Mods / Crude Building Elements (v1.3.2)

Tags: #Cosmetics #QoL
Author: Brady_The
Side: Both
Created: Nov 27th 2024 at 1:10 PM
Last modified: Apr 8th at 10:19 PM
Downloads: 4783
Follow Unfollow 179

Recommended download (for Vintage Story v1.20.0 - v1.20.10):
bradycrudebuilding-v1.3.2_v1.20.7.zip  1-click install


Content
Ability to dismantle the reed basket trap.

It's a stick holding up a basket, not rocket science.

Ability to mount an oil lamp or lantern on the raft.

Things with flat bottoms fit on flat surfaces. A theory ever so slightly more complex than the stick thing. Primitive survival (not to be confused with Primitive Survival) in style.

Advanced Crude Door ("It's not a bug, it's a feature". It's back. With a vengeance.) (Technically the break chance was lowered from 10% to 8%.)

Doesn't change the behaviour of the existing door. Instead it adds an upgraded version one can craft. Be mindful, though, those hinges you came up with are made of rope, not metal. Don't expect them to survive any relocations.

Ideally I'd like to lock this door behind some kind of progression, but alas the Vanilla game doesn't offer any great intermediate steps (particularly in the tool department) between Stone/Pottery Age and Copper Anvil Age, at which point the door becomes more or less superfluous.

Compatible with Vanilla Variants doors.

Advanced Crude Insulated Door

After a few too many days laying awake due to the freezing temperatures in your cave, you finally had a eureka moment. Why not stuff the cracks with straw, you thought, feeling a little warmer already, blazing with the passion of discovery.

Even more advanced than the Advanced Crude Door. Insulates a room. The hinges still don't survive any relocations, though.

Compatible with Vanilla Variants doors.

Ceramic brazier NEW

Did you ever want to brighten a lost souls night by guiding them into a safe harbour?

Look no further. Shape looks kind of funny, but I wanted to use an in-world crafting mechanic, without deviating too far from the clay form and without making the clay form too difficult to finish. May be subject to change.

Comes in all Vanilla colours.

If you thought animals of certain FotSA mods drop too much fat, the specially (mod-dependent) exorbitant fat costs of this block will delight you.

Like any other block or item which could be considered overpowered or unfitting, the ceramic brazier too can be disabled via Config lib.

Ceramic bucket NEW   !  

Awoken to a splitting headache after a long night spent with too many bowls filled with fermented honey, drenched in what appeared to be the remains of heavy rainfall, you noticed a freshly fired storage vessel, accidentally left open and filled to the brim with water. At first you were angry with yourself, "Did I forget anything else..." you shouted furiously, but then an idea started to form in your head. "What if..?"

Works exactly like a wooden bucket. Comes in all Vanilla colours.

Colour compatibility with Bricklayers.

Colour compatibility with Clayworks.

Can be disabled via Config lib.

I have tested the functionality of this item only in Vanilla VS. I cannot guarantee compatibility with mods which drastically change liquid functionality. Always back up your worlds before updating mods.

Half log corners

Like the Vanilla quad-log corners, but a bit more rustic. Naturally it comes woodtyped. Also comes with recipes to switch between quad- and half-logs at your leisure.

Compatible with Floral Zones (with the exception of Cosmopolitan Region). NEW

Compatible with Wildcraft: Trees and Shrubs. NEW

Parchment Window

An early game alternative to the quartz glass nobody knows about. It's parchment, so don't expect the transparency of glass.

Ideally I'd like to lock this window behind a meaningful progression too, but the base game doesn't offer much in this regard, which is why I added a very simple parchment item that can be crafted with oiled hides. It can also be crafted with scraped hides. Both styles have slightly different pane textures. More suited for the builder or decorator type.

Scaffolding

Acts like a ladder (convenient placement and dismantling) but gives you the visual feeling of security of a full block. On top of that it even looks better than your Vanilla ladder scaffolds. For your convenience the block is also dismantled a lot faster than you average ladder. Rated E for Everybody.

Comes woodtyped as well. More suited for the decorator type.

Compatible with Floral Zones (with the exception of Cosmopolitan Region). NEW

Walkways NEW

These ways are made for walkin'. And that's just what you'll do. One of these days these ways are gonna let you walk all over ... them.

For all your steady exploration needs. Rated E for Everybody not interested in using dirt blocks or water lifts to get to the bottom of things.

