Mods / Salty´s Manual Tool Crafting

Tags: #QoL #Simplification #Utility
Author: SaltyWater
Side: Both
Created: Oct 28th 2024 at 5:47 AM
Last modified: Feb 28th at 2:34 AM
Downloads: 9823
Follow Unfollow 239

Latest release (for outdated Vintage Story v1.20.0 - v1.20.4):
ManualToolCrafting_1.3.5.zip  1-click install


          

Pet the floppa to buy me a coffee!           

 

 

Mod from the Manual mods series. this mod aims to take a more immersive approach to daily tasks.

It is inspired in a mechanic already present in the game, the scrape tools kit crafting.

Just hold any item head on your main hand, if you have a stick in the off hand (default) or hotbar (configurable) and holds right mouse button the player will start to craft that tool.

Tools with a bone handle included.

Bows are not affected by this mod, I will probably be implementing them in the future.

All tool grid recipes are enabled by default.

 

Customization:


You can enable or disable the tools grid recipes. Take note that this will disable all tools grid recipes including modded ones.

You can set in the config if the stick or the bone needs to be in the tool bar or off hand, for default is the off hand. (If you set it to search the toolbar and you have both a stick and a bone, the mod will prioritize the stick for crafting the tool.)

You can change the time it takes to craft a tool and mod cooldown in the config file.

You can change the sound it makes for crafting in the config file.

You can add any modded tools including tools with a bone handle in the config files. I made it so you only need to add the code of the tool/weapon once, and not all its material variants, the mod will dynamically do that for you, but you have the option to add only a specific type of material for that tool, just specify the material in the config.

If you're uncertain on how to add custom tools, the mod .zip comes with a json example to add 2 new weapons, you can copy this example and follow its structure to add as many manual crafting tools as you want.

If you're uncertain on how to get the tools/weapons code do as follow:
Go to Settings>Interface>enable developer mode, then go to the new Dev tab and enable extended debug info. Then in game search for the tool in the handbook it will show it's code. Or with the mouse rover over the tool you want to add as craftable, this will show it's name and below it's code. 

 

COMPATIBILITY:

image

 

It is compatible with ToolsRequireRope, If you have it installed you will need a rope and a stick in the toolbar to create the tool/weapon as you can see in the gif above.

 

It is compatible with SmithingPlus.

 

It should work with modded weapons just fine if they follow the game code name convetion for tools, being the name of the tool followed by a "-" and the material. I tested with some of the weapons of NotOnlySpears and it works flawlessly.

If a modded tool/weapon can't be crafted is probably because there's a typo in the code for that tool or the modded tool doesn't follow the game name convetion. In that case there's nothing I can do on my end. But you can add the tool/weapon yourself on the config file.

 

BONIFIED:

To have compatibility with Bonified tools insert this into your custom bone mapped tools in the configs!!

Thanks MrFastZombie for providing the json snippet!

 

Note:

I'm aware some modded tools/weapons requires more than the tool head and a stick to craft, I'll see what I can do about it.

 

check out my other mods here:

SaltyWater

   

 

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.3.5 2501 Feb 28th at 2:34 AM Show ManualToolCrafting_1.3.5.zip 1-click install
v1.3.4 771 Feb 21st at 8:40 PM Show ManualToolCrafting_1.3.4.zip 1-click install
v1.3.3 360 Feb 19th at 8:51 PM Show ManualToolCrafting_1.3.3.zip 1-click install
v1.3.2 1313 Feb 10th at 1:18 PM Show ManualToolCrafting_1.3.2.zip 1-click install
v1.3.1 1889 Jan 20th at 7:24 PM Show ManualToolCrafting_1.3.1.zip 1-click install
v1.3.0 1191 Nov 30th 2024 at 2:38 AM Show ManualToolCrafting.zip 1-click install
v1.2.9 91 Nov 29th 2024 at 3:09 PM Show ManualToolCrafting.zip 1-click install
v1.2.8 453 Nov 14th 2024 at 3:51 PM Show ManualToolCrafting.zip 1-click install
v1.2.7 456 Nov 3rd 2024 at 2:50 PM Show ManualToolCrafting.zip 1-click install
v1.2.6 98 Nov 2nd 2024 at 9:45 PM Show ManualToolCrafting.zip 1-click install
v1.2.5 89 Nov 2nd 2024 at 5:18 PM Show ManualToolCrafting.zip 1-click install
v1.2.0 174 Oct 30th 2024 at 2:37 PM Show ManualToolCrafting.zip 1-click install
v1.1.0 161 Oct 29th 2024 at 8:21 PM Show ManualToolCrafting.zip 1-click install
v1.0.0 254 Oct 28th 2024 at 5:47 AM Show ManualToolCrafting.zip 1-click install

