculinaryartillery@1.0.16, fixedpaths@1.0.1, flourbags@1.0.2, geodesandgemstones@1.1.0, geoaddons@1.3.2, millwright@1.1.4, MoreTorchHolders@1.0.0, palisademod@1.1.0, primitivesurvival@3.4.5, rope-bridges@1.1.0, rpvoicechat@2.3.8, sortablestorage@2.2.1, spyglass@0.5.0, thecritterpack@0.8.6, game@1.19.3, alchemy@1.6.24, animationmanagerlib@0.5.3, egocaribautomapmarkers@3.1.0, betterruins@0.3.2, butchering@1.4.4, carryon@1.7.4, chickenSit@2.0.1, coinage@1.10.1, commonlib@2.3.2, expandedfoods@1.6.8, herbarium@1.0.5, medievalexpansion@3.13.1, morepiles@1.5.0, moreplaster@1.0.2, outlawmod@1.2.0, rivers@2.4.0, simplestep@1.1.6, spawnhighlight@1.2.0, starvation@1.0.4, storageoptions@1.0.2, toolworks@1.6.2, trailmod@1.0.6, usefulstuff17@1.3.2, creative@1.19.3, survival@1.19.3, wildfarmingrevival@1.1.7, woodbarrels@1.0.4, xlib119@0.7.4-dev.119, metalrecovery@0.1.19-pre.1, bullseye@2.5.3, em@2.5.0, slanted_display_cases@1.3.1, stonequarry@3.2.1, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.0.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, tailorsdelight@1.3.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 348
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 362
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 274
at Vintagestory.API.Common.CollectibleObject.OnHandbookRecipeRender(ICoreClientAPI capi, GridRecipe recipe, ItemSlot slot, Double x, Double y, Double z, Double size) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1978
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 269
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 472
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 493
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
________________________
Running on 64 bit Windows 10.0.19045.0 with 64632 MB RAM
Game Version: v1.19.3 (Stable)
11.02.2024 20:52:57: Critical error occurred in the following mod: toolworks@1.6.2
Loaded Mods: aculinaryartillery@1.0.16, fixedpaths@1.0.1, flourbags@1.0.2, geodesandgemstones@1.1.0, geoaddons@1.3.2, millwright@1.1.4, MoreTorchHolders@1.0.0, palisademod@1.1.0, primitivesurvival@3.4.5, rope-bridges@1.1.0, rpvoicechat@2.3.8, sortablestorage@2.2.1, spyglass@0.5.0, thecritterpack@0.8.6, game@1.19.3, alchemy@1.6.24, animationmanagerlib@0.5.3, egocaribautomapmarkers@3.1.0, betterruins@0.3.2, butchering@1.4.4, carryon@1.7.4, chickenSit@2.0.1, coinage@1.10.1, commonlib@2.3.2, expandedfoods@1.6.8, herbarium@1.0.5, medievalexpansion@3.13.1, morepiles@1.5.0, moreplaster@1.0.2, outlawmod@1.2.0, rivers@2.4.0, simplestep@1.1.6, spawnhighlight@1.2.0, starvation@1.0.4, storageoptions@1.0.2, toolworks@1.6.2, trailmod@1.0.6, usefulstuff17@1.3.2, creative@1.19.3, survival@1.19.3, wildfarmingrevival@1.1.7, woodbarrels@1.0.4, xlib119@0.7.4-dev.119, metalrecovery@0.1.19-pre.1, bullseye@2.5.3, em@2.5.0, slanted_display_cases@1.3.1, stonequarry@3.2.1, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.0.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, tailorsdelight@1.3.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 348
at Toolworks.ItemBoundTool.GenMesh(ItemStack itemstack, ITextureAtlasAPI targetAtlas, BlockPos atBlockPos) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 355
at Vintagestory.GameContent.BlockEntityToolrack.loadToolMeshes() in VSSurvivalMod\BlockEntity\BEToolrack.cs:line 101
at Vintagestory.GameContent.BlockEntityToolrack.didInteract(IPlayer player) in VSSurvivalMod\BlockEntity\BEToolrack.cs:line 200
at Vintagestory.GameContent.BlockEntityToolrack.TakeFromSlot(IPlayer player, Int32 slot) in VSSurvivalMod\BlockEntity\BEToolrack.cs:line 193
at Vintagestory.GameContent.BlockEntityToolrack.OnPlayerInteract(IPlayer byPlayer, Vec3d hit) in VSSurvivalMod\BlockEntity\BEToolrack.cs:line 166
at Vintagestory.GameContent.BlockToolRack.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockToolRack.cs:line 83
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 864
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 532
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 220
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 83
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1002
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I would be highly interested in a config, so that you can customize values. Toolheads have double durability by default in this mod and I'd love to be able to make them for example only 1.5x times as durable instead of 2x
This may be a niche conflict, but it looks like the glue update conflicts with Larger Crock, which gives crocks 6 slots instead of 4. No crashes, but I just noticed that my crocks only hold 4 servings again after this most recent update. Thanks for all the updates and work on this!
