Mods / Toolworks

Category: #Crafting
Author: crupette
Side: Both
Created: Jan 27th at 6:03 PM
Last modified: Mar 2nd at 10:24 PM
Downloads: 4479
Follow Unfollow 164

Latest file for v1.19.4:
toolworks_1.8.1.zip 1-click install


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

Spoiler!

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

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*
v1.8.1 940 Mar 2nd at 10:24 PM Show toolworks_1.8.1.zip Install now
v1.8.0 79 Mar 2nd at 6:22 PM Show toolworks_1.8.0.zip Install now
v1.7.7 365 Feb 25th at 5:17 PM Show toolworks_1.7.7.zip Install now
v1.7.6 324 Feb 19th at 5:30 PM Show toolworks_1.7.6.zip Install now
v1.7.5 122 Feb 18th at 8:23 PM Show toolworks_1.7.5.zip Install now
v1.7.4 77 Feb 18th at 2:11 PM Show toolworks_1.7.4.zip Install now
v1.7.3 86 Feb 18th at 3:59 AM Show toolworks_1.7.3.zip Install now
v1.7.2 48 Feb 18th at 2:45 AM Show toolworks_1.7.2.zip Install now
v1.7.1 84 Feb 17th at 6:20 PM Show toolworks_1.7.1.zip Install now
v1.7.0 42 Feb 17th at 6:07 PM Show toolworks_1.7.0.zip Install now
v1.6.2 358 Feb 10th at 11:29 AM Show toolworks_1.6.2.zip Install now
v1.6.1 105 Feb 9th at 11:14 PM Show toolworks_1.6.1.zip Install now
v1.6.0 103 Feb 9th at 3:34 PM Show toolworks_1.6.0.zip Install now
v1.5.4 201 Feb 6th at 11:05 PM Show toolworks_1.5.4.zip Install now
v1.5.3 107 Feb 6th at 2:01 PM Show toolworks_1.5.3.zip Install now
v1.5.2 94 Feb 6th at 2:45 AM Show toolworks_1.5.2.zip Install now
v1.5.1 116 Feb 5th at 4:36 PM Show toolworks_1.5.1.zip Install now
v1.5.0 61 Feb 5th at 2:09 PM Show toolworks_1.5.0.zip Install now
v1.4.3 107 Feb 4th at 6:47 PM Show toolworks_1.4.3.zip Install now
v1.4.2 137 Feb 3rd at 6:06 PM Show toolworks_1.4.2.zip Install now
v1.4.1 82 Feb 3rd at 12:06 PM Show toolworks_1.4.1.zip Install now
v1.4.0 94 Feb 3rd at 1:33 AM Show toolworks_1.4.0.zip Install now
v1.3.0 255 Jan 29th at 4:17 PM Show toolworks_1.3.0.zip Install now
v1.2.2 106 Jan 28th at 9:45 PM Show toolworks_1.2.2.zip Install now
v1.2.1 63 Jan 28th at 8:00 PM Show toolworks_1.2.1.zip Install now
v1.2.0 64 Jan 28th at 5:47 PM Show toolworks_1.2.0.zip Install now
v1.1.1 49 Jan 28th at 4:46 PM Show toolworks_1.1.1.zip Install now
v1.1.0 56 Jan 28th at 3:42 PM Show toolworks_1.1.0.zip Install now
v1.0.0 128 Jan 27th at 6:04 PM Show toolworks_1.0.0.zip Install now

209 Comments (oldest first | newest first)

💬 ManaWei, 4 days ago

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.. 

💬 Phunghis_Khan, Apr 17th at 7:27 AM

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

💬 CovenantKid, Apr 14th at 12:39 PM

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.

💬 GON, Apr 12th at 3:59 PM

Any plans for compatability with Wildcraft Trees for other kinds of handles?

💬 Fiish, Apr 9th at 7:19 AM

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.

💬 Wolfzank, Apr 7th at 5:29 AM

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 ^^

💬 Aokuqre, Apr 3rd at 6:13 AM

I am experiencing the same issues as 

the other posters.

💬 Annastasija, Apr 2nd at 5:46 AM

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

💬 Tangent_Turner, Mar 31st at 1:36 PM

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

💬 AngularDrift, Mar 29th at 8:50 PM

I'm not sure whats wrong, but I am unable to place a toolhead down on a flat surface to begin crafting :(

💬 Dopestengie1, Mar 29th at 4:01 PM

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.

