
Mods / Make Tea
Tags:
#Crafting
#Food
Author: urm
Side: Both
Created: Feb 8th at 10:52 PM
Last modified: Feb 25th at 9:45 PM
Downloads: 11788
Follow Unfollow 262
Author: urm
Side: Both
Created: Feb 8th at 10:52 PM
Last modified: Feb 25th at 9:45 PM
Downloads: 11788
Follow Unfollow 262
Latest file for
v1.20.4:
maketea_0.3.1.zip
1-click install
Make Tea
Features:
- Clay form teapots and mugs.
- Fire them in a pit or beehive kiln, with full clay color support.
- Boil water in the teapot, add herbs and brew tea, with new UI, graphics and sound effects!
- Tea recipes for every in-game herb (currently that includes all the flowers).
- Brewing temperature matters! Pay attention to the UI colors and keep notes of the proper temperature ranges.
- Drink tea while it is still fresh, it won't be long before it's no better than muddy water.
- Make sure to drink from a mug to fully appreaciate some teas!
- Depending on the herb used, the tea will have different properties: a bit of nutrition, healing, and even a calming effect (increases temporal stability). Some teas are also quite toxic!
Potential future features
- More tea types as the range of herbs in the base game expands.
- Tea toppings such as milk and honey.
- More teapot and cup variety
Known mod compatibility
Known issues
- Can't shift+click teapot into the firepit (same as vanilla crucible)
Licensing
Some of the code is based on publicly available Vintage Story code.
You are free to use the code in this repository for Vintage Story mods, as long as you credit "urm" in any reasonable manner.
All the sounds are sourced from ZapSplat.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.3.1 | 4878 | Feb 25th at 9:45 PM | Show | maketea_0.3.1.zip | Install now | |
v0.3.0 | 84 | Feb 25th at 9:28 PM | Show | maketea_0.3.0.zip | Install now | |
v0.2.0 | 2572 | Feb 18th at 7:08 PM | Show | maketea_0.2.0.zip | Install now | |
v0.1.4 | 2943 | Feb 10th at 11:10 AM | Show | MakeTea_0.1.4.zip | Install now | |
v0.1.3 | 566 | Feb 9th at 3:23 PM | Show | MakeTea_0.1.3.zip | Install now | |
v0.1.2 | 271 | Feb 9th at 9:00 AM | Show | MakeTea.zip | Install now | |
v0.1.1 | 441 | Feb 8th at 11:05 PM | Show | MakeTea.zip | Install now | |
v0.1.0 | 33 | Feb 8th at 10:55 PM | Show | MakeTea.zip | Install now |
Once Wildcraft: Herbs and Spices updates, I'd love to see a compatibility patch to be able to make chamomile, mint, ginseng, marigold and ginger tea!!!
I feell like this combined with the floral Zones mods Series would make for a ton of interesting teas ^^
Would you also consider other cultural styles of tea sets?
It would be cool to have an option to make Gong Fu style tea with a mod like this.
I love this mod 10/10. I think it would be realy nice if the tea could warm you up
Wrum How did you do this? everytime I try to go in and edit that .json file to have freshhours: { 3 } it fails to load and becomes unusable. any thoughts on how I could fix it?
In the mean time it's pretty easy to edit the freshness time yourself. Just go into the maketea.zip, assets, maketea, itemtypes. liquid, then tea.json. Open with a text program and scroll to the bottom and there you'll find the fresh hours. If you're feeling cheaty and wanna spoil the effects ya can also look at the values that all the different herbs have lol. I set my tea's freshhours to 3
Novabella yeah, that part is definitely not realistic, but I feel like it makes for better gameplay. If you could store tea indefinitely, it would make certain teas a little too strong. The brewing time of around 2 game hours is not very realistic either, but concessions have to be made. Reheating is actually an interesting idea, maybe I'll play around with that at some point.
I feel like the tea expires a little too fast, as is. Maybe a setting or config to change its time limit would be great?
IRL I typically don't even start sipping my tea for an hour to begin with so it won't burn me. Plus you can reheat tea quite easily irl.
I have no idea as I've not even played 1.19, but I suspect it should work. Artsondamus
Hey, I want to ask if these any plan to make a previous version despite not all mods have been updated to 1.20 yet and I know it sound like load of waste of time, but it would be great to have this mod if this mod also runs on 1.19?
urm btw I created a merge request for a german translation :)
itselre yeah, this mod only supports the vanilla water. Hydrate added hydration support, but not additional brewing recipies I guess.