Comes woodtyped as well. More suited for the decorator type.

Usability Guide
Singleplayer  🟩  works
Multiplayer  🟥  must be installed on server
Known Issues
  • Advanced Crude Insulated Door
  • When testing, on half of the worlds the straw part of the door disappears in the opened state, on the other half it doesn't. I don't know if VS is gas-lighting me or what is what.
  • Parchment Window
  • Certain elements (such as water or leaded glass panes) are more visible through the window. This applies to Vanilla glass too, but is a bit more visible on the parchment variation.
  • Scaffolding
  • Not the biggest problem. It's essentially a ladder, so it will attach like one to blocks, which results in scaffolds attached to blocks not breaking with the rest. I am not experienced enough to manipulate this behaviour.
  • Walkways
  • The smallest snow layers (snowlayer-1) have culling problems when next to a snowed under walkway. It's just a visual problem and only appears under very specific circumstances (The walkway block must be straight on top of a block that can accumulate snow).
  • Screenshot
  • If you prefer hole-less environments you can disable snowed under walkways completely via Config lib. (Preferably before it snows or after thawing.)
State of the mod

There are still one or two (or three) things I would like to add, but those are currently well beyond my capabilities. The latest addition - the walkway, just barely made it in due to restrictions of pure content mods.

How to report
  • Bugs
  • Small things (issues with textures, recipes, placements, etc) can be reported in the comments or on the issue tracker.
  • Bigger issues can be reported in the issue tracker.
  • Crashes
  • Crashes should be reported on the issue tracker.
  • Please provide as many information as possible.
  • Suggestions
  • Suggestions can be posted in the comments or on the issue tracker.
Please refrain from posting the contents of log files directly in the comments.
Due to their sizes such posts will be removed!

 

Log files haven't been printing any errors, but that doesn't mean that they don't exists. Please feel free to share any findings or suggestions in the comments down below.

Please leave any feedback regarding recipe costs and output numbers. With the exception of the half-log corners, which have been mirrored from the vanilla variants, these have been written without any real long-term testing.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.3.2 1413 Apr 8th at 10:19 PM Show bradycrudebuilding-v1.3.2_v1.20.7.zip 1-click install
v1.3.1 159 Apr 8th at 10:29 AM Show bradycrudebuilding-v1.3.1_v1.20.7.zip 1-click install
v1.3.0 261 Apr 6th at 6:40 PM Show bradycrudebuilding-v1.3.0_v1.20.7.zip 1-click install
v1.2.0 2253 Jan 4th at 5:00 AM Show bradycrudebuilding.zip 1-click install
v1.1.0 228 Jan 2nd at 2:48 PM Show bradycrudebuilding.zip 1-click install
v1.0.0 469 Dec 15th 2024 at 8:01 AM Show bradycrudebuilding.zip 1-click install

44 Comments (oldest first | newest first)

💬 Brady_The , 2 hours ago

Crump Compatibility with Vanilla mechanics is another good reason. So is convenience. Forcing players to run twice as much just to prevent a devaluation of the water bucket might not be enjoyed by everyone. My plans are to add a minor break chance to the bucket eventually to simulate wear and tear, but for that I have to learn how to code first. I'll definitely add the config, though.

I only touch the Vanilla oil lamp to allow attaching to a raft. Anything else should not be affected.

Cheers!

💬 crumps, 2 hours ago

Yeah and upon thinking about it, having it under 10 kind of breaks/interrupts the ability for it to easily fit under somethign like the fruit press and squeeze all 10L in one go (I forgot the game uses metric not imperial lol). I guess the tradeoff there would be people timing it correctly to swap, accepting spill, or putting in half the max capacity squeeze.

So no rush at all, was just some of the feedback I got from the players on my server. I personally thought it was fine, because we also have the metal bucket ones for later and the tradeoff with ceramics vs wood is wood is instantly made in the crafting grid whereas the ceramic is a 14 hour wait in-game. Maybe a config to extend the wait would make it more fair? Just some feedback for ya. Great mod!!

 

Oh I also had a question for you, and I will be asking this in the Claymaking mod as well: does your change the recipe for jugs? I swear one of my claymaking mods is turning off jugs from red clay and only has it as blue. Unsure if its this one or another, just wanted to ask here :) thanks for making the mod!