💬 ProfCupcake, Mar 28th at 12:40 PM

Funnily enough, running Butchering alongside Toolworks prevents the below error. 

💬 ProfCupcake, Mar 28th at 11:19 AM

Disabled all other mods, same error occurred. 

💬 ProfCupcake, Mar 28th at 10:27 AM

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:-

  • VanillaPlus WorldGen 1.3.5
  • Volumetric Shading (ReUpdated) 0.7.5
  • ZoomButton 1.6.0
  • Joy of Sailing 1.3.0
  • Simple Wind Direction 1.0.2
  • RP Voice Chat 2.3.9
  • BloodyStory 0.0.0 (my mod, not published yet)
  • Break Ore With Rocks 1.0.0 (also mine, also not published)

I'll try again with no other mods in a moment

💬 darkblade707, Mar 28th at 12:47 AM

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?

💬 GON, Mar 27th at 6:39 PM

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.

💬 RenayEdor, Mar 27th at 2:30 PM

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)

💬 ManaWei, Mar 26th at 2:56 PM

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..

💬 Metalsoul212, Mar 25th at 6:31 PM

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.

💬 Separat, Mar 25th at 12:03 PM

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?

💬 Aura_Dacella, Mar 22nd at 6:33 PM

SumRando1994 Also having that issue, flint knife breaks after 1 use. seems to be an issue with using the forked xlib & xskills

💬 Separat, Mar 22nd at 4:08 PM

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

💬 lulzies22, Mar 19th at 7:09 PM

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.

💬 Jobnor, Mar 19th at 5:22 PM

favorite mod, ever, currently. keep it up, friend! is it possible to use nails and strips to attach a weapon head to a handle?

💬 Pallanza, Mar 18th at 1:51 AM

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.

💬 Squignus, Mar 16th at 10:05 AM

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 

💬 ManaWei, Mar 16th at 7:42 AM

crupette
Yeah I really need this to be compatible with Anvil metal Recovery..

💬 SumRando1994, Mar 16th at 6:40 AM

Are flint tools one use only or is that a bug? Burned thru 3 flint knives just trying to cut grass... :/

💬 JudgeRW, Mar 15th at 5:36 PM

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.

💬 Graydient05, Mar 15th at 6:38 AM

I have done some troubleshooting, it was helve hammer extensions, somehow.

💬 Graydient05, Mar 15th at 6:15 AM

I am also unable to place the knife blade but have neither xlib or xskills.

💬 hvitewolf, Mar 14th at 8:01 PM

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)

💬 Liiw, Mar 14th at 7:02 PM

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

💬 hvitewolf, Mar 14th at 5:10 PM

it worked for me when i removed Xlib and Xskils Neomallee and Liiw

💬 Liiw, Mar 14th at 12:03 PM

The only thing that I have similar to Neomallee is XSkills and Xlib, if that helps. Will test it out later today.

💬 ManaWei, Mar 14th at 8:39 AM

crupette
Would be awesome if this was compatible with AnvilMetalRecovery as well <3 

💬 Neomallee, Mar 14th at 12:39 AM

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.

💬 Liiw, Mar 13th at 8:35 PM

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.

💬 Luin, Mar 12th at 7:13 PM

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

💬 Aspenizcool, Mar 8th at 4:13 PM

version 1.8.1 on 1.19.4

cant seem to place any tool heads to begin crafting

💬 Rhoun, Mar 7th at 11:22 PM

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.

💬 JudgeRW, Mar 5th at 7:43 PM

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.

💬 xCoiotex, Mar 5th at 4:40 AM

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

💬 Luin, Mar 3rd at 9:28 PM

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

💬 Luin, Mar 3rd at 10:29 AM

Thanks Heckacoolmon!

💬 Heckacoolmon, Mar 3rd at 4:36 AM

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. 

💬 Luin, Mar 3rd at 3:04 AM

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?

💬 WinstonWhitetail, Mar 3rd at 12:26 AM

the change doesnt seem to work with expanded foods and culinary artillery resin, recipe doesnt work

💬 crupetteAuthor, Mar 2nd at 10:23 PM

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

💬 ArsCatalyst, Mar 2nd at 7:44 PM

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.