Ragnarogk yes, mug is just a normal liquid container with a volume of 0.2. The only unique functionality is being able to get Temporal Stability from drinking certain teas
Can a mug hold other liquids? and if so, how much liquid holds? I would like to be able to drink lower quantities of alcohol (like half a bowl) mainly for RP. Finally, wooden mugs and pewter if compatible with Pewter mod
I can't seem to make tea with any other water than "normal water", with hydrate or diedrate. Do I need to config something?
InertFurry it is standard vanilla behavior, some teas you have to reheat again when the temperature begins to drop
If it's not within the temperature range the entire time are you going to just get spoiled tea portions?
I've only ever managed 12% spoiled at best.
I'm not entirely sure what the intended flow is for crafting with how temperature seems to be handled. It'll sit exactly at the temperature it got up to until it begins to absolutely plummet. If that's not standard vanilla behavior, probably improved firepits.
Love this mod! Can't wait for a config file to tweak some stats like the HP gain :)
RuinousLibrarian not planned in the scope of this mod
Would it be possible to have tea leaves and coffee beans at some point?
The_Teller tea toppings is something I'd like to do, but for now I don't have a good idea on what would be their gameplay purpose. There should be some difference between just drinking the juice and the tea separately and combined in your example, but what would that even be? The liquid interactions would also be pretty awkward. Mugs are already small - 0.2 liters, and the vanilla UI only shows liquid quantities in 0.1 increments. Watering tea down with juice, milk or honey half-half seems... strange. Leaving free room in the teapot before brewing it to add those liquids later also feels strange. So until I find an ergonomic and meaningful concept, I'm not gonna bother implementing them.
Think it will be possible to make fruit/herbal tea blends. Such a Apple Merry gold.
Could add a bit of juice from the fruit while boiling the tea.
Great job! This should be in the vanilla, also warming you up instantly💯
DuckTape did you notice the brewing indicator changing color? If needs to be bright green throughout the brewing process for the tea to be perfect. For some teas that means taking the teapot off the fire before it boils, and for some that means reheating the teapot multiple times. I should add the temperature ranges to the handbook though, it is a bit too hard right now I think.
could I have some advise on making tea? I have not ben able to brew tea that was not more than 60% spoild after two hour of testing
GrimGrom kombucha is fermented, rather than brewed. So that would be closer to how in-game ciders are made, rather than to this mod's mechanics. I've looked up shiitake tea... looks like shiitake broth to me :)
Cozy mod! Is there any plans to add stuff like Kombucha or other types of mushroom tea? I know most mushrooms in the game are merely edible or poisoinous mushrooms but some like the shiitake can make for real nice earthy tea.
urm - sadly, nothing more to add, I went into the handbook 'everything', typed in 'tea', and VS crashed.
I am not aware of any handbook crashes with this mod, could you elaborate? Aspendosia
And no, I don't have any plans to add new plants in this mod. I think that's better suited for a farming-focused mod.
Any plans to add carnellia sinensis (the tea plant) to the game? I tried searching the handbook, and it crashed my game so I've switched the mod back off again for now. Those drinks I managed to see in Creative mode all seemed to be herbal infusions. Cheers.
Godzilla most likely I will. Although even the vanilla crucible has no Ctrl+Click firepit support :D Shift+Click not working is indeed annoying, but I haven't had time to look at it yet.
Would you be able to make it so we can crouch+click the teapot in our hands onto a firepit? And to be able to shift+click it automatically into the firepit slot when inventory is open? Not essential but a very nice convenience that'd be awesome!!! Love the mod.
Very likely you just failed to install the new version, so all the ids are unknown. WhiteCoffee
Make sure that it is indeed installed, and check logs in %appdata%\VintagestoryData\Logs
i get a bunch of errors after updating the mod and all my tea stuff is gone now not sure how to check the logs that show up when loading a world either or id paste them here
i think i just needed to restart the game which i thought i did before i made this comment
CaptNattyLite it should have been fixed by 0.1.4, I just forgot to remove it from known issues :)
Is there a fix for the known issue for the mod conflicting with liquid containers? I have reports from my players that they can not put liquid in bottles and such. Just looking for a fix, thanks!