Levion
Totally forgot about lore content. Will be fixed in the next update
Will a Treasure Hunter Trader accept a Toolworks bronze pickaxe for the map?
VaelophisNyx
That's right! That's why I only use variants for the tool material.
The variant for every combination was an old system that was quickly switched out for an attributes system
That's why the harmony patch is needed to update items from 1.4.0 and older.
there's gotta be a better system than adding a variant for every combo of head/binder/haft
dangerousb LastXsile The wild vine bindings should now properly be fixed. Sorry about that
GermanKursk I had to make a one-time harmony patch to update the item codes in 1.4.0
If you updated from a version before 1.4.0 the patch would not have applied correctly.
Please try reverting to 1.4.0 and loading the world before updating to the latest version
Love the mod! I'm really enjoying the tool changes.
Unfortunately, it looks like there is still a crash related to using wild vines to bind tools in the latest version. Here is my crash log:
Running on 64 bit Windows 10.0.19045.0 with 32685 MB RAM
Game Version: v1.19.3 (Stable)
2/10/2024 12:19:30 AM: Critical error occurred in the following mod: toolworks@1.6.1
Loaded Mods: autopanning@1.0.1, buzzwords@1.6.0, claycasting@1.1.4, caninae@1.0.10, machairodontinae@1.0.2, pantherinae@1.1.1, geoaddons@1.3.2, TA_plainsandvalleys@1.0.5, primitivesurvival@3.4.5, spyglass@0.5.0, temporal_gears_stack@1.0.0, game@1.19.3, abcsreborn@0.1.7, blacksmithenhancements@1.0.4, commonlib@2.3.2, composter@1.1.0, danatweaks@1.2.0, egocaribautomapmarkers@3.0.2, freedomunits@1.1.2, moreanimals@1.3.3, petai@2.2.1, simplestep@1.1.5, storageoptions@1.0.2, tentbag@1.1.0, toolworks@1.6.1, creative@1.19.3, survival@1.19.3, tradercamps@1.0.8, stonequarry@3.2.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 328
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 362
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 31
at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 586
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Just installed the new version of the mod and now all of my tools are either black squares or, in the case of those in ground storage, invisible. any advice on fixing this?
thank you
crupette I tried every configuration of it, I'm guessing it's a problem with my game/bug in official game, since it probably shouldn't be giving me boards if multiple spaces are occupied. Still no other mods installed.
crupette
Not sure if this is related to the previous crash but this is with the lastest upload when attempting to join my server.
Game Version: v1.19.3 (Stable)
2/9/2024 5:23:35 PM: Critical error occurred in the following mod: toolworks@1.6.1
Loaded Mods: aculinaryartillery@1.0.16, autopanning@1.0.1, directstrongtannin@1.0.0, hackedlocusts@1.0.0, HangingOilLamps@1.0.1, largercrock@1.0.2, MoveLikeKaji@0.0.5, primitivesurvival@3.4.5, repairablelocust@1.2.0, sortablestorage@2.2.1, spiderwebtwine@0.0.1, temporal_gears_stack@1.0.0, translocatorengineeringredux@1.4.9, upgradeablelocust@1.0.1, game@1.19.3, abcsreborn@0.1.7, accessibilitytweaks@3.5.0, alchemy@1.6.23, animationmanagerlib@0.5.3, egocaribautomapmarkers@3.1.0, betterjonasdevices@1.1.0, betterruins@0.3.3, blacksmithenhancements@1.0.4, butchering@1.4.3, carryon@1.7.4, commonlib@2.3.2, Crateful@1.2.8, cuniculture@1.0.2, expandedfoods@1.6.8, extrainfo@1.7.0, fromgoldencombs@1.4.25, immersivewoodchopping@0.7.1, sailboat@1.2.7, medievalexpansion@3.13.1, mobsradar@2.0.0, scarecrow@1.4.3, stonebakeoven@1.1.3, tentbag@1.1.0, toolworks@1.6.1, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, wildfarmingrevival@1.1.7, workbenchexpansion@1.8.0, awearablelight@1.1.0, configlib@0.3.5, fsmlib@0.2.7, maltiezbows@1.0.1, playercorpse@1.9.0, maltiezfirearms@0.4.0-pre.5, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 347
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 365
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 388
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 195
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean rotate, Boolean showStackSize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 268
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 479
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 380
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 30
at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 574
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 988
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
xCoiotex There are no patch files because I had to patch compatability using a harmony patch in the DLL.
Flooper3 Did you place the saw to the side of the logs next to the top log?
BloodLines Thanks for catching that. Fixed in 1.6.1
the mod says it has compability with butchering mod, but I checked the files and didn't find any patch for it D:
I am unable to craft the untreated tool handle. Every time I put logs and saw in the crafting grid, it just wants to craft boards. It's still doing this without any mods installed, so I guess it's a base game issue.
Can confirm im getting the same error since new patch
I am receiving the following error every time I attempt to bind a tool using vine.