💬 Rusty_Tato, Mar 2nd at 7:29 PM

hey so the newst version of the mod crashes the game when you open the guidebook on a fired crock

💬 WinstonWhitetail, Mar 1st at 12:43 PM

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

💬 Shockodile, Feb 29th at 10:32 PM

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!

💬 Iver, Feb 29th at 3:32 PM

Can you add support for More Piles please crupette

💬 Stahl, Feb 28th at 3:17 PM

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.

💬 Raehi, Feb 27th at 6:41 PM

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

💬 Stahl, Feb 27th at 1:17 AM

This mod makes grass unsuitable fodder in the large trough???

Steps to reproduce:

  1. Install mod
  2. Start a new world in creative mode
  3. Put trough on the ground
  4. Fill trough with grass
  5. The trough info text will say "Unsuitable fodder."

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.

💬 Rhoun, Feb 26th at 3:09 AM

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.

💬 LastXsile, Feb 25th at 9:14 PM

Felniir This has already been stated to be on HHE's side as they write over tool heads for whatever reason.

💬 Felniir, Feb 25th at 8:18 PM

The mod Helve Hammer Extensions completely breaks this mod i can't seem shift right click the tool heads,but without HHE i can.

💬 crupetteAuthor, Feb 25th at 5:24 PM

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

💬 Sheepy_, Feb 25th at 9:19 AM

Once linseed oil dries out, is there any way of turning it back?

💬 Maltiez, Feb 24th at 12:55 PM

Bullseye modid changed to "bullseye-continued", you need to adjust compatibility patch

💬 Stahl, Feb 24th at 2:10 AM

Do traders buy or sell these tools?

💬 xCoiotex, Feb 23rd at 3:38 AM

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

💬 Flooper3, Feb 23rd at 12:25 AM

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

 

💬 Iver, Feb 20th at 8:49 PM

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.

💬 rampedindent, Feb 20th at 11:42 AM

I just updated and i can't seem to craft unntreated handles.

💬 dangerousb, Feb 20th at 4:23 AM

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?

💬 LastXsile, Feb 19th at 11:51 PM

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!

💬 xCoiotex, Feb 19th at 11:00 PM

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)

💬 crupetteAuthor, Feb 19th at 5:28 PM

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

💬 macoto_hino, Feb 19th at 2:29 PM

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

 

💬 Tobymaxgames, Feb 19th at 2:53 AM

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?

💬 CallMeAl23, Feb 19th at 2:42 AM

(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.

💬 Orangutanion, Feb 19th at 2:34 AM

is this compatible with 1.19.4? or should I wait?

💬 LastXsile, Feb 19th at 2:21 AM

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.

💬 WinstonWhitetail, Feb 19th at 1:25 AM

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

💬 xCoiotex, Feb 18th at 11:53 PM

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

💬 crupetteAuthor, Feb 18th at 8:23 PM

Muricht It looks like i made a typo on my xskills patch. should be fixed in 1.7.5

💬 Muricht, Feb 18th at 6:32 PM

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.

💬 crupetteAuthor, Feb 18th at 4:18 PM

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

💬 Jalex, Feb 18th at 3:28 PM

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.

💬 xCoiotex, Feb 18th at 2:16 PM

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?)

💬 crupetteAuthor, Feb 18th at 2:12 PM

xCoiotex xskills should work in 1.7.4

💬 xCoiotex, Feb 18th at 2:04 PM

I just tested deactivating xskills, and yes, that's the one conflicting D: (but i'm using the non official one)

💬 crupetteAuthor, Feb 18th at 1:31 PM

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

💬 xCoiotex, Feb 18th at 1:26 PM

crupette

My modlist that you asked

(these are the activated ones)

  1. Metaltongs - v1.1.0 (slightly modified by me)
  2. Armorlite - v1.1.0 (heavyly modified by me)
  3. butchering - v1.4.4
  4. bullseye - v2.5.3
  5. toolworks - v1.6.0 (tried to update to v1.7.1)
  6. DoofAndDonAgain - v4.0.0
  7. ExtraChests - v1.8.0
  8. Compass2 - v3.0.0
  9. CarryOn - v1.7.4
  10. MoreRoofing - v1.3.4
  11. hanginoillamps - v1.0.1
  12. millwright -v1.1.4
  13. xskills -v0.7.5-dev.1191
  14. xlib - 0.7.4-dev.119
  15. zoombuttonreborn_1.6.0

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

💬 Dragoon_103, Feb 18th at 5:19 AM

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

💬 Sharkie, Feb 18th at 4:30 AM

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.