Also if there is no fix currently, is this mod safe to remove from a save?
urm well, if you want my two cents, i reckon it would be good for players to at least have the option of looking up more comprehensive info; that doesn't get rid of discovery for those who prefer it (nor does the base game's handbook) since you have to actively participate in looking the info up, it just gives you hints and places to start looking, or else resources to try to prioritize. personally i don't mind experimenting, but i also have a full time job, so i don't have real-life hours to spend brewing digital tea over and over xD
ultimately this mod is your artpiece so it's your call, but i don't think anyone would complain to have the option even if they do have the time and preference to try every single flower at multiple temps
blueblynd I'm a bit conflicted on explicitely documenting tea types in the handbook. On one hand that's more similar to vanilla crafting systems, on the other, it reduces the discovery aspect that the mechanics currently have.
urm that seems to have worked, thank you! the spoilage time for cow parsley is much more reasonable. some eventual documentation on the types of teas would probably be cool if you ever have the time (i know that'd be a lot of writing lol), but for now i'm happy to continue trial-and-erroring. thank you so much for your time :>
blueblynd I think the only tea that can be brewed at 100C throughout with full quality is Cow Parsley
urm is there a basic/beginner type tea that can be brewed at a high temp throughout, just to get an idea of how long the ideal spoilage time lasts? if you remember off the top of your head, of course
blueblynd to get optimal, "non-spoiled" tea, the brewing status needs to be solid green throughout the brewing time. You can see it in the inventory popup, and in the placed teapot's UI. Usually you need to warm up the water first, before putting in the herbs, and for some of the stronger brews you might have to reheat the teapot, even multiple times.
urm that could absolutely be the case, yes, i'm still trial-and-erroring what flowers are compatible and which ones do which thing. i look forward to the additon of a config, but i know life is busy and free mod work is far from priority #1 - i just personally love the idea of pouring a cup and it lasting long enough for me and a bud to share xD
thank you for the quick response btw!
blueblynd I do need to add a config - there currently isn't one - as at some world timescale settings there are indeed some issues, both with spoiling time, and with brewing time. However are you sure the tea you are drinking didn't already come out "spoiled"? If you don't brew it at the correct temperature, it can be very spoiled (50%+) immediately.
DoktorVanBarron I'm sure the base game will add more herbs long term, and some way to farm them too. This mod is balanced to make tea mass production more or less impossible, or at least not useful. So there wouldn't be much reason to either way. I also like the idea of having to scout for valuable herbs, road trips for valuable resources are one of the finer aspects of Vintage Story
is there a config file somewhere that i'm missing by any chance? i understand the point of the tea "rotting", but i feel the timer is far too quick -- i have to chug the whole pot as fast as i can click it to get any of it down before it's past 70% spoiled. i'd love to make it just a bit slower.
Absolutely great mod, although I'm hoping it'll expand in scope to growing said herbs (they're non renewable as far as I know except horsetail) as well as taking the herbs from wildcraft as well.
urm Well this is odd. I uninstall all the mods except yours & created a new world & still having the issue. I'm on 1.20.3
Just to recap the issue. When pouring water out a stack of buckets of 2 or more, it does pour the water (on ground or in barrel) but doesnt empty the bucket & no change of the stack of water buckets. Also dosent fill when trying with a stack of buckets. Does work fine when using just one bucket in slot. When clicking on a barrel with a empty stack on hand opens the interaction window for the barrel.
I hope this info helps as I'm totally confused.
YES!!! Oh I cannot thank you ENOUGH for this mod. I'm an absolute tea fiend and I've been wanting to enjoy tea in the game for so long. My only request is that maybe tea could last a little longer?
urm - can't say which of the other mods this isn't playing nice with, but it certainly didn't get on with https://mods.vintagestory.at/tarmod - I was unable to use a (vanilla) bucket to empty the tar collector, but as soon as I deactivated this mod, it worked fine (as, now, did the bucket for water). As this run is testing a few mods, some of them quite old, I'll keep an eye for any updates to this mod and then run it again. Cheers.
TheSinisterRat the teapots are supposed to be placeable in different directions, so that's a bit strange. I'll look into it, thanks!
urm Thank you very much for such a quick fix! Looks like people no longer crash and we can all see the teapots when placed by one another.
The only note I have in that regard is that no matter where it is placed from the teapot always faces the spout to the west - I never actually paid attention as to whether or not they could be rotated prior, so if that was always the facing then ignore me! Thank you once again.
PS. Seemingly no issues with water for us, despite 103 mods including the tar mod. Didn't have any tar to test with.