98 Comments (oldest first | newest first)

💬 Fat_Stupid, Apr 28th at 2:50 PM

Noticed that the combat overhaul weapons dont work, i saw what you said about the ones that require handels, but what about things like the stone mace and simpler crafts? Thank you! 

💬 Rung, Apr 12th at 6:09 AM

Hey Salty, I'm using this with Tools Require Rope - unfortunately the manual craft method is using up my rope ladders on craft instead of my rope.

This happens whenever a rope ladder is in a hotbar slot to the left of the coil of rope. If I swap their positions the craft works great. Not sure if this is easily fixable since I can't dig into the DLL but my guess is the code just checks for an item with the string "rope" in the name instead of the exact string.

Thanks for the great mod!

💬 MrTango, Apr 6th at 11:38 AM

Please add support for butchering mod bone pickaxe.

💬 XurxoMF, Mar 28th at 7:56 PM

It may be anolther mod but, I can't grab a stick on the offhand... I've to disable that config sadly.

💬 GrimmSpector, Mar 17th at 1:33 PM

Ok that's unfrotunate :-\ is there a way I can revert these recipes only to work in the crafting grid?? I really like using this mod.

💬 SaltyWater , Mar 12th at 6:18 PM

GrimmSpector You can't, the mod is not design to read handles like that.

💬 GrimmSpector, Mar 12th at 6:08 PM

How can I getthe handles (short, medium and long) from Combat Overhaul Armoy (link: https://mods.vintagestory.at/armory) to work as crafting items properly? I got them into the off-hand making my own patch in the zip file, so they go into the off-hand, and I manually added the recipes into the config file, for the weapons and heads, but none of them seem to craft when I hold right click.

 

Sample:

{
"HeadCodePattern": "part-longaxehead-{material}",
"ToolCodePattern": "axe-long-plain-{material}"
}

 

Is in custom tool mappings. My javelins work, but hey use sticks:

 

{
"HeadCodePattern": "part-javelinhead-{material}",
"ToolCodePattern": "javelin-plain-{material}"
}

 

Help!

💬 xCoiotex, Mar 11th at 3:09 AM

hello how do i patch custom tools, like the bone pickaxe from butchering?

💬 MrFastZombie, Feb 28th at 8:10 PM

Feel free to add it SaltyWater

💬 SaltyWater , Feb 28th at 12:28 PM

MrFastZombie Hell yeah! Glad everything is working!
Yeah, it doesn't need the mod id for the custom mapped tools! The patch removed the check that only let tools from the same domain to be crafted, so now they'll work with different mods too, you can definitely do the example mentioned " mod1:identical-item-code and mod2:identical-item-code". Overlapping is fine to a certain extent too, I've inserted a method that checks if the custom mapped tool has failed and try to run the main logic for that head too, instead of just breaking on that point. This is why you can still craft vanilla tools that overlaps with the bone ones!

Also Thanks for the provided .json! I'm sure it will be helpful for many! If you don't mind I would like to put that on the mod page, credits to you of course!!

💬 MrFastZombie, Feb 28th at 6:10 AM

I got it working with Bonified Tools on the latest update, thanks for patching!

The tool code in the config has to have the mod id shaved off, so for Bonified Tools for example, `bonifiedtools:spear-bonified-{material}` should be `spear-bonified-{material}`. It will not work with bonifiedtools: attached to it. I don't know if the game allows something like mod1:identical-item-code and mod2:identical-item-code to exist but if it does I reckon that could be an edge case.