💬 crupetteAuthor, Feb 18th at 2:40 AM

Allstar13521 Thanks for the info

💬 Allstar13521, Feb 18th at 2:35 AM

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.

💬 crupetteAuthor, Feb 18th at 2:29 AM

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

💬 Dr_Cummies, Feb 18th at 1:05 AM

Can confirm it crashes when selecting butchering table via handbook

💬 xCoiotex, Feb 17th at 11:06 PM

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

💬 0NUKE0, Feb 17th at 9:32 PM

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.

💬 LastXsile, Feb 17th at 8:57 PM

crupette Thanks for putting in so much effort on this awesome mod, do you have a patreon or way to send you a donation?

💬 xCoiotex, Feb 17th at 8:56 PM

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

  1. you forgot to add durability config for aged handles
  2. durability for all head tools multiplier
💬 crupetteAuthor, Feb 17th at 6:14 PM

RockSowe A lathe would be outside the scope of the mod. I don't want to add specialized machinery that does just one thing

💬 RockSowe, Feb 17th at 6:11 PM

>>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

💬 DarkThoughts, Feb 14th at 5:44 PM

Seems like the glue recipe needs adjustments for the next VS release candidate.

💬 xCoiotex, Feb 14th at 3:25 PM

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

💬 xCoiotex, Feb 14th at 1:54 PM

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:

  1. AnvilRecoveryMod Patch (when metal head breaks, could give that "broke metal item", that you can recicle for metal bits)
  2. Make Spears when thrown loses more durability overall
  3. Repair a existing tool, like puting it on the ground and unmount/desmantle it, or something like that
  4. Last tier handles: Reinforced handles with metal, so it gives a some more durability, but would need to balance everything else down a bit
  5. Reinforced Tool Heads, same treatment but using the linseed oil to reinforce the heads with a hardened metal treatment (like droping it hot on a barrel with oil, like you do with water)
  6. Balance Head tools and full tools prices on some traders, I've encountered some selling the heads more expensive than the whole tool, although it had double durability.
  7. Make a config to reduce/increase overall durability on Heads, handles and binding (separated would be a tiny better)
  8. Dunno if this is possible, but this is the hardest one probably, making tools found in ruins with low durability, or enterelly a new set of "old tools" (with less stats overall, and old texture) or random handles and bindings (everytool i find in ruins had oak handle and flaxtwine (which I've abused to advance some bags)).

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!

 

 

💬 LastXsile, Feb 14th at 12:58 AM

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?

💬 Snowfall94, Feb 13th at 9:56 PM

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 :/

💬 LarekFlynn, Feb 13th at 9:00 PM

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: }

💬 Stahl, Feb 13th at 8:36 PM

I get a client error: "Glue rendering: Missing shape toolworks:shapes/item/saw/glue.json! "

💬 Levion, Feb 13th at 3:39 AM

I just tested and it looks like Qualitied tool heads from XSkills work fine! Ver hap

💬 Flooper3, Feb 13th at 12:08 AM

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

💬 DanaCraluminum, Feb 12th at 4:38 PM

crupette You can add behaviors to any item/block through pure C# without using json at all

💬 crupetteAuthor, Feb 12th at 4:37 PM

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.

💬 Maamessu, Feb 12th at 7:44 AM

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?

💬 Levion, Feb 11th at 9:30 PM

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

💬 MetallReyton, Feb 11th at 7:10 PM

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

💬 Mackeroni, Feb 11th at 5:22 PM

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

💬 BugBobbins, Feb 11th at 3:17 AM

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!

💬 crupetteAuthor, Feb 11th at 1:40 AM

Levion
Totally forgot about lore content. Will be fixed in the next update

💬 Levion, Feb 11th at 12:26 AM

Will a Treasure Hunter Trader accept a Toolworks bronze pickaxe for the map?

💬 crupetteAuthor, Feb 10th at 11:57 PM

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.