💬 Brady_The , 4 hours ago

crumps It does not. Initially I played around with the idea to cap the bucket at around 5 litres but I eventually scrapped it, because ceramic vessels should easily be able to hold 10. Amphorae, for example, could hold, depending on their size, anything between 5 and 80 litres, with an average of 20 - 36 litres, so a bucket holding 10 isn't too far fetched.

I understand why the developers went down this progression path, but in my opinion it's not a great gatekeeping method, especially because the Vanilla game offers the clay-forming mechanic.

I will include a config in the next update, but I can't tell you when it'll come out.

If you like, you can change the bucket capacity before any update manually, though.

How to

Thanks for using the mod and the feedback!

💬 crumps, 6 hours ago

is there a config file to bring down the amount a ceramic bucket can hold? I love them in concept but 10 gallons makes the wooden bucket seem not as useful, or at least so the ppl on my server say. having the ceramic be 7-8 would be sick so it could still hold a lot and have a different making process while still encouraging going up the tech tree

💬 Brady_The , May 3rd at 8:33 AM

RuinousLibrarian Excellent question. This is residue from before the redesign of the page. I fixed it.

💬 RuinousLibrarian, May 2nd at 10:53 PM

So, I have to ask, why the youtube link in the Parchment Window drop down?

💬 Brady_The , Apr 15th at 7:40 PM

Apro Thank you for your report! Unfortunately I am unable to reproduce any crash following your description, with ceramic buckets in combination with Vanilla liquids. Are you using any mods which add liquids or change liquid functionality?

Could you please head to "%AppData%\VintagestoryData\Logs", zip your client-crash, client-main and server-main, and upload the zipped file to https://filebin.net/ or create an issue here. Thank you!

Edit 18.04.: Matter was handled via Gitlab.

💬 Apro, Apr 15th at 5:20 PM

Trying to fill a ceramic bucket while its in your hand with a wooden one ( with liquids or not ) crashes my game, doing it the otherway around works fine however.

💬 Brady_The , Apr 8th at 10:20 PM

Shizukesa Well, that was a rather silly mistake. Thanks for the report!

@All I hope I caught it all now. Please keep the feedback coming, though.

💬 Shizukesa, Apr 8th at 6:16 PM

The wood scaffolding recipe from Trees and Shrubs uses 2 units of nails and strips when the vanilla wood recipe uses 1 unit

💬 Brady_The , Apr 8th at 10:29 AM

CaptNattyLite That's exactly how it should work. Unfortunately an untested last-second change threw a wrench into the works. Now the carrying looks a bit silly (which is a fix for a later time), but the brazier does what it supposed to do. Thank you for notifying me!

💬 CaptNattyLite, Apr 8th at 8:22 AM

Is there a special way to light the oil braziers? I can't seem to light it with a torch.

💬 Brady_The , Apr 6th at 6:52 PM
Always back up your worlds before updating mods.

 

Update v.1.3.0 - The Walkway Update

This update adds and changes content. This includes change in the backend and to the name of .zip-file, which is now following the schema: {modid}-{modversion}-{testedgameversion}, for easier support and better readability in the log files.

"Tested game version" does not imply that the mod is not going to function on a different version. It merely states the game version it was last verified on.

I referr to the changelog for a more complete list of additions, changes, and fixes.

Ceramic Braziers: This beacon is (hopefully) the first part of a (potential) series of stronger illumination blocks one can use to guide players to certain places. Be it a mouth to a channel, a harbour entrance, or some epic build requiring the fitting illumination.
The light levels are fairly high, maybe a bit too high. I'd gladly take your feedback in this regard.

Ceramic Buckets: Initially I didn't want to include this item, because it changes the dynamics of the game a bit. But gating progress behind certain artifical milestones is in my opinion not the right way. Ceramic vessels did and do exist and were and are used for the transportation and storage of liquids. I have some ideas to differantiate the ceramic more from the wooden bucket, but for that I will need code.
I fully understand if you don't like the change this bucket introduces into Vintage Story. For this reason I added the option to disable the clay bucket with Config Lib.

Walkways: The stair and ramp variations of the name-giving block can be placed as follows:

How to place ramps/stairs

 

SecretMan83 I apologize that it took me this long. This update was supposed to be released two weekends ago, but life, uh, found a way. Additionally to your report I also changed how the texture of the actual half log looks. Instead of the bark texture, it'll now display the heartwood. I hope you like the adjustment!