The custom mappings I'm using are on this pastebin.

These mappings would technically overlap with some vanilla recipes (i.e, vanilla already has some bone-handled axes) but I tested every bone axe, spear, and knife and it appears to work fine.

💬 Darcy, Feb 27th at 10:57 PM

I am also getting the bug people are encountering where they're unable to put sticks in the offhand if they also have Smithing Plus installed. I've gone digging through Smithing Plus and there's no patch for sticks, which is interesting. The only instance for sticks I could find in Smithing Plus is in reference to the crafting recipe for the estoc. Might try disabling that in the config and see if it helps the issue. The other thing I am wondering about is Primitive Survival, which has a patch for sticks, but it looks different to the one present in Manual Tools. I am no programmer so I really have no idea what any of that means, I'm essentially just digging around and rewriting things until something works, which I am happy to report back about in a few. I am using the latest versions of all 3 of these mods. If I can't figure it out with Smithing Plus or Primitive Survival then I'll have to recruit someone with some programming knowledge, haha.

Did downgrading to 1.1.8 end up fixing the issue for you? Ambredjazz

💬 SaltyWater , Feb 26th at 11:36 PM

MKJwhoa95 Hey! hit me up on discord, I'll help yah!

💬 MKJwhoa95, Feb 26th at 10:32 PM

I'm having trouble figuring out patching in modded tools/weapons. It's probably becuase I'm a noob at json patching but I don't understand how to translate the 2 examples that were so kindly provided to an actual patch in the config file. I'm trying to add the Bonified Tools mod, same as MrFastZombie. If anyone that has sucessfully added compatablity for this mod or another mod could help me out that would be wonderful. I'm really enjoying this mod and want to be able to use it more!

💬 Ambredjazz, Feb 19th at 5:48 PM

Same for me, I notified the author of Smithing Plus and downgraded it to 1.1.8 when it was working fine.

💬 MKJwhoa95, Feb 19th at 5:46 AM

Can also confirm a compatiblity issue with Smithing Plus. I also just added it and can no longer craft anything. Same behavior DarkThoughts is experiencing. However I don't have the mod that make all tools require rope.

💬 DarkThoughts, Feb 18th at 6:37 PM

Okay I found the issue. Seems to be a compatibility issue with Smithing Plus, which I added recently.

💬 SaltyWater , Feb 18th at 5:48 PM

DarkThoughts Tested in 1.20.4, everything working fine!

💬 DarkThoughts, Feb 18th at 5:38 PM

Not sure if it is the latest update but I can't seem to craft anything anymore. I have the tool head, sticks and a coil of rope in my hotbar but it only makes the tinkering noises.

💬 jhaury, Feb 12th at 6:29 PM

Is there a fix or a way to figure out which mod is causing the can't put sticks in off hand?

💬 SaltyWater , Feb 11th at 10:05 PM

DarkThoughts Yep, you probably have another mod with the same patch for stick. 

💬 DarkThoughts, Feb 11th at 2:43 PM

Yeah, can't put sticks in my off-hand either. Anyone who figured out the issue?

💬 SaltyWater , Feb 10th at 3:37 PM

Akaston Haha no problem! Those things happen! Glad everything works! ^^

Thanks for the support and feedback!! ❤️

💬 Akaston, Feb 10th at 2:56 PM

SaltyWater

Damn, I downloaded version 1.3.2 again and deleted the cache, but it still didn’t work. So I went all in and deleted everything, haha. Now it works! ^^ I love your mods! ❤️

💬 SaltyWater , Feb 10th at 2:29 PM

Akaston 

Re download the file
Make sure theres no duplicate mod zips in the mod folder
Delete mod cache folder

💬 Akaston, Feb 10th at 2:15 PM

SaltyWater

Hmmmm, it still doesn't work. Both mods are just enabled, with the stick off-hand option disabled, but it still doesn't use the rope.

I already deleted the config that was in VintagestoryData\ModConfig, and still nothing.