DecaByte Aspendosia this is probably due to a patch I had to do to prevent duping, which in turn was caused by implementing in-inventory interactions, like the cooking pot has now. Would be nice if you narrowed down which mod(s) have issues with this, so I can figure out if it's possible to fix, or if I should just give up on in-inventory interactions :(
Also having problems with this mod. Added it to my mod pack and couldn't pick up water in a bucket or tar from the tar mod. Removed this mod, and water/tar are working again. Hope it gets fixed as I'd love to run a tea plantation.
urm I cant figure out which mod that is causing your mod to mess with dumping water from stack of buckets. I disabled all the mods that I thought changed water & still bugged. I hope your able to figure it out as I really want to use your mod.
I demand the right to chug the teapot
> Disallowed drinking from teapot directly
Finally no more savagery
Based
Amazing! What a delightful mod
Gahshunk some of the teas already heal you, intoxicate you, and can even restore a bit of temporal stability.
Teas warming you up in the winter would be pretty meaningless, as to cook the tea you need a campfire, which will already warm you up just fine
Are there any plans to add additional effects to tea to add a little bit of flavor? (i.e. some teas are healthy so they restore 1 HP, some teas aid digestion and therefore temporarily slow hunger drain, etc.) and can hot tea warm you up in the winter? If not, this mod is still wonderful and adds a little more to that cottagecore feeling I always get when I cook in my little kitchen.
TheSinisterRat I've uploaded a new version, let me know if that fixes the crash (and whether the placed teapots sync correctly).
Really like to seeing this mod. Looks like fun.
Stack buckets dont empty when poured out on floor or barrel. Thinking that it could be the stack buckets mod or the world config setting for no water sourse from buckets that messing with your mod.
Thanks. I have not tested it in multiplayer yet, seems like i should get on it
Hello again! Dunno if this is helpful to you, but I've copied the log I get from a very particular crash my friends and I are having.
Namely, if anyone places a tea pot (Granted, we only tested the dark brown one) then everyone else is kicked from the server. The person who has placed the pot is completely fine and can continue to play, but anyone else crashes immediately upon placing. We removed all other mods and created a new world with only this mod enabled, and the end result was the same.
EDIT: We decided to test some more. All finished teapots crash the game for whoever didn't place them - no matter the colour, ceramic tea pot being placed in the world makes everyone else crash. Being placed in a container or firepit is fine, keeping it - or several - in the inventory is fine. No other mods were present and the new world had no config changes whatsoever. Hope this helps with troubleshooting!
Running on 64 bit Windows 10.0.22631.0 with 32535 MB RAM
Game Version: v1.20.3 (Stable)
2025-02-08 10:33:51 PM: Critical error occurred in the following mod: maketea@0.1.1
Loaded Mods: game@1.20.3, maketea@0.1.1, creative@1.20.3, survival@1.20.3
System.NullReferenceException: Object reference not set to an instance of an object.
at MakeTea.TeapotEntity.OnBlockPlaced(ItemStack byItemStack) in D:\dev\VintageStory\MakeTea\MakeTea\TeapotEntity.cs:line 255
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1086
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 627
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1326
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 120
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleSetBlock(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 112
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
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 = 2025-02-08 10:27:45 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.3.0, time stamp: 0x66470000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0x0x14d0
Faulting application start time: 0x0x1db7ab97dbd83c6
Faulting application path: C:\Users\harve\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: c96195a4-93cc-4634-9e36-0da1de76af13
Faulting package full name:
Faulting package-relative application ID: }
Would be awesome with compatibility for one of the hydration mods
There seems to be an inompatability with a mod (I'm not sure what) but it messes with liquids, making getting and putting them away very glitched in the way that stacked buckets or bottles can't transfer liquid. I think it's probably ACulinaryAltillery, but I'm not too sure.
Combine this with the firearms mod and suddenly things get real colonial real fast lol
Have to agree! My friends and I are all avid tea drinkers and the ability to partake of that ambrosial substance in Vintage Story is very much what the game was missing. Thank you immensely for filling that gaping void!
always wanted a tea mod, very nice
@Lightpowder I don't have any plans to make a comptatibility patch, but it should be pretty straightforward to add new recipes and tea properties with a Content mod.
I genuinely looked up a tea mod 1 hour ago and was sad to find nothing. Come back on and its here 14 minutes ago??? Seriously?!?!?
Nice, love me some tea.
Any chance of adding Wildcraft compatibility? I wanna add rose hip and currant flowers to my tea.
Oh, and HydrateOrDiedrate too.