NotQuiteNil Walkways have finally been added. Because I am currently restricted to pure content, the implementation is a bit rough around the edges, but should be servicable enough, until I finally learn to cut and polish code. Have a look and tell me what you think!

State of the mod: There might still be some small changes in the future, but that's pretty much it on the content side. I scraped already the ceiling with the walkways, having to simplify certain aspects of the shapes and behaviours. The next big update will be a 2.0.0 release with a switch to a code mod, improving existing blocks and adding new ones, potentially venturing into the mechanics side of things, etc. When (or rather if) that happens, is unclear. First I have to learn C#. Then I have to learn the VS code. Then I have to learn how to code for VS. It's a rather large hill to climb.

 

Always back up your worlds before updating mods.

💬 SecretMan83, Mar 20th at 4:45 PM

Brady_The Oh, I absolutely use those blocks. They carry a very rough-timber framing feel that the quarter-logs just don't. I will keep an eye for the update and will test thoroughly once it's out.

💬 Brady_The , Mar 19th at 5:41 PM

SecretMan83 That's very weird indeed. One should think I should have noticed that with how many times I looked at them.

Thank you very much for pointing this out. I'll take this opportunity and force myself to finish the next update in the coming days, which will include this fix.

(I am very glad to get some feedback indicating that people actually use those blocks. 😄)

💬 SecretMan83, Mar 19th at 5:05 PM

Not sure if this is a mod compatability issue on my end, or something else, but the Half Log Corners appear to be a bit bugged. There are certain blocks on my build where no matter how I try to place them, the Bark Texture goes vertical.

Any bright ideas or anything on my end I should try to fix it?

https://imgur.com/a/crude-building-elements-half-oak-log-corners-vertical-bark-glitch-43af2lr

 

EDIT/UPDATE: Debarked Half-Log Corners Don't have the same issue, but all Barked Half-Log Corners continue to have the issue.

 

💬 Brady_The , Feb 17th at 5:24 AM

NotQuiteNil Funnily enough I already have a somewhat WIP walkway, which I stopped working on a while ago, because I hit a road block with a placement method that's convinient for the player. For a proper solution I have to learn how to code.

I try to clean up the blocks a bit and might release a (slightly inconvinient) wip preview.

💬 NotQuiteNil, Feb 17th at 3:49 AM

Maybe a bit of a longshot, but is there any chance you could implement something similar to the platform decks from Construction Supports? It's a thoroughly outdated mod, and Crude Building Elements supercedes half of its purpose with the scaffolding. I figured it'd be worth asking, if nothing else.

💬 Boyarde, Feb 12th at 9:06 PM

Brady_The Awesome to see the insulated door added. It helps a lot and I love having the bushcraft aesthetic with "modern" functionality. Thanks again.

💬 KiriRae, Feb 8th at 7:00 PM

Brady_The Take a look at Primitive Survival's pit traps with the sharpened stakes. He puts stakes at the top of a hole and clicks with dirt and grass to cover the pit.  See if SpearAndFang can help you out with it.

💬 Brady_The , Feb 7th at 11:24 PM

KiriRae That's a great idea. Thank you for the suggestion. Unfortunately that goes far beyond my current capabilities. I would need to learn how to code first. I'll take note, though. Who knows, maybe I'll get there eventually.

💬 KiriRae, Feb 7th at 7:01 PM

I would really love the insulated door to be an in world crafting mechanic. -Place door then right click with dry grass or ferns or the like. Would also like this kind of thing for crude fences and gates. Nice early survival shelter without having to make ugly dirt huts or holes.

💬 Sinemu, Jan 28th at 4:50 PM

Brady_The Thank you very much, everything works perfect😚

💬 Brady_The , Jan 28th at 3:08 PM

Sinemu Thanks for the confirmation. I was working on an update on the mod, which will still take some time before it can be properly released, so I created a quickfix for you.

Please download and use https://gitlab.com/Brady_The/vintage-story-mods/-/raw/main/bradycrudebuilding_v1.2.1.zip (Don't forget to delete the old mod version.). Please also go to "%AppData%\VintagestoryData\ModConfig" and delete the file "bradycrudebuilding.yaml".

This should get rid of any errors. If it does not, delete the contents of "%AppData%\VintagestoryData\Cache" and test again.