Actually, it doesn't even use the rope if the stick off-hand option is disabled.

💬 SaltyWater , Feb 10th at 1:54 PM

Akaston Fixed! Please Redownload 1.3.2

💬 Akaston, Feb 10th at 1:35 PM

When I make a tool with the option that the stick does not need to be in the off-hand, the rope is not used. But if I leave the off-hand option enabled with a stick, the rope is used correctly. Any idea how to fix this

💬 MrFastZombie, Jan 29th at 10:37 PM

Using the following mapping as an example:

{
"HeadCodePattern": "spearhead-flint",
"ToolCodePattern": "bonifiedtools:spear-bonified-flint"
}

It seems to detect the tool head fine, but I get the following events and warnings in server-main.log (with or without bonifiedtools: at the start of the tool code):

29.1.2025 16:34:32 [Event] Player MrFastZombie started crafting with spearhead-flint, requires none

29.1.2025 16:34:34 [Event] Crafting code from custom mapping: bonifiedtools:spear-bonified-flint

29.1.2025 16:34:34 [Warning] Tool item 'bonifiedtools:spear-bonified-flint' not found.

29.1.2025 16:34:34 [Event] Crafting code for tool: spear-bone-flint
29.1.2025 16:34:34 [Warning] Tool item 'spear-bone-flint' not found.

29.1.2025 16:34:34 [Event] No matching tool found for crafting.

(The valid handle event was also in the log, but I excluded it since it was printing per-tick).

I did verify that the item actually exists. I can spawn it with /giveitem bonifiedtools:spear-bonified-flint

💬 SaltyWater , Jan 29th at 8:45 PM

MrFastZombie In the configs enable and check logs when you try to create the custom tool in question!

💬 MrFastZombie, Jan 29th at 8:04 PM

I'm trying to add tool mappings for Bonified Tools but I cannot for the life of me to get it to work. Currently, my CustomBoneToolMappings config setting looks like this: https://pastebin.com/iZmvXxzV

I've tried it without the game: and bonifiedtools: in the code too, and with {material} instead of just a single material, but nothing is working. 

💬 ghotiboy, Jan 26th at 2:21 AM

Ran into some issues with SpecializedBags Revived, but was able to hack together a patch and figured I'd share with the class:

https://mods.vintagestory.at/show/mod/18276

I wasn't able to put a stick in my off-hand, narrowed it down to that mod being the problem, did some digging, and found that they were both setting the storageFlags for the stick and bone to different values.  Luckily, that's just a bitfield, so it was easy enough to OR the values together.

Anyways, if anyone else is having similar issues with another mod and the above paragraph made any sense to you, now you've got my homework to cheat off of to make your own patch.

💬 ParallaxError, Jan 24th at 8:47 PM

Quickly gonna ask how this works with combat overhaul since this is exactly my kind of mod but combat overhaul seems to break some mods

💬 SaltyWater , Jan 21st at 11:23 PM

Nubbs Hey no probs!
No they won't. When this mod recognizes ToolsRequireRope installed you'll need a rope for every tool. And it won't change any tools recipes based on their json recipes too because the mod doesn't read any json recipes! It uses custom code to check what tool head you're holding then proceeds to check if there's a tool with the tool head name and if so it creates the tool.

💬 Nubbs, Jan 21st at 10:23 PM

Thank you for updating all your mods! I have a question about this mod. I do plan on using "ToolsRequireRope" mod but i will be changing the recipe for some of the tools. Will those changes carry over to this mod? Or do I need to leave the recipe as "rope" in order for the tools to be made using this mod?

💬 RosstheGreat, Jan 20th at 1:43 AM

Will this be compatible with Combat Overhaul when it's updated to 1.20?

💬 Thranduil61, Dec 23rd 2024 at 11:05 PM

This mod is so cool but i just noticed that with the iron short sword head, the iron falx was made not the short sword

💬 Boyarde, Dec 14th 2024 at 12:41 AM

Really cool mod, seems to be working fine but it doesnt consume rope when I create a tool with ToolsRequireRope installed. It creates the tool fine and uses the stick and toolhead, just doesn't use up a rope.