Game Version: v1.19.3 (Stable)
02/09/2024 13:11:34: Critical error occurred in the following mod: toolworks@1.6.0
Loaded Mods: aculinaryartillery@1.0.16, autopanning@1.0.1, HangingOilLamps@1.0.1, primitivesurvival@3.4.5, she1fish@1.2.0, thecritterpack@0.8.6, game@1.19.3, butchering@1.4.4, carryon@1.7.4, commonlib@2.3.0, Crateful@1.2.8, fieldsofsalt@1.2.0, fromgoldencombs@1.4.25, herbarium@1.0.5, immersivewoodchopping@0.7.1, immersivewoodsawing@0.1.1, sailboat@1.2.7, knapster@2.7.0, morepiles@1.5.0, petai@2.2.0, pileful@1.1.4, simplestep@1.1.6, toolworks@1.6.0, trailmod@1.0.6, usefulstuff17@1.3.2, vtpp@1.1.1, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, wildfarmingrevival@1.1.7, configlib@0.3.6, morefloors@2.0.0, playercorpse@1.9.0, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.0.0, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 348
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in
/home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 370
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single
dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 31
at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 586
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line
Aspenizcool Thanks for finding that. It's fixed in 1.6.0
looks like all the shovel models are shifted down from where thier supposed to be
pt-br.json
Hello, I've made a translation to pt-br (brazilian portuguese)
Immersive Wood Chopping was compatible, but it seems like the latest update of that mod has caused incompatiblies. =<
@MaskofLoki I can lean all the tools ive made so far agaisnt the wall what specific variation is not letting you? Im not sure added effects are part of the scope currently of this mod but more a more immersive feeling for crafting tools aside from a crafting window but never hurts to make suggestions.
@Crupette I also would like to humbly request compatability down the line for Immersive Wood Chopping as it is very gratifying and immersive mod [It already seems compatible to me]. Looking forward to what comes next but don't burn yourself out making this awesome mod (:
One thing that I've noticed is that unless the tool is the same as the standard tools, you can't lean it up against a wall like you can with vanilla ones.
Also, I think it might be a good idea to make the bindings not take durability damage, but rather have effects like "increases mining speed by 10%" or "15% chance not to use durability" to give a better reason to use different bindings.
This feels like the start of a tinkers construct style mod and I'm all here for it!
meloncat The mod doesn't have a config file at the moment. I'm busy working on glue crafting at the moment, so I'll see about getting that in a patch in the future
Great work! Absolutely love the mod and it's current implementation and looking forward to what you do with it in the future.
One thing that it seems to be missing is a config file, unless I am stupid. I am planning to use this mod on a multiplayer server in a few days and it would be amazing if I could manually rebalance it a bit for the sake of multiplayer/custom difficulty.
Also, would be an amazing feature to be able to dismantle tools manually without breaking them.
I am not sure who would need to add support, but it would be awesome if this mod worked with "Immersive Wood Chopping" It does not appear that the new axes made with your binding system are usable to chop the wood, and seeing as that mod disables the crafting of firewood and forces the new chopping by default it makes them not compatible together :(
Is there a way you can fix the whole, if you have two axes in your inventory and you chop a tree down with one and the axe breaks it doesn't auto equip the other axe you have in your inventory?Because it's nice to have two axes and the first one breaks and then the other one you have will take the rest of the damage to finish cutting down the tree instead of the first axe just breaking and then you're stuck with like 2 or 3 logs jutting out of the ground
nvrmind, I fenagled it a bit, the tools arent black squares anymore and they work, but the axe that used the old tool haft is missing its handle texture. Works, just looks funny.
crupette After updating to the newest version im still unable to use expanded foods oils in place of linseed oil for treating handles nor lard for making rough hewn handles not sure if im missing something or not. Thanks in advance your work on this awesome mod.
Flooper3 What do you mean not working? Are they invisible or do they not mine?
The new update looks great, just had a problem where the tools I used to have with the last version of the mod arent working anymore
LarekFlynn MetallReyton Looks like i've got more rendering code to debug!
