Mods / Salty´s Manual Tool Crafting

Category: #QoL #Simplification #Utility
Author: SaltyWater
Side: Both
Created: Oct 28th at 5:47 AM
Last modified: Nov 30th at 2:38 AM
Downloads: 2219
Follow Unfollow 108

Latest file for v1.19.8:
ManualToolCrafting.zip 1-click install


buy me a coffee!  

Similar to my mods Manual Dough, Manual Quenching, Manual Scraping and Manual Ore Crush 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:

 

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 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.

 

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*
v1.3.0 657 Nov 30th at 2:38 AM Show ManualToolCrafting.zip Install now
v1.2.9 66 Nov 29th at 3:09 PM Show ManualToolCrafting.zip Install now
v1.2.8 424 Nov 14th at 3:51 PM Show ManualToolCrafting.zip Install now
v1.2.7 421 Nov 3rd at 2:50 PM Show ManualToolCrafting.zip Install now
v1.2.6 73 Nov 2nd at 9:45 PM Show ManualToolCrafting.zip Install now
v1.2.5 64 Nov 2nd at 5:18 PM Show ManualToolCrafting.zip Install now
v1.2.0 153 Oct 30th at 2:37 PM Show ManualToolCrafting.zip Install now
v1.1.0 135 Oct 29th at 8:21 PM Show ManualToolCrafting.zip Install now
v1.0.0 221 Oct 28th at 5:47 AM Show ManualToolCrafting.zip Install now

62 Comments (oldest first | newest first)

💬 Thranduil61, 6 days ago

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 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 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. 

💬 SaltyWaterAuthor, Dec 1st 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 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 at 3:39 AM

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

💬 SaltyWaterAuthor, Nov 30th at 2:38 AM

DoughBear Fixed! thanks!

💬 DoughBear, Nov 30th at 1:48 AM

Missing bone handle + stone head knives

💬 SaltyWaterAuthor, Nov 29th at 7:54 PM

Echoweaver Does it stopped happening in 1.2.9?

💬 Echoweaver, Nov 29th 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.

💬 SaltyWaterAuthor, Nov 29th at 6:27 PM

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

💬 SaltyWaterAuthor, Nov 29th at 6:26 PM

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

💬 Flooper3, Nov 29th 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 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.

💬 SaltyWaterAuthor, Nov 20th 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 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.

💬 SaltyWaterAuthor, Nov 19th at 10:22 PM

Echoweaver what does logs say?

💬 Echoweaver, Nov 19th 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.

💬 SaltyWaterAuthor, Nov 11th 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 at 7:45 PM

this mod is so cool, any plans for 1.20?

💬 SaltyWaterAuthor, Nov 5th at 4:42 PM

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

💬 Ouk, Nov 5th at 2:44 PM

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

 

💬 SaltyWaterAuthor, Nov 4th 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! ^^

💬 SaltyWaterAuthor, Nov 4th 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 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 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.

💬 SaltyWaterAuthor, Nov 3rd at 12:58 PM

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

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

💬 Kwehlani, Nov 3rd at 5:02 AM

Additionally, saws do not appear to work!!

💬 Kwehlani, Nov 3rd 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. :)

💬 SaltyWaterAuthor, Nov 3rd at 1:53 AM

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

💬 Kwehlani, Nov 2nd at 6:14 PM

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

💬 SaltyWaterAuthor, Nov 2nd 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.

💬 SaltyWaterAuthor, Nov 2nd at 2:26 AM

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

💬 SaltyWaterAuthor, Nov 2nd at 2:26 AM

Vinter_Nacht Thank you sir, it's an honor! 

💬 SaltyWaterAuthor, Nov 2nd 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 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 at 9:11 PM

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

💬 SaltyWaterAuthor, Nov 1st 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 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! :)

💬 SaltyWaterAuthor, Oct 31st 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 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.

💬 SaltyWaterAuthor, Oct 30th 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 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!

💬 SaltyWaterAuthor, Oct 30th at 3:22 PM

MaldrakBK Hey!! Thanks man! Me too haha!

Yes, bone tools are not currently added.

💬 MaldrakBK, Oct 30th 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 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);
}
💬 SaltyWaterAuthor, Oct 30th 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!

💬 SaltyWaterAuthor, Oct 30th at 10:56 AM

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

💬 SaltyWaterAuthor, Oct 30th 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..

💬 SaltyWaterAuthor, Oct 30th at 10:51 AM

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

💬 KleiMomentulas, Oct 30th 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 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 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 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.

💬 SaltyWaterAuthor, Oct 29th at 8:21 PM

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

💬 Kwehlani, Oct 29th 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!

💬 SaltyWaterAuthor, Oct 28th at 8:18 PM

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

💬 Echoweaver, Oct 28th at 8:11 PM

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

💬 SaltyWaterAuthor, Oct 28th 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!!

💬 SaltyWaterAuthor, Oct 28th 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 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 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

(edit comment delete)