 

💬 RustleOfWind, Dec 13th 2024 at 9:29 PM

Doesn't seem to work in 1.20 release candidate. No errors neither while loading in nor while trying to craft. Just nothing happens as like the mod isn't there. 

💬 SaltyWater , Dec 1st 2024 at 4:46 PM

Pentasis Hey,Thanks for the feedback! Sure I will be adding the mod version in the zip file name from now on! 😉

💬 Pentasis, Dec 1st 2024 at 9:25 AM

If possible, would you mind following the recommendation to name your mods as <id>_<version>.zip  (e.g. ManualToolCrafting_1.3.0.zip)  It is easier to differentiate and maintain that way. Thank you, love the mods btw.

💬 Echoweaver, Dec 1st 2024 at 3:39 AM

I have 1.3 installed now. I'll see what happens as soon as I mold a pickaxe head.

💬 SaltyWater , Nov 30th 2024 at 2:38 AM

DoughBear Fixed! thanks!

💬 DoughBear, Nov 30th 2024 at 1:48 AM

Missing bone handle + stone head knives

💬 SaltyWater , Nov 29th 2024 at 7:54 PM

Echoweaver Does it stopped happening in 1.2.9?

💬 Echoweaver, Nov 29th 2024 at 7:34 PM

Huh. It happens every time I right-click a mold to retrieve a pickaxe head, at least. I think I have the most recent version. I'll check that.

ETA: Yeah, it was 1.2.8. I dunno what would be special about what I'm doing.

💬 SaltyWater , Nov 29th 2024 at 6:27 PM

Flooper3 Hello! I did not knew this mod! Thanks for the heads up! I will look into it!

💬 SaltyWater , Nov 29th 2024 at 6:26 PM

Echoweaver Hey! I couldn't replicate this sound bug. Are you doing it in a specific way?

💬 Flooper3, Nov 29th 2024 at 4:47 PM

Hi, just wanted to ask if you've ever seen/tried the Toolworks mod. I've very much enjoyed that mod's take on immersive tool crafting, and if you like it as well that'd be cool. Sadly it hasn't been updated much. Maybe it'll give you some inspiration!

💬 Echoweaver, Nov 29th 2024 at 1:40 AM

OK, so I wasn't able to pursue the issue with the server because the owner removed several mods, including this one. If nobody else has noticed anything, I'm going to assume that it was my issue and not anything with your mod.

BUT, different thing, though not big -- I am getting the tool building sounds when I remove a tool head from a mold.

💬 SaltyWater , Nov 20th 2024 at 12:58 AM

Echoweaver Haha no problem!
You can find log files inside %appdata%>VintageStoryData>Logs
Search for a txt file named server-main.

💬 Echoweaver, Nov 19th 2024 at 11:48 PM

Where I do I find the logs?

It occurs to me that this may be all my problem. I assumed that if I was running the server's mods in the ModsByServer folder, my personal mods would not be loading. As I think about it, I'm not so sure. It might be that the game was trying to run two copies of the mod or some such nonsense.

I will look for logs.

💬 SaltyWater , Nov 19th 2024 at 10:22 PM

Echoweaver what does logs say?

💬 Echoweaver, Nov 19th 2024 at 9:28 PM

Hmm, so here's a weird thing that just happened to me. I joined a multiplayer server that also installed Manual Tools, and now the mod doesn't seem to work for me in either my single-player game or the multiplayer server. I haven't heard back from the other players as to whether it's working for them.

I did change the config file in single player to turn off the stick required in off-hand feature -- I found that too fiddly -- and the multiplayer server just used the default. I don't know how configs are handled for multiplayer servers and how they interact with whatever is installed for single player, so I couldn't do any more troubleshooting than that.

💬 SaltyWater , Nov 11th 2024 at 12:00 AM

Swinley I'm wating to the update to come out, if it breaks the mod I will be fixing it haha.
Also thinking a way to make bows and other tools and modded tools that doesn't deppend only on a stick and the tool head, but its' going to take a while, right now I'm updating my mods on the other block game :b

💬 Swinley, Nov 10th 2024 at 7:45 PM

this mod is so cool, any plans for 1.20?