same in 1.5.3 while scrolling in handbook while searching for "cattail"
Windows
Game Version: v1.19.3 (Stable)
02/06/24 3:17:18 PM: Critical error occurred in the following mod: toolworks@1.5.3
Loaded Mods: detonateredux@1.1.1, degrees1499@1.0.0, acorns@0.5.3, aculinaryartillery@1.0.16, advancedsmithing@1.3.0, africanmonitorlizards@1.0.7, Armorlite@1.1.0, arrowheadsrecovery_fork@1.0.0, asianmonitorlizards@1.0.1, axleinblocks@1.0.18, bamboom@0.2.1, bandedgeckos@1.2.0, beardeddragons@1.0.0, betterbricks@1.1.1, bettershears@1.0.0, buckets_stack_to_5@1.0.1, buzzwords@1.6.0, cairns11bigcairn@1.1.0, cellardoor@1.4.0, chiseltools@1.10.2, claycasting@1.1.4, Clothez@1.0.0, compass2@3.0.0, landformoverhaul@0.0.2, coreblast@0.1.2, creaturescan@1.0.6, directstrongtannin@1.0.0, driedpeat@1.0.3, dye_recipes_fix@1.0.0, easyjam@1.0.0, evaporite@1.0.0, extraclayforming@1.0.0, morecropsfix@1.0.6, fernslikegrass@1.1.0, fibersfromtwine@1.0.1, fieldsofgold@2.1.6, firewoodfrombamboo@1.0.0, flourbags@1.0.2, caninae@1.0.10, capreolinae@1.0.5, machairodontinae@1.0.1, pantherinae@1.0.9, free_stone_drops_when_broken@1.0.1, geoaddons@1.3.2, giantgouramis@1.0.2, hammercrushed@1.0.0, HangingOilLamps@1.0.1, healthiertrees@1.0.0, hideandfabric@1.3.0, immersivecorpsedrop@1.0.2, ingotheating@1.0.2, juicyores@1.0.0, knappingmastery@1.0.1, knobtailedgeckos@1.2.1, lanternliner@0.1.0, leopardgeckos@1.2.2, lessdeadlymushrooms@1.19.0, lowershield@1.0.0, millwright@1.1.3, moreclay@1.0.2, morecrystals@1.1.0, moredrygrass@0.2.0, morenails@1.1.0, moreparchment@1.0.0, MoreTorchHolders@1.0.0, MoveLikeKaji@0.0.5, nacatfish@1.0.1, nadarters@2.0.0, nasalamanders@1.0.0, newworldgianttortoises@1.1.1, pondfrogsiii@1.2.3, newzealandfrogs@1.1.1, nowaterproofinventories@1.0.1, unochre@1.2.0, oils@1.0.0, pondfrogsi@1.2.3, orepulverizer@1.1.1, pacificnewts@1.3.1, PartialLandslides@1.0.0, peacockbasses@1.1.2, pipeleaf@1.3.0, primitivesurvival@3.4.5, propickfix@1.0.0, unpfix@1.0.0, quicklimepk@1.0.0, rainfrogs@1.2.1, resinglue@0.0.3, rlmoonsun@0.1.1, salmonfix@1.0.0, salty@1.0.1, she1fish@1.2.0, shepherdmod@1.0.2, simplerails@1.0.0, speararrowheadbits@1.1.0, SpeedBoostCraftables@1.0.2, spiderwebtwine@0.0.1, sticksarefirewood@1.0.0, sticksfromfirelogs@1.3.0, thecritterpack@0.8.5, toolsneedcattails3@0.0.1, toolsplus@1.0.1, truesunfishes@1.1.2, usefuldrifterloot@1.0.3, game@1.19.3, zoombuttonreborn@1.6.0, abcsreborn@0.1.5, all_crates_matter@1.0.0, ancienttools@1.5.12, animationmanagerlib@0.5.3, BedRespawning@1.0.1, beehivekiln@1.5.1, betterbloomeriesreborn@1.0.5, betterfirepit@1.1.4, betterpoultice2@1.0.2, betterstonepath@1.0.3, blacksmithenhancements@1.0.4, bodyheatbar@1.0.1, butchering@1.4.4, cancrops@0.2.1, canjewelry@0.2.10, carryon@1.7.4, Clumps@1.0.0, commonlib@2.3.2, composter@1.1.0, Crateful@1.2.8, creaturekilledby@1.0.0, cuniculture@1.0.2, expandedfoods@1.6.8, extrachutes@1.0.0, extrainfo@1.7.0, farmlanddropssoil@1.4.0, helfavorite@0.3.3, fenceclimbable@1.0.0, fishing@1.1.5, fromgoldencombs@1.4.25, furniturelibrary@1.0.11, golb@1.0.0, glowingprojectiles@1.1.3, hardcoreutilities@1.2.0, herbarium@1.0.4, immersivewoodchopping@0.6.1, immersivewoodsawing@0.1.1, itemframe@1.0.0, sailboat@1.2.7, liquidcontainers@1.2.0, lubricant@1.2.2, medievalexpansion@3.13.1, metaltongs@1.1.3, meteoricexpansion@1.2.5, moreanimals@1.3.3, morepiles@1.5.0, moreplaster@1.0.2, mouse4and5@1.0.0, mcrate@1.2.0, naturalnight@2.1.0, nohandsfp@1.0.1, noheatresistantinventory@1.0.2, petai@2.2.3, pileful@1.1.4, postsandbeams@1.2.0, claywheel@1.1.0, resingluetools@0.0.5, rivers@2.4.0, scarecrow@1.4.3, simplecloth@1.0.2, simplestep@1.1.5, starvation@1.0.4, stonebakeoven@1.1.3, survivalexpanded@0.2.0, toolworks@1.5.3, trailmod@1.0.5, usefulstuff17@1.3.1, vanillacratecompatibility@1.0.0, vanvar@3.3.0, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, whatbagwasthatagain@1.0.1, wildfarmingrevival@1.1.7, woodbarrels@1.0.4, woodchests@1.1.0, woodfp@1.0.0, workbenchexpansion@1.8.0, xlib119@0.7.4-dev.119, metalrecovery@0.1.19-pre.1, beehivekilnwithclay@1.0.0, betterbamboo@1.0.2, bugnetcompatibility@1.0.1, bullseye@2.5.2, cancropsprimitivesurvivalcompat@1.0.2, configlib@0.3.6, constructionsupport@0.1.2, dowsedinsalt@1.0.0, em@2.5.0, extraoverlays@1.4.0, feverstonehorses@1.6.0, flammablefirestarter@1.0.1, fsmlib@0.2.7, maltiezbows@1.0.1, morefloors@1.4.0, onestick@1.0.1, pickupartist@0.2.0, pickupfast@1.0.2, playercorpse@1.9.0, helquickstack@0.4.2, slanted_display_cases@1.1.0, slowfuel@1.0.0, stainedbeams@1.0.0, stonepiles@1.1.2, stonequarry@3.2.1, tallowcandles@0.1.0, thermalfracturing@0.2.0, treetapping@1.0.0, wildcraftfruit@1.1.0, wildcrafttree@1.0.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, maltiezcrossbows@0.1.4, statushudcont@2.1.1, tailorsdelight@1.2.2, bricklayerglassmakingcompat@1.0.2
System.Collections.Generic.KeyNotFoundException: The given key 'game:block/transparent' was not present in the dictionary.