💬 VaelophisNyx, Feb 10th at 11:14 PM

there's gotta be a better system than adding a variant for every combo of head/binder/haft

💬 crupetteAuthor, Feb 10th at 11:29 AM

dangerousb LastXsile The wild vine bindings should now properly be fixed. Sorry about that

💬 crupetteAuthor, Feb 10th at 11:24 AM

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

💬 dangerousb, Feb 10th at 5:22 AM

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

💬 GermanKursk, Feb 10th at 1:42 AM

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

💬 Flooper3, Feb 10th at 12:37 AM

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.

💬 LastXsile, Feb 9th at 11:27 PM

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

💬 crupetteAuthor, Feb 9th at 11:14 PM

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

💬 xCoiotex, Feb 9th at 11:02 PM

the mod says it has compability with butchering mod, but I checked the files and didn't find any patch for it D:

💬 Flooper3, Feb 9th at 10:27 PM

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.

💬 Dr_Cummies, Feb 9th at 9:35 PM

Can confirm im getting the same error since new patch

💬 BloodLines, Feb 9th at 9:19 PM

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

💬 crupetteAuthor, Feb 9th at 3:34 PM

Aspenizcool Thanks for finding that. It's fixed in 1.6.0

💬 Aspenizcool, Feb 9th at 1:15 PM

looks like all the shovel models are shifted down from where thier supposed to be

💬 xCoiotex, Feb 9th at 12:27 AM

pt-br.json

Hello, I've made a translation to pt-br (brazilian portuguese)


💬 Maamessu, Feb 8th at 1:06 AM

Immersive Wood Chopping was compatible, but it seems like the latest update of that mod has caused incompatiblies. =<

💬 LastXsile, Feb 8th at 12:14 AM

@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 (:

 

💬 MaskOfLoki, Feb 7th at 11:27 PM

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.

💬 Stroam, Feb 7th at 4:25 PM

This feels like the start of a tinkers construct style mod and I'm all here for it!

💬 crupetteAuthor, Feb 7th at 3:02 PM

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

💬 meloncat, Feb 7th at 12:59 PM

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.

💬 VoidLock, Feb 7th at 8:22 AM

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 :(

💬 Snowfall94, Feb 7th at 1:17 AM

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

💬 Flooper3, Feb 7th at 12:58 AM

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.

💬 LastXsile, Feb 7th at 12:18 AM

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.

💬 crupetteAuthor, Feb 6th at 11:57 PM

Flooper3 What do you mean not working? Are they invisible or do they not mine?

💬 Flooper3, Feb 6th at 11:41 PM

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

💬 crupetteAuthor, Feb 6th at 10:22 PM

LarekFlynn MetallReyton Looks like i've got more rendering code to debug!

💬 LarekFlynn, Feb 6th at 9:23 PM

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

💬 Maamessu, Feb 6th at 5:23 PM

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?

💬 MetallReyton, Feb 6th at 2:18 PM

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

💬 SuaveDoggo, Feb 6th at 6:20 AM

I'd also love compatibility with Expanded Foods/Culinary Artillery !

💬 Aksyl, Feb 6th at 4:00 AM

Have you considered altering cracked vessel (tool) drops to tool components, and not full tools?

💬 LastXsile, Feb 6th at 3:01 AM

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.

💬 crupetteAuthor, Feb 6th at 2:46 AM

MetallReyton Compatibility now in 1.5.2!

💬 MetallReyton, Feb 5th at 5:28 PM

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.

💬 Aksyl, Feb 5th at 4:46 PM

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

💬 crupetteAuthor, Feb 5th at 4:35 PM

BugBobbins Fruitpresses are annoying to code for. Fixed in 1.5.1

💬 BugBobbins, Feb 5th at 4:09 PM

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

💬 crupetteAuthor, Feb 5th at 2:15 PM

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.

💬 Maltiez, Feb 5th at 11:17 AM

Would be nice to have dedicated post in mods channel in VS discord

💬 Aksyl, Feb 5th at 7:23 AM

Kinda bothers me that a knife takes the same resources an axe takes in terms of tool hafts.

💬 SunsOfOld, Feb 5th at 6:15 AM

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. 

💬 crupetteAuthor, Feb 5th at 2:41 AM

ArtiKs Yeah, I hadn't thought about traders. The next update will have the traders buy tool heads instead of full tools

💬 ArtiKs, Feb 5th at 1:32 AM

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!