💬 SaltyWater , Nov 5th 2024 at 4:42 PM

Ouk Thanks for letting me know, I will be fixing it! Nice feedback!

💬 Ouk, Nov 5th 2024 at 2:44 PM

Hi Salty, by making arrows with the mod they dont consume feathers, just sticks (and the heads ofcourse). 

 

💬 SaltyWater , Nov 4th 2024 at 4:44 AM

@Echoweaver Hey thanks for the feedback! I noticed that too a while back! I'm going to look into it! Also thanks for the kind words! Hope you having fun with my mods! ^^

💬 SaltyWater , Nov 4th 2024 at 4:42 AM

laserbees Check through your mods, one of them may have a patch for the stick that replaces other patches.

💬 Echoweaver, Nov 4th 2024 at 3:49 AM

I already am not sure I can play without this mod. 

I did notice one issue that might or might not be fixable. Crafting a spear and throwing a spear both use right-click. That means that when I craft a spear with this mod, about 3/4 of the time I can't get my finger off the mouse button before I throw it. I could hypothesize code that prevents another action being taken with the right-click until the user stops and presses again, but I don't know VS modding, and there might well a reason some users want that behavior.

💬 laserbees, Nov 4th 2024 at 12:54 AM

Is anyone else having trouble with sticks not going in the offhand slot? I've checked to make sure the patch is included and even direct edited the stick.json to have storageflags 257. I just can't add a single stick or a stack of sticks to my off hand. V1.19.8 Stable. The grunter from primitive survival works fine. Not sure what's causing the issue.

For now I just configured it not to require the offhand slot and it's working great. Just curious.

Love the mod and thanks for any tips.

💬 SaltyWater , Nov 3rd 2024 at 12:58 PM

Kwehlani Good feedback! I will look into it thanks!!

The new animation fits perfectly doesn't it? ^^

💬 Kwehlani, Nov 3rd 2024 at 5:02 AM

Additionally, saws do not appear to work!!

💬 Kwehlani, Nov 3rd 2024 at 4:27 AM

The new animation looks AWESOME!! Also I did get the sounds to work, however I'm not sure how the cooldown config works as I can't seem to get it to apply. If I rapidly try to make a tool, it will overlap the sound, and there's no delay before starting to assemble a new tool. Not sure if a bug or just side effect of coding. :)

💬 SaltyWater , Nov 3rd 2024 at 1:53 AM

Kwehlani No probs! Hope you can make it! ^^

💬 Kwehlani, Nov 2nd 2024 at 6:14 PM

SaltyWater No worries! I appreciate you looking into it for me! I'll just manually create the loop. :)

💬 SaltyWater , Nov 2nd 2024 at 5:22 PM

Kwehlani Sorry man, Searched up and couldn't find anything that to loops sounds dynamically. It would require it to add a flag to loop in a specific set timer. wich wouldn't be the case for every type of custom sound. You gonna have to do it manually.

💬 SaltyWater , Nov 2nd 2024 at 2:26 AM

Servius Yup, not implemented yet, I will be doing it in the next update.

💬 SaltyWater , Nov 2nd 2024 at 2:26 AM

Vinter_Nacht Thank you sir, it's an honor! 

💬 SaltyWater , Nov 2nd 2024 at 2:25 AM

jayu Ohh.. I know what you mean now! I will be implementing this in the next update! Thanks for the amazing feedback!

💬 Servius, Nov 1st 2024 at 11:34 PM

just saw that bone tools are not in the mod, does that mean that i have to use the old way to craft a bone tool? or, instead, bone tools cant be crafted?

💬 Vinter_Nacht, Nov 1st 2024 at 9:11 PM

Well done, sir! This is a clever approach to gridless tool-making.