at Vintagestory.API.Client.ContainedTextureSource.get_Item(String textureCode) in VintagestoryApi\Client\Texture\ITextureSource.cs:line 45
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 630
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks-1.5/toolworks/src/Item/ItemBoundTool.cs:line 348
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /home/jon/prg/vs-toolworks-1.5/toolworks/src/Item/ItemBoundTool.cs:line 363
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 274
at Vintagestory.GameContent.GuiHandbookItemStackPage.RenderListEntryTo(ICoreClientAPI capi, Single dt, Double x, Double y, Double cellWidth, Double cellHeight) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 102
at Vintagestory.GameContent.GuiElementFlatList.RenderInteractiveElements(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 194
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 493
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I know you are being swamped by requests for compatibility (what can I say, it's an amazing addition to the game)! I'm going to throw another at you, sorry! Ancient Tool's Adze, and perhaps the items from Primitive Tools?
I have encountered the following error (twice it crashed due to "toolworks"), but this was in the version 1.5.2, which had no compatibility with Cullinary Artillery/Expanded Foods. I dont know if this helps with fiding the issue or maybe the error is on my side.
Edit: The last things I did, were skinning an animal on a butchering hook and then opening one of my reed chests to store the raw hide.
Running on 64 bit Windows 10.0.19045.0 with 64632 MB RAM
Game Version: v1.19.3 (Stable)
06.02.2024 15:14:52: Critical error occurred in the following mod: toolworks@1.5.2
Loaded Mods: aculinaryartillery@1.0.16, fixedpaths@1.0.1, flourbags@1.0.2, geodesandgemstones@1.1.0, geoaddons@1.3.2, millwright@1.1.4, palisademod@1.1.0, primitivesurvival@3.4.5, rope-bridges@1.1.0, sortablestorage@2.2.1, spyglass@0.5.0, thecritterpack@0.8.5, game@1.19.3, alchemy@1.6.23, animationmanagerlib@0.5.3, egocaribautomapmarkers@3.1.0, betterruins@0.3.2, butchering@1.4.4, carryon@1.7.4, chickenSit@2.0.1, coinage@1.10.1, commonlib@2.3.2, expandedfoods@1.6.8, herbarium@1.0.4, medievalexpansion@3.13.1, morepiles@1.5.0, moreplaster@1.0.2, prospecttogether@1.3.0, rivers@2.4.0, simplestep@1.1.5, spawnhighlight@1.2.0, starvation@1.0.4, storageoptions@1.0.2, toolworks@1.5.2, trailmod@1.0.5, creative@1.19.3, survival@1.19.3, wildfarmingrevival@1.1.7, xlib119@0.7.4-dev.119, metalrecovery@0.1.19-pre.1, bullseye@2.5.3, em@2.5.0, slanted_display_cases@1.1.0, stonequarry@3.2.1, wildcraftfruit@1.1.0, wildcrafttree@1.0.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0
System.Collections.Generic.KeyNotFoundException: The given key 'game:block/transparent' was not present in the dictionary.
at Vintagestory.API.Client.ContainedTextureSource.get_Item(String textureCode) in VintagestoryApi\Client\Texture\ITextureSource.cs:line 45
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 630
at Toolworks.ItemBoundTool.GenMesh(ICoreClientAPI capi, ItemStack itemstack, ITextureAtlasAPI targetAtlas) in /home/jon/prg/vs-toolworks-1.5/toolworks/src/Item/ItemBoundTool.cs:line 348
at Toolworks.ItemBoundTool.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /home/jon/prg/vs-toolworks-1.5/toolworks/src/Item/ItemBoundTool.cs:line 363
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 274
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.<>c__DisplayClass11_1.b__0(Single dt, ElementBounds bounds) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 86
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 31
at Vintagestory.Client.NoObf.HudElementBlockInteractionHelp.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockInteractionHelp.cs:line 423
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I'd also love compatibility with Expanded Foods/Culinary Artillery !
Have you considered altering cracked vessel (tool) drops to tool components, and not full tools?