💬 VoidLock, Feb 4th at 10:35 PM

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 :)

💬 MellowMaple, Feb 4th at 9:23 PM

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?

 

💬 crupetteAuthor, Feb 4th at 8:37 PM

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.

💬 VoidLock, Feb 4th at 7:42 PM

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!

💬 Herz, Feb 4th at 7:13 PM

That was quick! Thanks, great mod btw.

💬 crupetteAuthor, Feb 4th at 6:48 PM

Herz Sorry about that. it should be fixed in 1.4.3

💬 Herz, Feb 4th at 5:28 PM

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...

💬 BugBobbins, Feb 3rd at 7:30 PM

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

💬 Aksyl, Feb 3rd at 7:13 PM

Thanks for the tip about backing up a save on 1.4.0

1.4.2 works like a charm.

💬 VaelophisNyx, Feb 3rd at 3:37 AM

Geology Additions support would be neat

💬 Michaloid, Jan 31st at 3:09 PM

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 

💬 Maamessu, Jan 30th at 11:02 PM

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).

💬 VaelophisNyx, Jan 29th at 10:58 PM

any chance for compat with Titanium-Steel Tools? (https://mods.vintagestory.at/tstools)

💬 Marlim, Jan 29th at 8:12 PM

Is it possible to use a rope to make the tools?

💬 Maamessu, Jan 29th at 6:37 PM

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?

💬 MetallReyton, Jan 29th at 4:48 PM

Thanks! Already installed, that will make the game even better :D

💬 crupetteAuthor, Jan 29th at 4:19 PM

MetallReyton The new version (1.3.0) has compatability patches for both of them

💬 MetallReyton, Jan 29th at 10:49 AM

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!

💬 MimiKitty, Jan 28th at 11:13 PM

this looks great! I look forward to different handles or bindings existing! this feels like the start of what is tinkerers construct in minecraft

💬 DarkThoughts, Jan 28th at 11:12 PM

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.

💬 crupetteAuthor, Jan 28th at 9:34 PM

The crafting bugs should be fixed. I rewrote the recipe patcher, so the old tools should work.

💬 BugBobbins, Jan 28th at 9:26 PM

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!

💬 Thauma, Jan 28th at 8:49 PM

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!

💬 Maamessu, Jan 28th at 8:14 PM

Getting a fascinating issue where if the crafting grid is empty, it creates copper branch-cutters from the Still Necessaries mod.

💬 crupetteAuthor, Jan 28th at 8:03 PM

Sleeves I had an idea earlier to add jewelery to existing tools, but the changing the heads themselves are out of scope.

💬 Sleeves, Jan 28th at 7:59 PM

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?

💬 Thauma, Jan 28th at 7:41 PM

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!

💬 mbe9, Jan 28th at 6:35 PM

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

💬 MaskOfLoki, Jan 28th at 5:57 PM

This looks awesome! Are there any plans on adding metal handles?

💬 mbe9, Jan 28th at 5:21 PM

@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.

💬 Antice, Jan 28th at 3:38 PM

@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?

💬 crupetteAuthor, Jan 28th at 3:05 PM

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"?

💬 Antice, Jan 28th at 2:58 PM

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.

💬 crupetteAuthor, Jan 28th at 2:31 PM

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

💬 mbe9, Jan 28th at 2:08 PM

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

💬 Aksyl, Jan 28th at 7:03 AM

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.

💬 Anclet, Jan 28th at 3:00 AM

Great mod! Always been thinking about something like this, I'm glad someone else was similarly inspired c:

💬 Ruyeex, Jan 28th at 12:27 AM

The mod lacks some orientation to how to make those tools

💬 crupetteAuthor, Jan 27th at 9:04 PM

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.

💬 Thauma, Jan 27th at 9:01 PM

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.

💬 Thauma, Jan 27th at 8:01 PM

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.

💬 Novalee, Jan 27th at 7:40 PM

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?

💬 crupetteAuthor, Jan 27th at 7:20 PM

@Brick

You don't need a knife to collect cattails. That's only to keep the roots intact

💬 Brick, Jan 27th at 7:00 PM

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 :)

💬 ATree, Jan 27th at 6:44 PM

Fantastic!

(edit comment delete)