💬 SaltyWater , Nov 1st 2024 at 1:30 PM

Kwehlani Sure! I'll make a config so you can set for the audio to loop no probs! ^^

If you feel confortable doing it yourself you can use flixier wich is free to use, and you can easily make your custom sound loop as many times as you want. Then you'll save it as a mp3 and use a online converter to convert this saved mp3 file to ogg. Then in the mod config you can set the tool crafting time to match the time it takes for your custom looped sound to finish.

💬 Kwehlani, Nov 1st 2024 at 4:42 AM

SaltyWater Ok no worries! Would it be possible to add in a config to loop or would that be too difficult? Are you also versed in how I could alter the .ogg file to create a looped version myself if that would be easier? Cheers! :)

💬 SaltyWater , Oct 31st 2024 at 12:16 AM

Dawnveu Hey! Check to make sure you downloaded the 1.2.0 version, make sure it has come with the assets folder, and inside it the folder patches with the stick patch.
Delete mod caches and check to see if there's no duplicate .zip files inside your mods folder.

💬 Dawnveu, Oct 30th 2024 at 10:59 PM

One problem with the new "stick required in off-hand" crafting mode with the new update is I can't seem to put sticks in the off-hand slot.

💬 SaltyWater , Oct 30th 2024 at 8:05 PM

gndrneutralnoun Hi my man! There's already a config to set the crafting time haha

Yeah I'm aware some mods have different recipes for custom weapons, I'll see what can be done about that eventually. Thanks for the feedback! ^^

💬 gndrneutralnoun, Oct 30th 2024 at 7:53 PM

Hi! Could I request a configuration option for the time you need to hold the right mouse button? I love the immersion, but I also have ADHD and that makes waiting for several seconds while doing nothing but holding right click hard for me.

Also, I thought I'd let you know, the bush knives from the weapon pack alpha mod (1.19 port) use rope instead of sticks, and thus cannot be crafted with this mod.

Love your mods, thank you for sharing them!

💬 SaltyWater , Oct 30th 2024 at 3:22 PM

MaldrakBK Hey!! Thanks man! Me too haha!

Yes, bone tools are not currently added.

💬 MaldrakBK, Oct 30th 2024 at 3:14 PM

First things first, loooove your mods.  Adds to my hope that we will eventually have the crafting grid retired from the game.

 

Was trying to make an axe with a bone handle for the increased durability and had the head in hand, bone in the hotbar, and nothing happened.  Did I miss something, or are bone handles not currently available?

💬 jayu, Oct 30th 2024 at 2:37 PM

SaltyWater I wasn't saying you should use patches, but that to be consistent with how the game handles things and ensure compatibility with mods like mine or XSkills, you should try to call OnCreatedByCrafting like grid recipes do when they generate the output, if you don't do that already:

public void GenerateOutputStack(ItemSlot[] inputSlots, ItemSlot outputSlot)
{
ItemStack itemStack = outputSlot.Itemstack = this.Output.ResolvedItemstack.Clone();
if (this.CopyAttributesFrom != null)
{
ItemStack stackForPatternCode = this.GetInputStackForPatternCode(this.CopyAttributesFrom, inputSlots);
if (stackForPatternCode != null)
{
ITreeAttribute treeAttribute = stackForPatternCode.Attributes.Clone();
treeAttribute.MergeTree(itemStack.Attributes);
itemStack.Attributes = treeAttribute;
}
}
outputSlot.Itemstack.Collectible.OnCreatedByCrafting(inputSlots, outputSlot, this);
}
💬 SaltyWater , Oct 30th 2024 at 10:58 AM

@KleiMomentulas No problem, I probably can make the stick go off hand but this will probably require me to use paches (I hate working with json) But I'll see what I can do!

💬 SaltyWater , Oct 30th 2024 at 10:56 AM

Kwehlani Yeah i've set in the code so sound will only play once and do not loop.

💬 SaltyWater , Oct 30th 2024 at 10:54 AM

Echoweaver So the need to be in the hotbar is that I like to imagine that the tool bar is like "belt" or something like that player uses that has everything there "ready to go" and the inventory is like a back pack that player needs to take his time to open and search it etc..