Wow this mod keeps getting better and better, Can compatibility with expanded foods many oils and lard be added since i have two different flax oils now. I know its not offically updated yet but even the mod author said it should work perfectly fine as is. I also believe some handles will need a balance pass at some point. Its almost not worthing using alot of them compared to just making rough hewn handles. Thanks for this mod its been really scratching an itch ive had about the tools in this game.
MetallReyton Compatibility now in 1.5.2!
Thanks for all the fixes and new additions!
Would appreciate a lot if you could add "Geology Additions", it just got updated to 1.19, it adds 3 new stone types that are knappable.
Re: Knife handles, yeah, I was thinking about other small hand tools, but then I remembered the game doesn't really have those unless you start getting into other mod compatibility.
Glad to see someone finally adding linseed oil to the game's resources. May wish to implement compatibility with mods.vintagestory.at/oils
BugBobbins Fruitpresses are annoying to code for. Fixed in 1.5.1
Got a couple bugs with flax meal and handles, when trying to make flax meal out of flax grain, it instantly consumes the hammer for only one meal created. What's weirder is that the one meal that's created has its own little empty durability bar. As well, when trying to place it in the juicer its an instant crash, error log below. Weirdly enough, upon restart, the fruitpress still has the meal in it and I could place more meal with no crash.
As well, the crafting recipe for treating handles with beeswax isn't working at the moment.
Running on 64 bit Windows 10.0.19045.0 with 16309 MB RAM
Game Version: v1.19.3 (Stable)
2/5/2024 10:09:01 AM: Critical error occurred
Loaded Mods: betterdrifters@2.1.3, bettertraders@0.0.3, chiseltools@1.10.2, HangingOilLamps@1.0.1, largercrock@1.0.2, primitivesurvival@3.4.5, game@1.19.3, egocaribautomapmarkers@3.0.1, betterfirepit@1.1.2, carryon@1.7.2, commonlib@2.3.0, composter@1.1.0, fromgoldencombs@1.4.25, scarecrow@1.4.1, stonebakeoven@1.1.2, toolworks@1.5.0, usefulstuff17@1.3.0, creative@1.19.3, survival@1.19.3, xlib119@0.7.4-dev.119, playercorpse@1.9.0, stonequarry@3.2.1, xskills119@0.7.5-dev.1191
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.FruitpressContentsRenderer.reloadMeshes(JuiceableProperties props, Boolean mustReload) in VSSurvivalMod\BlockEntityRenderer\FruitpressContentsRenderer.cs:line 105
at Vintagestory.GameContent.BlockEntityFruitPress.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\BlockEntity\BEFruitpress.cs:line 642
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 437
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
SunsOfOld I broke compatability when I was trying to get 1.4.0 to work, but it should work now in 1.5.0
Aksyl It would be a greater pain for knives to have a special handle than it would be worth.
Would be nice to have dedicated post in mods channel in VS discord
Kinda bothers me that a knife takes the same resources an axe takes in terms of tool hafts.
I hope you keep going with this mod. It's lightweight and very natural as an addition, to the point it should probably be added as core content.
I see someone mentioned traders. There's also compat with other things, including other mods.
It seems like the knives from here can't be used for skinning with the butchery mod.
ArtiKs Yeah, I hadn't thought about traders. The next update will have the traders buy tool heads instead of full tools
I've grown to like this mod a lot in just a few hours of "testing" because it is more immersive, but these tools cannot be sold to traders. On top of that, the original recipe doesn't work anymore, so there is no workaround. Am I doing something wrong or this is a known issue?
Besides that, I like this mod a lot!
crupette
Alright I see. Yeah I tried to add some of the code to it and I got it to kind of work. It made the correct spear the issue I had was when I went to throw it, it crashed my game lol. Thanks for the reply, I really look forward to seeing the support added :)
I can't seem to make hafts, I'm not sure what I'm doing wrong? I'm using an obisidian axe, a flint knife, a maple log and animal fat. am I doing something wrong?
VoidLock That's a big task. I'll work on it for the next version.
You would need to patch the new varaintgroups into the toolworks bound spear and add the bullseye behavior.
The hardest part would be adding the bullseye itemspear class. That would need an entirely new behavior or some harmony patches.
crupette
I am trying to get this mod to work with Bullseye mod so that your new spears will work with its new throwing system. I have reached out to the dev of Bullseye also but if you have any ideas as to how I can get your spears to work with Bullseye that would be awesome! Thanks for your help!
That was quick! Thanks, great mod btw.