💬 Sinemu, Jan 28th at 2:23 PM

Yes, I forgot to update ImGUI to v1.1.7. I updated it but the result is the same.

https://filebin.net/ubx2afetqx2ak32r

💬 Brady_The , Jan 28th at 2:01 PM

Sinemu According to the logs you send me, you are using ImGUI version 1.1.5. Can you please verify, and if so, update to ImGUI 1.1.7? https://mods.vintagestory.at/imgui

If that doesn't help, I'll update Crude Building. Thank you for helping me trouble-shoot this.

💬 Sinemu, Jan 28th at 1:31 PM

The first file that did not load in the world with my entire mod collection. And I tried to launch it with only two mods + those that I can’t remove, yes it loads, but still gives a file configuration error when loading.

https://filebin.net/gf91r299t5crmnxa

💬 Brady_The , Jan 28th at 12:16 PM

Sinemu Thank you for having an interest in my mod! What exactly is the problem? Where does it stop loading? Could you upload client-main and server-main, found in "%appdata%\VintagestoryData\Logs", here: https://filebin.net/?

On my end everything works fine, running my mod version 1.2.0 in combination with Config Lib v1.4.4 and Dear ImGUI 1.1.7.

💬 Sinemu, Jan 28th at 11:36 AM

It seems to me that this mod conflicts with configlib. I don’t know exactly, but when these two mods are together I can’t load the world.

💬 Brady_The , Jan 21st at 4:26 AM

Desolae Thanks! 😄 I thought it was slightly silly to include this recipe, but I have been playing in water worlds where reed is a very rare commoditiy.

💬 Desolae, Jan 21st at 4:21 AM

"It's a stick holding up a basket, not rocket science." you read my mind. thank you.

💬 Brady_The , Jan 4th at 5:01 AM

Caveira Done. Thanks for the suggestion!

💬 Caveira, Jan 3rd at 9:42 PM

Could you make it compatible with Vanilla Variants?

💬 Brady_The , Jan 3rd at 2:03 PM

Loco Your comment seems to be missing. Could you please edit it, or create a new one. Thank you!

💬 Loco, Jan 3rd at 1:57 PM
💬 Brady_The , Jan 3rd at 1:01 PM

Loco Just to clarify, your game crashed while doing something unrelated to this mod, but this crash also undid the placing of the door?

Is it possible that you are looking at something like this?

(Click on image to enlarge)

If so, simply punch the air blocks until they are destroyed. Those replacements blocks should have spawned on bottom and top.

💬 Loco, Jan 3rd at 3:42 AM

I updated to the new version and made a advanced crude door. My game crashed while doing something and door has disapeared. When I try to replace it. It says there isnt enough room. I have tried removing all te blocks around it and putting them back. Same message. I tried adding a dirt block and I cant place it. I can walk through the space but now I have no door. Please fix thx.

💬 Brady_The , Jan 2nd at 2:49 PM

Boyarde I apologize for the long delay. You can craft the insulated door now.

💬 Brady_The , Dec 17th 2024 at 11:30 PM

Boyarde It appears I have fallen for a caching issue, not only on one but two worlds. Cheers for the heads-up.

💬 Boyarde, Dec 17th 2024 at 11:05 PM

The straw seems to stay intact with the model when opened on my end

This might just be on my end somehow but it seems to be working fine in that regard.

 

💬 Brady_The , Dec 17th 2024 at 10:57 PM

Boyarde You are a rascal indeed.

The main reason why the door is not in the game, is, because the straw disappears in the opened state. I don't know enough about animations to understand the issue. I'll continue to try finding a fix, but I wanted to get the mod out, because I kept delaying and delaying the release.

Thank you for your kind words and suggestions!

💬 Boyarde, Dec 17th 2024 at 10:42 PM

I really love this mod. I found the insulated crude door (I'm a rascal I know), and thought maybe it could have a craft recipe involving resin glue and dry grass/thatch. My logic is that by the time you can grind charcoal for pitch glue you should be around copper age, so it's not allowing access to insulated doors earlier than intended. This request is solely because I really like how the insulated version looks, so don't pay it mind if you have more important things to do. It would just be nice to have access to it without needing creative.

💬 Brady_The , Dec 17th 2024 at 9:57 AM

Khaosmatic Thanks!

💬 Khaosmatic, Dec 17th 2024 at 9:33 AM

Great mod, hopefully one days these become vanilla!

 (edit comment delete)