💬 SaltyWater , Oct 30th 2024 at 10:51 AM

jayu Nope, everything is custom code. I barely use patches on my mods at all.

💬 KleiMomentulas, Oct 30th 2024 at 8:22 AM

I was wandering around and noticed, that people still add the possibility to take unintended items in the off hand, like gunpowder in the "firearms" mod. I assume, that the ability to take tool heads in the off hand won't break the immersion and somehow change the experience. That's all imho, I'm not insisting, just giving some thoughts to think

💬 Kwehlani, Oct 30th 2024 at 6:16 AM

SaltyWater It works wonderfully!! I'm just trying to figure out how to get sounds to loop since I really like the reinforce sound file, but it only plays once when crafting!

💬 Echoweaver, Oct 30th 2024 at 3:48 AM

On my first use of this mod, I forgot that the instructions said that the stick has to be in the hotbar. If the stick is in non-hotbar inventory, the mod runs the tool-constructing animation on a loop without producing anything for as long as I hold down right-mouse. 

This leads me to wonder -- is there any particular reason that the other tool components (usually sticks) need to be in the hotbar? I usually don't keep my sticks in my hotbar because my hotbar is filled with tools and food I'm actively using. It's not a huge deal, but it does contribute to quality of life. It doesn't seem to damage immersion much if I assume that pulling the stick out of my pack is part of the construction process.

💬 jayu, Oct 30th 2024 at 3:00 AM

Do you call OnCreatedByCrafting on the created tool? It would help, because I patch that method on one of my mods and will likely do so in other cases too (in this case, I set attributes on the tool), this could ensure compatibility without the need to maintain anything extra.

In my case, it really only matters when there are other mods installed that use attributes, so the incompatibility would not be very noticeable and could potentially screw players over without them noticing.

💬 SaltyWater , Oct 29th 2024 at 8:21 PM

Kwehlani No probs, its done, ready and out! Thanks for the feedback! ^^

💬 Kwehlani, Oct 29th 2024 at 5:17 AM

SaltyWater

Awesome! I'll give it a look whenever you have the chance to update and let you know if I encounter any other bugs!

💬 SaltyWater , Oct 28th 2024 at 8:18 PM

Echoweaver Haha thanks! I used to make Minecraft mods but Vintage Story is my new obssession! 

💬 Echoweaver, Oct 28th 2024 at 8:11 PM

Wow, you just keep cranking these immersion mods out. This is amazing. They enhance the game so much.

💬 SaltyWater , Oct 28th 2024 at 4:59 PM

Kwehlani Yo!! Thanks man!! You guys are the best! ^^

There's no option to change the sound file right now, but its possible to add a config option for it in a update no problem!! I'll do it once I get back from work. Also thanks for the feedback regarding the sound bug! I'll look into it!!

💬 SaltyWater , Oct 28th 2024 at 4:57 PM

KleiMomentulas Hey man! Thanks! I really appreciate it 😋

The off hand thing was intended from the beggining for this mod, as for manual dough I intended to make it with a water container in the off hand to make dough too. But since Vintage Story uses the off hand for contextual actions (torches etc) And is not every item that can go on it like java minecraft. I was worried enabling it to go off hand would be deviating too much from the intended gameplay vanilla mechanic and that it could possibly cause bugs too. So I opted for the item to bee in the tool bar instead.

💬 Kwehlani, Oct 28th 2024 at 9:37 AM

I second Klei's sentiment! Your immersive mods have been such a joy for me to use!!

I had a question regarding the sound however: Are we able to customize this at all? I found it a bit strange to be making toolkit and metal clashing noises while crafting a flint knife.

I also found that the sounds play whenever I held something in my hand and tried to "use" it, ie. putting on a helmet or piece of armour.

💬 KleiMomentulas, Oct 28th 2024 at 7:52 AM

You are the frontman of the immersive community. I already cannot imagine playing without your mods, Salty! But as a suggestion: maybe that would be more realistic, if you needed to hold one lf the ingredients in an off hand? Like you are literally putting an axe head, for example, onto a handle

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