Herz Sorry about that. it should be fixed in 1.4.3
My game is crashing when breaking a block with the propick when it's about to break (the handle was the one breaking):
Running on 64 bit Windows 10.0.22621.0 with 31890 MB RAM
Game Version: v1.19.3 (Stable)
2/4/2024 2:17:49 PM: Critical error occurred in the following mod: toolworks@1.4.2
Loaded Mods: aculinaryartillery@1.0.16, autopanning@1.0.1, betterbackpacks@1.0.0, bettercrates@1.7.0, bettertraders@0.0.4, chiseltools@1.10.2, cobbgm@1.0.1, compass2@3.0.0, decor@1.0.13, flourbags@1.0.2, juicyores@1.0.0, justmoreruins@0.9.8, moreicons@1.1.0, noisybears@1.1.0, TA_plainsandvalleys@1.0.5, primitivesurvival@3.4.5, roas@1.0.0, rcl@1.0.2, she1fish@1.2.0, spyglass@0.5.0, game@1.19.3, alchemy@1.6.23, ancienttools@1.5.12, animalcages@3.0.2, egocaribautomapmarkers@3.1.0, betterfirepit@1.1.4, betterruins@0.3.2, butchering@1.4.4, carryon@1.7.4, commonlib@2.3.2, farmlanddropssoil@1.4.0, fromgoldencombs@1.4.25, herbarium@1.0.4, immersivewoodchopping@0.6.1, sailboat@1.2.7, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, nohands@0.1.1, petai@2.2.3, rivers@2.3.0, simplestep@1.1.4, stickemup@1.1.0, strspawnchances@0.1.3, swapmouseslot@1.0.0, th3dungeon@0.2.1-rc.1, toolworks@1.4.2, creative@1.19.3, vsimgui@0.3.3, survival@1.19.3, workbenchexpansion@1.8.0, betterruinslootchanges@0.0.3, bullseye@2.5.2, cats@2.0.1, configlib@0.3.3, em@2.5.0, pickupartist@0.2.0, playercorpse@1.9.0, stonequarry@3.2.1, wildcraftfruit@1.1.0, wildcrafttree@1.0.0, wolftaming@2.1.0, bricklayers@2.5.0-pre.2, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Toolworks.ItemBoundTool.PartStackFromStack(ItemStack toolStack, String key, ItemStack defaultStack) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 132
at Toolworks.ItemBoundTool.DamageHead(IWorldAccessor world, Entity byEntity, ItemSlot itemSlot, Int32 amount) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 205
at Toolworks.ItemBoundTool.DamageItem(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, Int32 amount) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemBoundTool.cs:line 294
at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 589
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1687
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 795
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Edit: Created a new world and tried to reproduce the crash but I had no luck. Went back to the original world and spawned a new copper propick and it didn't crash with the new one. It seems to only happen with this single specific propick I have...
I know stronger hafts are a planned future feature, an interesting way of doing it might be through metal reinforcements on the haft? Perhaps a metal ingot could be smithed into 2-4 rings/braces to then craft onto the haft to give bonuses that scale with the metal quality
Thanks for the tip about backing up a save on 1.4.0
1.4.2 works like a charm.
Geology Additions support would be neat
I can't make a tool with a dry grass binding for some reason. Also, the haft is uncraftable (at least with honeycomb)
Yes, you can Marlim
Some feedback after playing with this quite a bit: Rope feels like it needs to be retuned. It provides 80 durability, but costs 6x cattails which provide 40 durability each (240 total). It's better to just not use rope at all. Rope feels like it needs to be somewhere between flax fibres (also 80 durability) and flax twine (400 durability).
any chance for compat with Titanium-Steel Tools? (https://mods.vintagestory.at/tstools)
Is it possible to use a rope to make the tools?
Love the mod and the updates! After playing with it for a while it feels really good and enhances the game.
Could we possibily get one more compatibility patch for Primitive Survival which allows us to use that mod's cordage as a binding?
Thanks! Already installed, that will make the game even better :D
MetallReyton The new version (1.3.0) has compatability patches for both of them
Amazing Idea, amazing mod! Many thanks!
Just noticed that the hoes dont create "furrowed land" from the mod "Primitive Survival". The Vanilla ones still do. The same goes for the Mod "Butchering", where it does not recognize the knifes as tool for butchery and skinning. Any plans on adding compatibility here? Would appreciate greatly!
this looks great! I look forward to different handles or bindings existing! this feels like the start of what is tinkerers construct in minecraft
Fantastic mod so far. How does this interact with traders buying tools / weapons though? And it definitely seems to be incompatible with StickEmUp! or OneStick, at least when using axes that aren't looted.
The crafting bugs should be fixed. I rewrote the recipe patcher, so the old tools should work.
Echoing an issue that Maamessu had, except with Still Useful Stuff, an empty crafting grid creates an iron climbing pick. Loving the mod and concept though, excited to see where it goes!
The new animations are almost good. The axe model needs to be held underneath the head as opposed at the bottom of the handle, the knife lacks a harvesting animation (you stab grass to harvest it haha), the shovel should be held at the very bottom of the handle instead of in the middle, and the spear attacking animation in vanilla has a screenshake and attacking sound that seems to be missing.
There are probably some other things I missed, but this mod is quickly shaping up to be something fantastic!
Getting a fascinating issue where if the crafting grid is empty, it creates copper branch-cutters from the Still Necessaries mod.
Sleeves I had an idea earlier to add jewelery to existing tools, but the changing the heads themselves are out of scope.
Excited to play with this when I start up my next world, seems to be shaping up quickly. Would it be possible to have customization on the toolhead at some point, or is that out of this mod's scope?
I think you should look into implementing the correct animations for the various tools since the knife and axe as an example, don't use correct animations.
I have to say the automatic recipe patcher however is a godsend, it was annoying to see that Better Sticks didn't work but now it works flawlessly!
Would it be possible to use already existing old tools in recipes or somehow transform existing tools to new ones? Otherwise it is kinda painful to play on existing worlds
This looks awesome! Are there any plans on adding metal handles?
@crupette Yeah, sorry for false alarm. I've restarted server and the client, removed and re-added the mod, and it seems to work fine now. No idea why it crashed the first time.
@crupette It Really shouldn't be trying to load a mod that has been disabled.
I have removed the file, and it did remove the error from the logs. Strange that. and proves that only disabling old versions can have bad side effects/potentially lead to crashes.
I think it would be best if the old tools were still craftable if that is the easy method. you could maybe detect mods that use the knife recipe and add it in if there is a need for the vanilla knife.
Is there an option in the mod api to add your items into the list of knife types so that it matches any recipe that uses a knife in it? Or is it the other mods that has to add yours for it to work?
Antice Vintagestory doesn't remove the old versions of mods when you download new versions. You can fix the duplicate assembly crash by removing the 1.0.0 version from your mods folder.
Though that is a strange crash. On my system when I do this the game automatically disables the older versions.
Primitive survival recipes using knives don't work because I had to make a new knife item.
Should I add the vanilla knife recipe back as a dummy item for "compatability"?
version 1.1.0 doesn't work.
28.1.2024 15:52:04 [Error] [toolworks] An exception was thrown when trying to load assembly:
28.1.2024 15:52:04 [Error] [toolworks] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 475
A bug from v.1.0.0 that is likely still there. you can't use the knives from this mod, as ingredient for knife based recipes. like beef jerky from primitive survival mod.
mbe9That's a strange crash. I'm not getting it on my end with the same mods enabled.
It also looks like the mod system isn't being detected by VS. Can you post a pastebin to the full logfile?
The only thing that I can think of is that the download failed somehow and didn't include the DLL inside of the zip
Running on 64 bit Linux (Arch Linux) [Kernel 6.7.0.3] with 32017 MB RAM
Game Version: v1.19.3 (Stable)
28/01/2024 17:04:22: Critical error occurred
Loaded Mods: immersivecorpsedrop@1.0.2, primitivesurvival@3.4.5, sticksfromfirewood@1.0.0, game@1.19.3, carryon@1.7.4, immersivewoodchopping@0.6.1, morepiles@1.5.0, nohands@0.1.1, creative@1.19.3, survival@1.19.3
System.Exception: Don't know how to instantiate collectible behavior of class 'ToolHead' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 221
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 195
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 570
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 388
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 341
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Crashes like this at startup with version 1.1. Version 1.0 works fine
This is just what I've wanted. I suggest allowing beeswax, flax seed oil (aka linseed oil), and possibly a combination of the two(For better durability) as alternatives to animal fat.
Is teak wood a thing in game? You could also use teak oil as a good wood sealant.
Maybe add some sort of adhesive made of resin and oil as a binding option? Not sure if that's stronger IRL. Some tools use a metal wedge driven into the top of the haft to lock the head on.
Great mod! Always been thinking about something like this, I'm glad someone else was similarly inspired c:
The mod lacks some orientation to how to make those tools
Thauma
Oops, forgot to remove the pickaxe recipe. Thanks for letting me know. I'll put links to the resources in the guidebook in the next version.
I'm working on replacing the rest of the tools right now, so 1.1 should fix those.
Also, would there be a way to make this mod compatible with the likes of One Stick or Stick Em Up? I am unsure whose side would need to make changes to make compatibility work.
Is it intentional that one can still craft tools the old way? It may just be a quirk of my testing world because I do not know how Vintage Story updates its recipes, but I had noticed that the ability to just attach a tool head to a stick in the crafting menu was still available even though it might be supposed to be disabled. It may lead to issues where one may use an almost destroyed tool head to create a vanilla tool to restore durability.
Correction: Only pickaxes lack recipe removal. And durability seems to transfer, so there isn't a funny durability loophole but it's still an oversight I believe.
Creating a link in the guide to search for the different handles and bindings would also be really appreciated as it was difficult to figure out what the best was. For information to others, the Flax Twine has 400 durability as does the newly added Haft item, making them both the best currently available to my knowledge.
Hopefully at water's edge updates soon to allieviate the slight loss of cattails, but this is a fantastically cool mod and I truly hope one day it becomes vanilla in some form or another. We need less grid crafting and more immersive in world things.
That said rope does totally make sense as a binding, or even just wild vines themselves, maybe it could make really crappy even more short lived tools?
@Brick
You don't need a knife to collect cattails. That's only to keep the roots intact
I havent played with it, however from the description, if any tool requires binding such as cattails and twine, how are you gonna make it? You need a knife to gather cattail or twine, unless you get lucky with a loot vessel. Of course there is also a rope that you can you can craft from vines. If it is a possible binding, I suggest to add it to the mod description to avoid possible confusion such as in my case :)
Fantastic!